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Learning Outcome #4

Professional Standards

Both individually and in teams, you apply a relevant methodological approach used in the professional field to formulate project goals, involve stakeholders, conduct applied research, provide advice, make decisions, and deliver reports. In doing so, you keep in view the relevant ethical, intercultural, and sustainable aspects.

Evidences

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Group Contract
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Scrum Method
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Client Communication
(Client Project)
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Brainstorming
(Client Project)
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Primary Research
(Client Project)
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Secondary Research
(Client Project)
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Game Usability Testing
(Client Project)
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Advice Report
(Client Project)
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Final Client Presentation
(Client Project)
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Stakeholder Interview
(Passion Project)
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Competitor Research
(Passion Project)

Group Contract

Introduction

We started by creating a group contract first to define our agreements and communicate with those expectations we have, that could help improve our overall creative progress. I contributed to the entire process of completing the document and we individually included our own strengths and weaknesses as well as the roles and responsibilities we established for each team member.

First Iteration

Before starting our project, we first took the time to get to know each other by discussing our individual strengths and weaknesses. We also identified our semester goals and what we want to learn or focus on for this project. This helped us understand how we could collaborate effectively. We also shared our values for clear communication, metrics of success, and internal rules that we must all follow. These are outlined in detail in our group contract.

Link: First Group Contract

Second Iteration

After our retrospective, we updated the group contract and came up with a better way to hold each member accountable for their actions. At first, our group had problems with communication, but these turned into attendance. To fix this, we implemented a strike system to ensure everyone follows our rules.
Aside from that, most of us seem to lack proper communication skills, and some lack organization. So, we also came up with the idea of assigning leaders of departments for Development, Design, and Research & Documentation. This is implemented so we can improve our group’s workflow and to have a more focused attention on each area. Each leader guides and makes final quality decisions to help us progress quickly with our projects.

Link: Final Group Contract

Reflection

Through this, I gathered many realizations and takeaways that I surely will bring for future group works:
  • I’ve learned how each team member approaches projects and I always have to consider those so we all remain in-sync.
  • Adding the strike system helped me stay more productive since I made sure to attend meetings and keep the group updated.
  • I’ve realized I can help in ways I know, to make sure everyone feels comfortable sharing their ideas since this is what some of our team lack.
In the future, I can improve setting clear expectations from the start, and know each member’s strengths and weaknesses. This will help not only me, but keep the team on track and make our meetings more effective.

Scrum Method

Introduction

To guide our creative process and have a healthy working environment with the team, we decided to use the Scrum method. We’ll manage tasks and track progress on Trello. After each sprint, we’ll have retrospectives to communicate plans and how we can work as a group.

Trello

With the (Trello) Scrum Board organized by our group, we are able to check our responsibilities, manage our overall workflow, and get updates on our progress. I use it to check my tasks and plan my schedule for the project.

Link: https://trello.com/b/Mk6JKvMD/to-do

Retrospective After 1st Sprint

Our group used the KALM approach where everyone gets a sticky note and writes down what we liked and didn’t like. We then categorized each sticky note into: “More”, “Keep” those we liked remained, “Less” those we wanted to stop doing, and “Add” solutions to these. Personally, this gives me insight into my group’s work approach and perspectives. I also believe it will help me feel more confident in discussing and reflecting on the challenges we’ve faced.
After that, we went through all the sticky notes and discussed the reasons behind what each person had written. We then expressed our opinions, and came up with solutions to fix issues under the “Add” category.
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In summary, our general problem is that most of us lack proper communication skills and some lack organization in work so to solve this we decided to do stand-up meetings every OIL-time at school.

