Introduction Evaluation and design recommendations are implemented every year in determining ticket distribution methods for college football games in attempts to maximize income, efficiency, fairness, and overall student body contentment. The football ticketing process at Georgia Tech is no different. This past year, a distinct change to the system was made. students were now required to travel to and bring their buzzcard to the ticketing office an additional time in order to receive coupons (vouchers) to redeem for tickets at later dates. This procedure had been implemented at FSU earlier with some success. The biggest advantage of this method was the reduction of the Buzzcard operations in the system. Upon returning for ticket pickup, Buzzcards only need to be shown instead of registered (swiped through a machine). In earlier years, after every game the suppliers (ticketing office) would have to make the Buzzcard operation reset all the Buzzcards so that they could be registered again. This eliminates many possible errors on the electronic side of the system. This resulted in some cards not being reset, creating some user (student) frustration. However, this change has not bee completely welcomed by the student population, due to additional burden (responsibility) being placed on them. With this system setup, the students’ were required to make an additional trip to the ticketing booth, which requires an out of the way walk for some. The other responsibilities include retrieving and holding coupons, because those without coupons could not obtain tickets at later dates. This includes situation of misplacing or having coupons stolen. Another problem is that there were not as many coupons as students. This final problem is compounded by several other circumstances, especially become apparent at the full games. If user’s lost their coupons or had their coupons taken, they would be unable to attend the game, even if excess seating was available. Scalping of student tickets occurs by students at some games, which is unfair in that students not receiving tickets earlier are paying twice. Another problem is the issue of date tickets. These were employed up until this past year, where a student could pay $10 to obtain a ticket for a non-student friend instead of the non-student price of $27. This created problems at the high demand games, where non-students would obtain student tickets as a result minimizing the number of student capable of attending the game. However, with the removal of date tickets, using student tickets and extra buzzcard to get dates into games most likely increased. A decrease in attendance may also have occurred from the removal of date tickets. Although game time security plays a large role in these issues, it will not be discussed. Game time security includes those who verify the user’s passion of a ticket and buzzcard and those who regulate the surrounding streets. Hopefully an alternative by which to minimize this problem will be determined for an earlier stage in the system, such that, even if these trends continue, there will at least be a cost associated with performing such actions as scalping and sneaking non-student into games. The demand for tickets varies per game per season, depending on several factors. Because of variation, no set system will work optimally in all circumstance, yet heuristics and patterns can be determined to obtain optimal settings. In this study we will be evaluating college football ticket distribution systems in order to determine the best procedure for Georgia Tech. Interviews of the specific users, users of similar systems, surveys, and observations will be performed. Similar systems include the systems at other colleges, which have similar and dissimilar demand and supply capabilities as this current system. The hope is that it will elucidate other mechanisms to employ. Mission statement To determine the optimal characteristics for Georgia Tech student football ticket distribution with focus on obtaining maximum user satisfaction, ease, fairness, and efficiency in distribution, while maintaining reasonable profits. User definition/ analysis Overall User: Student The variability in this large user group makes a user analysis difficult. Although users attend the same school and are around the same age (average = 20), high variability in personality, culture, socioeconomic background, and college experience make a single characterization difficult. Experiences with this system may vary whether the user is part of a block system, general system, or part of the swarm. However, separating these into groups is beyond the scope of this study and so they will be treated as one, unless striking biases result upon the groupings. The validity of this approximation will be tested in the surveys. General characteristics as presented below. Age range ~17-~25 with average of 20 Gender Both, but more males than females Capacities cognitive high physical varies, not limiting factor in task affective varies, but under high stress situations appears to lower. Past experiences have shown a lowering of affective capacity during times of competition when system demand exceeds supply sensory varies depends on circumstanstial factors (sleep) and on individual potential N/A Educational range from high school several years of college Language predominantly English, but others used occasionally. Culture/socio-economic status Diverse in culture, diverse in socio-economic status Size of group a large portion of ~11,200 students