Case Study 04 · Vision

Beyond the Seat: Testing What Sells the Experience

Concept testing and Kano analysis that informed a vision for how SeatGeek sells experiences, not just seats.
SeatGeek · 2025 · Talk: "Research to Reality," Front UX Conference
Role
Research Lead
Team
Lead Designer, PM, Lead Data Analyst
Method
Competitive audit, concept testing, Kano
Outcome
Product vision, 3 core elements

The Context

SeatGeek is a live event ticketing platform that works both sides of the market. We have primary clients, teams and venues who sell directly through our technology, plus a secondary marketplace where fans buy and resell tickets from each other.

By 2025, this project sat inside “Sell the Experience,” one of SeatGeek's company-wide priorities. My core stakeholders were a Lead Designer, a Product Manager, and a Lead Data Analyst. Rightsholders had spent years investing in better premium experiences, but fans never saw any of that investment at the moment they actually decided what to buy. This project set out to close that gap.

The stakes were real. Consumer spend on “experiences” had grown +65% between 2019 and 2023, and rightsholders had announced $15B+ in venue investment and renovations, much of it new premium seating types. But fans had no way to know what any of those seat types actually meant or felt like. A club seat, a loge, and a suite all looked identical in a shopping flow built around price and location alone. The team had spent quarters A/B testing individual ideas against that gap without much to show for it, so instead of testing our way there, we pivoted to build a research-backed product vision the team could work backward from.

From Sideline to Head Coach

Research's role shifted from validating ideas after the fact to setting product vision from the start. Before any user interviews, the team ran a competitive audit of experience-selling e-commerce sites, PM-led desk research, and a data dive from our analyst. We kept this deliberately hands-on for the whole team, so everyone built shared conviction together instead of reading a report later. That work produced five guiding principles:

Be real
Speak plainly about what a seat includes, with no marketing spin.
SeatGeek knows you best
Use what we know about a fan to point them to their best-fit experience.
Create FOMO
Make the scarcity of premium spaces feel real, not theoretical.
SeatGeek's value is unmatched
Remind fans why buying here beats a competitor, beyond price alone.
Sum of the parts
No single feature sells the whole experience. Merchandising, UGC, and maps had to work together.

Rapid Research

Secondary research and the data dive told us what was happening: premium inventory growing, spend on experiences rising. What they couldn't tell us was why fans weren't shopping for it, and we needed to see and hear fans react to real concepts, fast, before committing to a direction. So after the desk research and quant, we ran rapid, lightweight rounds of concept testing instead of one long study. Three rounds, each small enough to build on what we'd just learned: R1 moderated with 10 participants, R2 moderated with 8, and R3 unmoderated with 7. That way, findings from one round could reshape the concepts we showed in the next, instead of waiting months for a single verdict.

Qualitative reactions alone would have told us fans liked the idea of richer seat content, but not which pieces actually mattered enough to build. So we added a Kano-style survey question after every concept each participant saw, a quick structured rating of how they'd feel with versus without that feature. That gave us a quant layer on top of small-sample qual, and let us plot every concept on a 2×2 of Attractive, Performant, Indifferent, and Must-be, so we could separate the ideas fans loved from the ones they merely tolerated.

25
Participants
4
Concepts tested
6
Weeks
"Fans don't buy tickets, they buy experiences," but they won't change their shopping behavior to find that content. Price, view-from-seat images, and the map remain the #1 shopping method, so experience info has to live there.

Hypotheses

Before talking to a single fan, the audit, desk research, and data dive let us write down what we actually believed, so the concept tests would have something concrete to prove or break:

Fans shop for live event tickets based on the vibe of the section and the event itself.
Personalizing a fan's experience with behavioral and demographic data increases checkout conversion and revenue.
Fans are planning while they shop, and event-day info at the point of purchase helps them decide.
Most fans shop by price first, but an added layer of experiential shopping won't stop them from doing so.

What the Research Told Us

The Kano scores and concept-test sessions converged on the same few statements, and each one pointed straight at a shippable idea:

Fans don't change how they shop to discover experiences.
New layouts, icons, and filter placements didn't work. Fans never found the premium inventory.
Price, view-from-seat images, and the map are still the #1 way fans shop.
Experience info had to live inside those existing habits rather than a new destination. This became Venue Maps.
Perks and experiences create value.
Clear perk icons and merchandising moved intent, and this became Merchandising Assets.
Fan-generated content is a trust signal.
A real fan's photo of a clubhouse carried more weight than a polished marketing shot, and this became UGC.
Fans come back to buy.
Remembered filters and past preferences pointed to a personalization lever for the roadmap beyond this launch.

Working Together

Instead of asking the team to sit back and listen to a readout, I had the Lead Designer lead the competitive audit and the PM lead the desk research themselves, alongside our data analyst's data dive, so nobody got the findings secondhand. It's the same idea as Bloom's taxonomy in a classroom. People internalize and commit to an idea when they're the ones evaluating and creating it, not just receiving it.

That carried into the concept-testing rounds too. We ran regular working sessions with the Lead Designer and PM to watch fan reactions together, debate what the Kano results meant for scope, and turn findings into shippable bets as a team, instead of a research report handed off at the end.

The Artifact

Experiential Shopping surfaces richer visuals directly in the browse and map flow; the listing page brings each seat's real perks to life before checkout.

Browse and map view showing listings with price pins
Click to view full size. Browse/map view with price-mapped seating
Listing detail page showing seat view and Legends Club perks
Click to view full size. Listing detail: seat view, club access, and perks
Video placeholder, prototype walkthrough

Shipped Results

Three levers, all shipped and measured.

Merchandising Assets
Problem: fans couldn't see what a premium seat actually included before buying.
+1.86%
CVR
+4.65%
GTV (desktop)
UGC
Problem: official photos didn't show what the experience actually feels like from a real fan's seat.
+1.85%
CVR (taxonomy-matched)
+4.3%
GTV rollout (~$500K+ est.)
Venue Maps
Problem: fans comparison-shop by map, but the map showed only price and location, nothing about what's actually nearby.
+1.3%
CVR overall (+2.0% mobile)
~$6M+
GTV/visitor annualized at scale
"All three levers are working. Merchandising assets and UGC are strong content wins, and Venue Maps is the clearest end-to-end scale story."
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