Retrospective After 2nd Sprint

We conducted a retrospective once more with the same approach which is KALM. Instead of writing down on sticky notes, we used Figma for this process and categorized it again into: Keep, Less, Add and More.
This time, our work was much better because we divided tasks into subgroups, allowing us to manage everything more effectively. This approach helped us work more smoothly, meet all deadlines, and improve the quality of our work.
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However, we noticed that attendance at our scheduled meetings has been an issue, mostly due to members being late. In order to collaborate effectively and work as a group, we need to have complete attendance, but because of these delays, we’re unable to make progress or decisions together. To address this, we are implementing a strike system to encourage better attendance and punctuality from all members.
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Retrospective After 3rd Sprint

After sprint 3, attendance was still our biggest issue. Since implementing the strike system, we kept records in our Excel sheet, and one member was constantly not attending classes and not working from home, so we decided to remove them from the group. Following this, another member dropped out, reducing our group from 7 members to 5.
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Because of what happened, we have to figure out a different way that will obligate us to attend and communicate as necessary, since the strike system wasn’t effective enough. We wrote solutions on sticky notes, then discussed them with the team. We agreed to give money when we’re late. The money accumulated will be used to buy food as we celebrate the end of our group project.
Aside from that, we also discussed another problem, which is our ability to meet deadlines on time, so we all agreed to have online meetings just to be updated with each member’s progress.
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Reflection

I learned that once I understand my team’s dynamics, it can help me collaborate well with them, so with this method, it definitely helped me have a safe space where I can discuss what went well, went wrong and what solutions we can do. After acknowledging our general problems through retrospective, we can find solutions to fix these issues to prevent disagreements and misunderstandings.
Moving forward, I will definitely use this method in all my future projects, as I’ve seen how it strengthens team communication and encourages continuous improvement.

Client Communication

Introduction

Our team maintained communication with the client to know their preferences. This helps ensure a better project outcome, client satisfaction and to come up with designs that accurately represent the target audience.

First Client Meeting

Before we started the project, the team organized a meeting with the client to gather information and deeply understand their perspective regarding the Fast Fashion project for Night of the Nerds which will guide our content strategies.
The person who contacted the client through email was our leader. She then set a Google Meet invite on the agreed time and date with the client. I accepted the invite and made sure to join the meeting on time.
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After our group conducted a 40-minute Google Meet interview, Mariana and I proceeded to make the interview transcript.

Link: Client Interview Transcript (Problem Definition)

Second Client Meeting

After each of our subgroups conducted research and made designs, we organized a mid-presentation meeting with the client to share our concepts and to know what the client prefers as well. The group came together to create a presentation showcasing the concepts from each subgroup.

Link: Concept Mid-Presentation

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We discussed the goal of our concept which is generally to promote awareness of fast fashion’s negative impact through games and eco-score labelling for clothes. After the presentation, it didn’t reach the client’s expectation and was not fully satisfied with our concepts so we dedicated our time in thinking of different ideas.

Third Client Meeting

After our mid-presentation, the group worked on improving a concept that the client seemed to like. Then, we immediately organized a meeting with the client, and I put together a presentation that included our storyline and the MoSCoW table.

Link: Final Concept Presentation

In this meeting, we showed the improved version of the Upcycling with Besties game, where instead of being a storytelling game like ‘Episodes,’ the game is now more similar to a typical surgery game, where the player really has to choose from workshop tools.
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We finally reached our client’s expectations and liked the concept we presented. After we ended the meeting with our client, I made a transcript of it that will guide us in finishing the game.

Link: Client Presentation Transcript (Final Concept)

Fourth Client Meeting

Our group decided to organize a meeting with the client again so they’ll be updated on our progress and to actually see the concepts come to life. During the meeting, I presented the prototype I created and demonstrated the gameplay of the upcycling game, while also explaining the concept behind it.
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The client liked the game and just mentioned a few suggestions:
  • See the characters wearing the clothes they upcycled.
  • A voiceover for Lisa.
  • A short introduction (trailer) that explains the game for at least 30 secs.
  • Add credits at the end of the game.

Reflection

I learned the importance of knowing the client’s perspective, as it can guide my creative process and help me ensure that I truly capture the target audience’s preferences. I will definitely prioritize regular communication with clients in my future projects to keep them updated on the project’s progress and maintain alignment with the client’s vision.

