Stockholms Lokaltrafik

Transforming the SL app into a seamless ticketing solution by shifting habits

Role

Research, Strategy, UX/UI Designer

Duration

3 weeks

Hyper Island Team

Zheng Joo, Oli Hall, Massinisa, Ann and Ed

Outcomes

Redesigned the SL app to improve trust and user adoption, shifting ticket purchases from offline agents to the app via a seamless, mobile-first experience.

Overview

Stockholm Public Transport (SL) aimed to transform their app into the primary tool for buying tickets and planning journeys, shifting user habits from relying on agents to using the app as their main ticketing channel.

The goal was to convert 2 out of 10 travelers who currently purchase tickets through agents into consistent app users by addressing frustrations, building trust, and creating a seamless experience that fits naturally into the public transport journey for both new and existing customers.

The Challenge

How might we reduce reliance on agents and convert 2 out of every 10 ticket buyers into consistent app users?

Through research, I identified core issues: confusing ticket flows, technical glitches, and missing features eroded trust and consistency, even among app users.

The needs of the project,

Build Confidence in the app
Design centered for both new and existing SL customers
Address customer's habitual behaviours of using agents to top-up tickets.

The core problem

Even though students and others users were already familiar with. the SL app, it wasn’t somethigng they could trust or stick with. Confusing ticket-buying steps, technical glitches, and missing features meant people used it inconsistently or gave up on it entirely.

Research Methodology

Guided by the Fogg Behavior Model (FBM), the research focused on designing for behavioral change, making the app intuitive, reliable, and habitual.

The solution

New Users get the support they need
The app Feels and act like SL

User Testing

Task: Purchase a 30-day discounted ticket as a student using the app

100% Task Completion

27%
error rate

Reflections and learnings

This project taught me that effective design is about shaping behavior, not just aesthetics. I learned:

  • Understanding user habits - age, tech comfort, preference, is critical to redesigning trust

  • Pitching a design isn’t a one-sided presentation, but a collaborative co-creation

  • Solutions must balance desirability, feasibility, and viability to truly succeed

As this was my first pitch presentation, I learned that pitching isn’t about selling an idea, it’s about co-creating one. It’s a conversation, not a performance.

I also began to appreciate the business lens of design - desirability, feasibility, and viability must work together. A strong idea only succeeds when it resonates with users, can be built sustainably, and aligns with business goals.

OTHER PROJECTS

Gcash MicroMerchant App

A low-tech financial app for the Philippines market

See Project

Role

Research, Strategy, UX/UI Designer

Duration

3 weeks

Hyper Island Team

Zheng Joo, Oli Hall, Massinisa, Ann and Ed

Outcomes

Redesigned the SL app to improve trust and user adoption, shifting ticket purchases from offline agents to the app via a seamless, mobile-first experience.

Transforming the SL app into a seamless ticketing solution by shifting habits

Overview

Stockholm Public Transport (SL) aimed to transform their app into the primary tool for buying tickets and planning journeys, shifting user habits from relying on agents to using the app as their main ticketing channel.

The goal was to convert 2 out of 10 travelers who currently purchase tickets through agents into consistent app users by addressing frustrations, building trust, and creating a seamless experience that fits naturally into the public transport journey for both new and existing customers.

The Challenge

The core problem

Even though students and others users were already familiar with. the SL app, it wasn’t somethigng they could trust or stick with. Confusing ticket-buying steps, technical glitches, and missing features meant people used it inconsistently or gave up on it entirely.

Guided by the Fogg Behavior Model (FBM), the research focused on designing for behavioral change, making the app intuitive, reliable, and habitual.

How might we reduce reliance on agents and convert 2 out of every 10 ticket buyers into consistent app users?

Through research, I identified core issues: confusing ticket flows, technical glitches, and missing features eroded trust and consistency, even among app users.

The needs of the project,

Research Methodology

Build Confidence in the app

Design centered for both new and existing SL customers, with a focus on those still relying on agent-based ticketing.

Address customer's habitual behaviours of using agents to top-up tickets.

The Solution

New Users get the support they need

The app Feels and act like SL

User Testing

Task: Purchase a 30-day discounted ticket as a student using the app

100% Task Completion

27%
error rate

The solution

This project taught me that effective design is about shaping behavior, not just aesthetics. I learned:

  • Understanding user habits - age, tech comfort, preference, is critical to redesigning trust

  • Pitching a design isn’t a one-sided presentation, but a collaborative co-creation

  • Solutions must balance desirability, feasibility, and viability to truly succeed

As this was my first pitch presentation, I learned that pitching isn’t about selling an idea, it’s about co-creating one. It’s a conversation, not a performance.

I also began to appreciate the business lens of design - desirability, feasibility, and viability must work together. A strong idea only succeeds when it resonates with users, can be built sustainably, and aligns with business goals.

OTHER PROJECTS

Gcash MicroMerchant App

A low-tech financial app for the Philippines market

See Project

Ajitha Chellam 2025

ajithachellam963@gmail.com

Ajitha Chellam 2025

ajithachellam963@gmail.com

Ajitha Chellam 2025

ajithachellam963@gmail.com

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