跳到主要內容

How we designed Booking.com for Business

How we designed Booking.com for Business

看最完整的內容請前往 http://blog.booking.com

Originally posted by in http://blog.booking.com
It’s no secret that Booking.com has a strong data-driven culture. We validate our work through A/B experimentation, allowing millions of customers to have their say in what works best. But quantitative research is not our answer to everything; we adjust our toolset to the problem at hand.
When we set out to build Booking.com for Business, it immediately felt like we were in a startup. Suddenly, the wealth of experimentation data at our disposal wasn’t enough to start building the application for businesses. To kick-off the design work, we needed to know more about our business users’ needs, motivations, and current frustrations. We needed to get out of the building and talk to them.

Initial research

We performed a series of user interviews in several countries with a significant share of business travel. We met with business travellers of all types (from interns to CEOs), along with the people who organise the business trips for them.
We learned that business users have unique set of needs. Booking a holiday can be a fun pastime on its own, but booking a business trip is part of a job—it needs to be as efficient as possible. There’s also more to business travel than making the booking itself. Companies need an overview of who is going where and how budgets are spent. Existing business travel solutions either don’t satisfy such needs, or they’re expensive and complex.
These and many other insights became the foundation for our work. They were synthesized into a set of user personas that shaped the design of the product as we went on.



Product vision

Armed with knowledge about potential users, we started brainstorming. Our aim was to create a vision of the product that would help our personas accomplish their goals. The outcome of these brainstorms was a list of high-level requirements that were later visualised as a set of wireframes. This tangible representation of our ideas enabled us to have fruitful conversations with stakeholders. The wireframes were high-level enough that we could temporarily set aside details of technical implementation and visual design, but also detailed enough to convey the purpose of each screen.



Minimal viable product (MVP)

The product vision was exciting, but it was just a hypothesis. We didn’t want to spend months implementing something ultimately not useful for customers, and not beneficial to our business. It was important to get the product out there as soon as possible, and to start learning from real world usage. We knew that we already had a great product—Booking.com itself—and we could build on its strengths. With this in mind, we defined the minimal scope that would be sufficient to validate our ideas, and started mapping out the user journey.


Filling the user journey with designs felt like finishing a puzzle. As we progressed, we could see how complete the whole picture was from the design perspective.
However, soon after we started implementation, we noticed a problem. Separate design mockups didn’t provide a true feeling of the user experience. They were static. It wasn’t always clear how the application would respond to user actions, and how one page would transition into another. We found ourselves figuring out these details along the way.
It was also important to get user feedback on design decisions we had made so far. Unfortunately, the actual product was still at the early stage of development, and putting mockups in front of users gave us limited feedback.

Prototype

As a response to these issues, we created an interactive prototype that simulated the end-to-end user flow. For example, it was possible to land on the product page, go through the sign-up process, view transactional emails, experience key application features, sign-out, and sign back in again. In this way, we solved two problems at once: we had created a tool that would better guide product development and procure high-quality user feedback.
We kept it lean and didn’t spend much time creating the prototype. We simply placed mockups in HTML files and connected them with hyperlinks. In-page interactions were triggered by bits of basic Javascript code that showed images of various UI states on click. For example, when the user clicked on an area of the mockup that had a button, the image changed simulating interface response.


Some design solutions that previously looked good as static mockups didn’t work so well when presented in the dynamic prototype. Acknowledging this helped us to fix design issues before they reached the product. Participants in user testing sessions were also more engaged with the prototype because it felt like a real product.
But prototypes are not without limitations. It’s hard to do full-blown usability tests with them. They may look real, but not every possible scenario is supported, so facilitators need to carefully steer participants. Maintaining the prototype also becomes tedious over time. We tried to make it easier by separating reusable parts like header, footer, navigation, etc. into include files. We accomplished this by using Jekyll, a static website generator.


The good news is that we didn’t have to rely solely on the prototype for long. The product quickly took shape and it soon became possible to put the real thing in front of users.

User feedback

After the product reached the MVP state, it became easier to get user feedback. Although the product wasn’t yet ready to be publicly announced, we were able to start gathering usage data and feedback from early adopters. We also continued usability testing, because the usage data told us what was happening, but often left us wondering why.


Even with the working product at our disposal, we continued using prototypes to fill the gaps during usability tests. We seamlessly integrated feature prototypes into the live product and switched them on specifically for usability session participants. This helped us to establish whether mocked-up ideas were worth implementing, and also to test parts of the application that were still in development.
Usability labs were not our only test environment. We visited company offices and observed how the product was performing in the real world. These office visits were highly valuable, providing us with insight from observation of users in their natural environment. We had a chance to see what tools they used, what workarounds they developed, and how our product would fit their work process. This was absolute gold. Some things that performed well in the lab set-up, failed during office visits.
We saw that our users were working in a very busy environment and were constantly distracted. The time they spent making a decision was very short. Plus, they were sceptical about introducing new tools into their work. All this posed a particular challenge for a crucial step in the user journey: the product page. Our users needed tangible proof that the product would do as it promised, and that it was reliable. They wanted to explore the product before making any commitments.

Product page

The research findings informed new product page designs. But we needed confirmation that they would actually solve the problems we had observed. We opted for remote surveys as a method to gather feedback quickly and on a large scale. This enabled us to cover several markets and bring a quantitative component into the research.
Survey participants were presented with various versions of the page and were asked to click and comment on page elements that stood out to them. Afterwards they were asked a series of questions that helped us gauge how well they understood our offering, and how likely they were to sign-up.
It took us a few survey iterations to arrive at a version that proved to work well for our users. Had we gone with one of the new designs without testing, we would have ended-up with a sub-optimal page upon product launch.
Now that we had the fully-tested user journey in place, we could reveal the product to the world.