Brainstorming

Introduction

To start our project, we needed a clear way to generate ideas and organize our thoughts so I suggested and led the brainstorming session for our group, where we came together to share our ideas. We decided to use two techniques: Brainwriting and Lotus Blossom.

Brainwriting

Together with 3 other members who were present that day, we first conducted brainwriting which involves discussing ideas to create the best solution. This helped members of the group to think creatively and share ideas. We answer the question: “How can we have fast fashion be less attractive amongst users?”.
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Process

Everyone wrote down their thoughts and then shared them with the group. I wrote my ideas as well. Then, everyone moves one row to the right and generates an idea based on what’s above the current row. We continued to exchange ideas and build on them for a few rounds.

Insights

So from our brainwriting, we gathered: seek workshops, encourage youth to purchase from second hand/thrift stores, promote timeless clothes and storytelling. This method was really helpful for expanding on each other’s ideas, and I would definitely suggest using it for future projects.

Lotus Blossom

After the brainwriting, we then proceed to lotus blossom with all members present. This method helped us break the problem down and look at it from different perspectives at the same time, it allowed us to have a more detailed discussion of what we can do to reach our goal: making fast fashion less attractive.
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Process

So we proceed by placing the main goal we have in the center of the group and we write down thoughts. I wrote my ideas and expanded on them. We generated 8 ideas, we then generated 4 more ideas for every one of the 8 initial ideas and connected its features. We divided it into 3 aspects: usability, technology, engagement then categorized between groups and finally worked out the concept.

Insights

From our lotus blossom, we came up with our final concepts, and here is what we decided:
  • Promoting sustainable clothing by creating a special label, an “Eco-Score” for clothes, which is determined by sustainability and how it’s made.
  • Interactive media that’s fun and informative, promoting thrifting, timeless pieces, and second-hand clothing by teaching users how to style and upcycle.
  • An educational game that spreads awareness in a fun way.
This method helps in focusing on important points and allows us to slowly build the concept with input from everyone, which makes the process more effective.

Primary Research

Introduction

I conducted primary research through interviews with our target audience, teenagers aged 15-17, with a goal of understanding their awareness of the negative impacts of the fast fashion process. We created questions to ask them about their reasons why they buy from such stores, as well as the problems they have encountered. The findings gathered from this will help address, “What is the percentage of thrifted clothes vs fast fashion clothes in a wardrobe amongst teenagers?” and from there we can create a product to encourage them into sustainable fashion practices.

Method

I used Field research in the form of Interviews, where we came up with questions, went to the location of choice, and engaged with our target audience. We asked them specific questions to gain insights into their preferences and properly reported the findings.

Process

After we received a go signal from our teacher, Mariana and I went to the city center specifically to fast fashion and second hand stores to conduct our interview. We gathered 4 interviews only from fast fashion stores. We didn’t see anyone in the age range (15-17 y.o) at the second hand stores so we weren’t able to conduct an interview there. But to prevent any form of biases, we asked the interviewees to close their eyes and let them touch two pieces of clothing—one from Zara and one from a second hand store.
The attached compilation of our interview transcripts below will help to shape a product or service catered to this demographic. I can develop solutions or concepts that prioritize affordability, style, and convenience while addressing ethical and practical concerns.

Link: Interview Transcripts

Findings

The findings from the interviews help address one of our research questions: ‘What is the percentage of thrifted clothes vs fast fashion clothes in a wardrobe amongst teenagers?’ The answer is that participants mostly have fast fashion clothes in their wardrobes, with very few thrifted items. Most of the target audience prefers shopping at fast fashion stores but is unaware of how the clothes are produced. Part of it also is that there are less thrift store choices in the area. They expressed guilt about that and considered their clothing choices in the future.
From these answers we gathered, I plan to brainstorm ideas I have in mind but focus on creating a product that can be: functional, easy to use/navigate and creative to raise awareness and encourage sustainable fashion practices among our target audience.