Assesment of motivation to use use to get into football games Motivation depends on several factors possibly including: -Other possible activities to occupy time -success of team -other people attending game Experience with technology High: majority own computers, all have access to computers and are required to use regularly for classwork, bill payment, and other activities. Schedules High variability in schedules and business, resulting in different sleeping patterns, and free time slots. Other Activities Varies among users, but includes, videogames, computer games, partying, sleeping, exercising, doing homework, hanging out with friends Location where live for 2003: # students on campus = 7,383 (this number may include grad students) of a total 11,257 Money: form carried in buzzcard, cash, credit card, and/or checks How much do they carry? Money: supplied by user for system Current Given by parents, scholarship, loan, or self through initial universal prepayment “Student Activity Fees” Responsibility with money For this particular group, this is unknown. However, statistically as a group, college student in debt (6 of 10 graduate with debt)1, suggesting that may not be fiscally responsible. Other User characteristics2 First-time, first-year (freshman) students Undergraduate 34% 35% 24% 30% 22% 24% 94% 50% 6% 50% 0% 4% % who are from out-of-state (exclude international/nonresident aliens) % of men who join fraternities % of women who join sororities % who live in college-owned, operated, or -affiliated housing % who live off campus or commute % students age 25 and older 3 1 www.millenniumscholarships.ca/en/research/archive/ 2 http://www.irp.gatech.edu/ 3 Separation of Freshman because believe that less college experience and high percentage on campus near stadium may bias opinion. Environmental analysis The requirements of the environment for ticket distribution vary depending on the method used, possibly requiring as little as a computer, internet connection, and printer on the user’s side (a method to identify self, purchase ticket, and obtain some sort of verification). Currently ticketing booths are used as the location and means to obtain a ticket. Therefore, the initial environmental analysis will consist of using these current parameters. Location Next to stadium At corner of Techwood and Bobby Dodd (east campus) Across from Fraternity house Possible advantages, disadvantages -Tickets received near where used -Attached to specific office which determines distribution *easier for distributors -Away from center of campus -out of the way, requiring ~10-20min walking time -not many parking spots nearby ?? Figure I. Current Ticket Booth Parameters Covering above is 180” x 68”. This is important because of temperature variation. Only about 10 people can be protected from the elements at a given time. When very hot, have no covering, when cold, must wait in cold, same with the rain (getting wet) 5 ticket booths w/venetician blinds, speaker phones, transparent shield to separate, only allowing object 10” x 2” to fit through slot depressed into counter top. Counter top is 41”, about 2’ wide, 1’ forward from ground, shiny metallic color. Number of possible users passing on a general weekday (while in school ~2000 Weekend? ~800? Assuming no special event Lines during day can vary from little to extensive ( wrapping around corner) 0 <x< ~700 people Police present, police barrier to maintain line. Well lit area at night Long line Camping out –tents, chairs, cars nearby Occurs in fall (late august November) Inside office Distributor near speaker phone In chair Pane in front Between 1 and 4 others performing similar task nearby Contextual analysis This short list below gives the general context for the acquisition of football tickets. Open 9 a.m. to 4:30 p.m, monday and tuesday -So open on school days Designed for students (buzzcard requirement) The ticket’s use is for: - entertainment purposes - encompassing views of tradition - school spirit - enjoyment of a sport THIS STUFF IS NOT PART OF ANALYSIS BUT MAY BE USEFUL IN OTHER AREAS, ESPECIALLY THE CONCLUSION One ticket required per user Stolen, become lost Responsibility with money This is a big issue because college students are not responsible Debt, credit cards With some exceptions (big games, may open earlier if camping out) First come first serve Likelyhood of misplacing something ??? How do we test FY2000 FY2001 FY 2002 FY 2003 FY 2004 In-State Tuition $2,414 $2,506 $2,632 $2,790 $3,208 Student Activity 150 150 156 156 172 Student Athletic 100 100 106 106 106 Student Health 222 222 226 228 234 Transportation 72 72 76 78 98 Technology 150 150 150 150 150 Recreation-Facility — 108 108 108 108 If money would need tobe online because things getting lost, not everyone has checks. Billing to parents Survey question: How much would pay for ticket if was not included in student activity fees (assuming fee went on oscar thingy Question: Is it fair for those not participating to pay equally? Or do a mix (input some on activity fees but other part onto actually paying How can trips to office be minimized How can friends get tickets together without First come first serve seating? Eliminate scalping HOW MUCH ARE THEY WILLING TO PAY? TO MAKE A COST TO SCALPER AND THOSE SNEAKING DATES IN HOW WOULD EMPLOY METHOD? OFF BUZZCARD? CASH? CREDIT CARD Other changes include police regulation of waiting lines, with police barriers to maintain lines. This is in response to FSU camping Each buzzcard could be swiped once per game