Final thoughts

Fast forward to today. The product is up and running. We can now make decisions through A/B experimentation as there is an established base and a sufficient number of users that continues to grow. If we look back on the process that brought us here, this is what comes to mind:
  • In an environment of uncertainty, it was important to remain open to change. We had to think creatively not just about the product itself, but also about how to get there.
  • We were focused on the user from day one and all the way through. Even when we didn’t yet have the complete product, we used the prototype to get user feedback.
  • By combining quantitative and qualitative research methods, we got the best of both worlds. This was and will remain our recipe to continuously improve the user experience.

這個網誌中的熱門文章

COSCUP 2026 BoF / Hacking Corners 參與辦法及使用規則 Participation Guidelines and Usage Rules

COSCUP 大會是台灣乃至全球開源愛好者的年度盛事 ; 每年吸引來自世界各地的開放文化愛好者參加。如果你熱愛開源,尋找志同道合的朋友,不妨加入我們的 BoF / Hacking Corner 活動! 在 2026 年的 COSCUP 中,來與朋友一起參加 BoF 會議或 Hacking Corners 吧! Meet friends at the BoF sessions or Hacking corners of COSCUP 2026! BoF (Birds of Feather flock together) 時間 / Time: Aug 8th and 9th, 10:00 - 16:00 活動場地 / Location: Room TR310-2 、  Room TR214 (Day1) 想象一下,在一個充滿激情的房間裡,你與一群同樣狂熱的開源愛好者圍坐一起,分享著那些只有“內行人”才懂的秘密。從未來技術的預測到那些奇妙的代碼秘籍,BoF 讓你的每一次對話都精彩絕倫!。 COSCUP 年會聚集開放源碼社群成員,是舉辦和開源、社群及開放文化有關開源相關主題 BoF 的絕佳環境! Imagine being in a room bursting with passion, sitting in a circle with a group of equally enthusiastic open-source aficionados, sharing secrets known only to insiders. From predicting future technologies to uncovering marvelous coding hacks, BoF sessions make every conversation extraordinarily engaging! The COSCUP annual conference gathers members of the open-source community, providing an excellent environment for hosting BoFs on topics related to open source, community, and open cu...

COSCUP Lightning Talks - 2026 ⚡️

COSCUP 2026 閃電秀 / Lightning talks Photo by COSCUP 2025 紀錄組 閃電秀是一個由多場超短時的議程發表構成的一個表演性質居多的活動,通常會被放在獨佔時段,所有會眾都會聚集到這個會議廳觀賞這齣表演,稱之為閃電秀 (Lightning Talks)。 今年的閃電秀將於 2026 Aug 09 週日的下午 16:15 - 17:00 在 RB105 議程軌開講。 本次閃電秀的參加規則如下: 每個講題 3 分鐘,時間一到就會立刻切掉您的畫面,並邀請觀眾拍手掌聲鼓勵。 歡迎將您想曝光的 Projects、Idea 或小議題在這裡跟大家分享! 應遵守 COSCUP 的 CoC 規則 的原則之下進行發表演說,主持人有權基於本規則的判斷將不適合的發表暫停,並向大家說明理由。 需要再時限內完成報名 敬請自備筆電(和 HDMI 轉接器)上台 需要提早一場議程 (在結束前) 到 Main Hall (RB105) 報到 沒有限制發表語言,但建議可以使用英文或中文,大部分的現場觀眾能夠識別這兩種語言 *所有時區皆為 UTC+8 Lightning Talks is an event featuring multiple short speeches or presentations, typically held within an exclusive time slot. All attendees gather in the main hall to watch the show. This year, the Lightning talks is on Aug 09th from 16:15 - 17:00 (UCT+8) at Room RB105! Each talk is limited to 3 minutes. Once the time is up, your screen will be cut off immediately, and the audience will be invited to applaud and show encouragement. You're welcome to share any projects, ideas, or small topics you...

COSCUP x UbuCon Asia 2026 錄取攤位公告/Full List of Accepted Community Booths at COSCUP x UbuCon Asia 2026

Full List of Accepted Community Booths at COSCUP x UbuCon Asia 2026 COSCUP x UbuCon Asia 2026 Booth now release. See which community you can meet on COSCUP x UbuCon Asia 2026. No. Community Introduction 01 UbuCon Asia HackMD 02 Ubuntu Community & Ubuntu-TW HackMD 03 Cloud Native Taiwan User Group x WasmEdge HackMD 04 Automotive Grade Linux HackMD 05 Ruby Taiwan HackMD 06 Wikimedia Movement in AI Era HackMD 07 t2linux HackMD 08 Twinkle AI HackMD 09 Taiwan JVM Team HackMD 10 Interledger Foundation HackMD 11 SITCON Student Information Technology Conference HackMD 12 OpenEverest HackMD 13 WordPress Taiwan Community HackMD 14 OSPN (Open Source People Network) Japan HackMD 15 GolangTW HackMD 16 opencocon distribution HackMD 17 Open Culture Foundation HackMD 18 GDG TW (Google Developers Groups Taiwan) HackMD 19 FediDev KR & FediLUG (Japan) HackMD 20 Blockchain and Distributed Ledger HackMD 21 Open-EP (E-Paper) Community HackMD 22 FOSS for All HackMD 23 ...