Secondary Research

Introduction

From the primary research, we were able to understand the perspectives of young consumers (15-17 y.o) regarding their awareness of fast fashion’s negative impacts. After that, Mariana and I came up with different questions for our secondary research and split them up. Here are the questions I focused on:
  • What is an Eco-Score, and how does it differ from other scoring systems like the Nutri-Score?
  • How is the Eco-Score calculated, and what factors contribute to its final grade?
  • What does each part of the Eco-Score represent in terms of sustainability and ethical standards? standards?
  • Why is the Eco-Score important for promoting sustainability within the fashion industry?
From these questions, I derived the main research question: “What is an Eco-Score, and why is it needed?” The answers from these questions aim to promote the significance of Eco-Score which is a simple A-to-E rating system to assist the teenagers in making eco-friendly choices when purchasing clothing.

Method

To guide the secondary research, I used Library research, specifically Literature Study that will help thoroughly explore Eco-Score’s potential. I reviewed articles, and papers related to sustainable fashion and summarized those findings in a research paper.

Link: Eco-Score Research

Findings

The question, “What is an Eco-Score, why is it needed?” was addressed by the literature study I conducted. The answers show that clothing stores have different ways of product-making that could either help or destroy the environment, and as consumers, we don’t know much about that. To lessen the effects of fast fashion, we introduced the Eco-Score — a guide to young consumers towards responsible shopping. It also promotes awareness and provides an easy understanding of what is a better option through a simple A-to-E rating.
In conclusion, the Eco-Score labeling should be encouraged for use in clothing stores to help consumers make more informed and eco-friendly choices, especially since tools to assess which products follow sustainable practices are still lacking nowadays.
After this secondary research, these findings helped strengthen our concept of the Eco-Score. Based on this, we created visuals for Eco-Score Label, to show how using it could be beneficial in making ethical shopping choices clearer and easy to understand especially for young consumers.

Game Usability Testing

Introduction

My groupmates and I tested the usability of our game Upcycling with Besties for both the initial prototype and the final product. This game is all about teaching how to upcycle old items mostly targeted on the young consumers (15-24 years old) that’s based on the research and survey we conducted before proceeding to step. We conducted our first usability test on the initial prototype created in Figma, and another usability test on the final product, which was the version we coded. My primary role in this testing is to document the feedback we’ll receive. This feedback is important for improvements and polishing of the game before completion.

Initial Prototype

The purpose of this usability test is to evaluate the intuitiveness of the game prototype’s navigation, mechanics, in-game instructions, and design, as well as to gather insights on user satisfaction and overall experience. The goal was to answer the following questions:
  • How do users interact with the game based on its design and interface?
  • Are the instructions clear and helpful in guiding users through the game?
  • Do the designs make it easier for users to engage with the game and follow instructions?
  • Do users fully understand the game flow and know what to do next?

Method

Mariana and I conducted the first usability test and invited 5 users to test our game. Most of the participants were students within our age range (15-24 years old), and one participant was a teacher. My primary role in this testing is documenting the feedback and main observations of the users. This is important for drafting the usability testing results and the list of improvements for the game.

Link: Initial Prototype Usability Report

Findings

  • Navigation and Interaction: Users struggled with drag-and-drop mechanics and screen navigation, expecting more uniformity and accessibility.
  • Visuals: Praised for appealing design but suggested improvements like enhanced characters and new tasks.
  • Functionality: Functional flow, but clearer instructions and an introductory guide are needed for better understanding.

Insights

Overall, the usability testing revealed the issues that users experienced in terms of navigation and interaction in the game, such as the drag-and-drop feature and onboarding flow. We also found that users find the game appealing due to the style, theme, and uniformity of the elements, which also made the game more functional.

Final Product

The purpose of this usability test is to evaluate the functionality, navigation, and design of the final game, ensuring that revisions have improved the user experience and satisfaction. The goal was to answer the following questions:
  • How do users feel about the overall game experience, considering the design, theme, and details?
  • What are the main issues or frustrations users face while playing?
  • Do the design and features improve the functionality and onboarding process for users?
  • Do users experience a smooth game flow with clear instructions?

Method

Together with my two group members, we conducted the second usability test and invited 4 users within our target age range (15-24 years old) to test our final game. My primary role in this testing was documenting the feedback and our main observations of the users. This is important for understanding the overall experience and effectiveness of the game we have created.

Link: Final Product Usability Report

Findings

  • Navigation and Interaction: Users suggest adding an introduction to explain what the game is about to improve navigation.
  • Visuals: The game is visually appealing, but users suggest making the chatbox smaller and adding tool designs to better fit the game.
  • Functionality: Users suggest improving the drag-and-drop functionality so that dragging the item works even when it’s outside the circle.

Insights

From the usability testing, users were able to share their positive feedback on the game’s design, details, and concept, which boosted its overall interactivity. But improvements remain in game navigation, game interaction such as dragging, and the design of some game details, such as the chatbox.

Advice Report

Introduction

The group created this advice report, which includes both the current status of the game and future recommendations, along with an analysis of the associated risks. It is designed to support decision-making and guide long-term planning for our game.

Process

Together with 2 of my groupmates, we created the advice report for our client right after we accomplished the final product/version of the game. First, I organized the structure based on the template document sent to us. Then the 3 of us worked on one document to input information.
Aside from doing the structure, I specifically worked on the following: I contributed to the abstract which we did altogether. I wrote the information for methodology. We discussed future recommendations that we won’t be able to add right now, so I contributed these ideas to be included in the specific recommendations. I then helped with the content for action steps of our advice report.

Link: Advice Report

Final Client Presentation

Introduction

We have the opportunity to present the final version of our game, Upcycling with Besties, that teaches how to properly upcycle items. The final game is shown along with all its deliverables, to Jacqueline, the key stakeholders for Night of the Nerds. This presentation showcases the results of our hard work and creative effort, where we will highlight how the game meets the objectives of promoting sustainable fashion in an engaging, interactive way for young audiences.

Process

Our group then focused on the presentation of our upcycling game, and we agreed on discussing the target group, our design process, the game demo and some future plans for the game. After completing our presentation, we asked for feedback from our teacher, Stan, to ensure its effectiveness in engaging the audience. He advised us to make it into a storytelling to make it more interesting and memorable for the audience.

Link: Final Client Presentation

On December 12th, 2024, we presented our upcycling game in front of our client, teachers, and some students. I was responsible for presenting our target group and the design process for the game. I made sure to include the storytelling approach our teacher advised, particularly when discussing the design process. We then received valuable feedback that will help the game’s user experience moving forward.

Reflection

From 7 members to now 4, each member stepped up, taking on extra responsibilities and showing adaptability under pressure. The presentation went well and I feel relieved that we delivered it smoothly. It left me with a deep sense of accomplishment and important lessons for the future. It reflected not just our hard work, but also the creativity and dedication that each member brought to the project.

Stakeholder Interview

Introduction

In Europe, our family friend owns a van services business that offers travel experiences to Filipino tourists. To support their growth and also improve my website development skills, I initiated this project with the goal of increasing their online visibility in the competitive van tours industry based in Rome. With that, I conducted a stakeholder interview with Patrick Manalad, the owner and key contact, to know their goals and audience. This interview serves as the foundation for the website development project.

Method

I conducted a Field Research through an interview, where I asked questions like the business origin, the target customers, layout and structure of different sections they prefer. After this, I set an online meeting with the stakeholder (since he’s based in Rome) then proceed with asking him the questions I prepared. The meeting went well and I was able to collect the needed details. I typed the transcript of the overall interview which you can click here:

Link: Stakeholder Interview Transcript (Problem Definition)

Problem Statement

From the interview, I gained a clear understanding of the problem, which is that the business currently lacks a centralized online presence and requires a straightforward, easy-to-navigate website to effectively reach potential customers searching for Filipino drivers in Europe.

Interview Findings

The findings from the interview show that:

Business Origin

The primary target audience consists of Filipino tourists, with a focus on airport/van tours in major European cities. The business faces competition from other Filipino van services which are Mega VIP Transport, BCN Montjuic Tourist Point and Rice Van Rental Europe in this region so I plan to conduct research on these competitors to gain a deeper understanding about the competitive side of the industry.

Desired Features

Patrick prefers a simple website with a Home page, Review section, Gallery and a basic Booking form for inquiries. He also mentioned that he wants as few pages as possible but informative, he doesn’t need client login or driver tracking map since inquiry form serves the purpose.
After knowing that the business lacks online visibility, I will make a website that is easy-to-navigate and designed to attract customers. These findings will contribute in determining the number of pages, layout and the stakeholder’s preferences, including Home Page, Review section, Galley and a basic Booking form that I will add once I proceed with website prototyping. I would like to highlight destinations, comfort and safety, specifically for Filipino tourists as they’re searching for Filipino drivers in Europe.

Competitor Research

Introduction

After conducting the stakeholder interview and receiving the list of competitors for Filipino Driver Europe, I conducted competitor research on companies like Mega VIP Transport, BCN Montjuic Tourist Point, and Rise Van Rentals. The goal was to evaluate their website design, services, and user experience. The main question to be answered is “How do competitors’ websites enhance their van services and tours?” To answer this, I focused on the following key questions:
  • What van services and tours do they offer, and how are they presented on their website?
  • Is their website easy to navigate and optimized for mobile use?
  • Do they provide an online booking system or inquiry form, and how user-friendly is it?
  • What are the unique features or content on these websites, and how do they help showcase their services?
This research aims to identify best practices and improvement opportunities in the design and functionality of websites in the van services and tours industry. It will guide the development of Filipino Driver Europe’s website by enhancing its design, improving usability, and ensuring it meets industry standards to better attract and serve customers.

Method

To guide my secondary research, I used library research, specifically competitive analysis, to explore the potential of van services and the tour industry. I reviewed relevant articles and studies and summarized the findings in a research paper.
For this project, I analyzed each competitor’s website by comparing their offerings. I focused on aspects like how services were presented, website navigation, and the user-friendliness of their booking or inquiry form to answer the research questions.

Link: Competitor Research

Findings

The question, “How do competitors’ websites enhance their van services and tours?” was addressed by the competitive analysis I conducted. Filipino-owned services like Mega VIP Transport, BCN Montjuic, and Rise Van Rentals effectively present their strategies.
  • In terms of mobile optimization, Mega VIP Transport benefitted from having this as they offer a user-friendly and readable layout. Aside from that, Mega VIP stands out with a simple online booking form. These advantages enhance their van services since not only they’re straightforward which appeals to the customers, but you can also contact them immediately.
  • Even though BCN Montjuic has their own share of struggles with optimization, they approach this industry’s customers by focusing on visuals and images to enhance their website’s van tours promotion. What makes them stand out is that clicking on each image leads to more detailed information. BCN Montjuic even has a Gallery section showcasing big personalities who availed their services. They’re able to attract the tourist’s attention and trust with this strategy so I’d surely apply this on the website’s prototype.
  • Rise Van Rentals provides a straightforward and quick overview without the need to navigate through multiple pages which can be a very comfortable experience for the customer browsing through their website. Aside from that, Rise Van Rentals gives a step-by-step process which is very user-friendly and less hassle.
From these findings, I was able to grasp what strategies I can do after answering the main question, “How do competitors’ websites enhance their van services and tours?”. More companies should focus on having a well-designed website with easy navigation, mobile optimization and integrated booking systems to enhance the van services promotion of which I will aim to achieve as I proceed with prototyping for Patrick’s small van tours business. Having not only an updated website but one that features their best offerings, helps build trust and loyalty especially in this industry with a lot of known competitors.