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LEVERAGING CX / UX / UI
TO OPTIMISE BRAND EXPERIENCES
JUNE 2017
in/melissawilfley/
Hello! Feel free to contact me
for questions at
melissa.wilfley@possible.com or
through in/melissawilfley/
Today we're going to focus on four key areas
for leveraging the best CX / UX / UI:
4
DESIGNING FOR
CUSTOMER FIRST
2
3
1FINDING THE T
IN CX / UX / UI
STRATEGIES FOR
MOBILE VS. WEB
BEST PRACTICES
FOR AWESOME
EXPERIENCES
FINDING THE “ T “ IN
CX, UX AND UI
1
CX = Customer Experience
UX = User Experience
UI = User Interface
In order to leverage CX / UX / UI
you need to know the difference
There are a lot of titles and definitions
today
ExperienceDesign
ServiceDesign
ExperientialDesign
InteractionDesign
Content
UXDesign
CXDesign
DigitalServiceDesign
UIDesign
VisualDesign
Creative
HCIDesign
Graphic Design
IxD
UCD
XD
Which can be very confusingwhen trying
to learn, hire an agency or build a team
CustomerExperience
HumanFactors
UserExperience
A big part of this is due to the evolving
nature of technology merging online
channels with offline.
Like Amazon Go
Just Walk Out Technology
BRICKS & CLICKS
Source: Amazon Go
Like Google Home
SMART HOME
DEVICES
Source: Google Home
Like Fitbit and their health
and fitness trackers
WEARABLES
Source: Fitbit
Like Utilities and Branchless
Banks
eSERVICES
Source: Con Edison of New York, Ally Bank
Let’s start withwhat is UX and UI
UI
UI ≠ UX
UX
ALLPARTOFTHE
USEREXPERIENCE
Source: POSSIBLE
User Experience (UX) User Interface (UI)
ü  User Research
ü  Personas
ü  Customer Journey Mapping
ü  User Stories / Scenarios
ü  Sitemaps
ü  User flows
ü  Annotated Sketches &
Wireframes
ü  User Testing
ü  Visual Design
ü  Colors
ü  Screen Mocks
ü  Typography
ü  Layouts aka ‘The Grid’
ü  Brand elements
§  Interaction Design,
e.g. behavior
§  Prototypes
SHAREDOFTEN
Let’s see theseUI / UX differences in
action
Source: POSSIBLE
Source: POSSIBLE
Source: POSSIBLE
Source: POSSIBLE
Source: POSSIBLE
Source: POSSIBLE
Usually in a project you start with UX
followed by UI, even in Agile.
Both are equally important and
essential for success. You can’t do one
without the other.
So now let’s talk about CX
CX is a relatively new term in the last few
years particularly with the increased
importance of digital business
transformation.
Source: UXPin
It is important to note that UX is most definitely a part
of CX, but not all CX is UX.
CX
UX
Customer Service
Advertising
Brand Reputation
Sales Enablement
Pricing Fairness
Product Delivery
Usability
Interaction Design
Visual Design
Information Architecture
Content Strategy
User Research
User Testing
CX ≠ UX
Forrester Research defines customer experience as: “How
customers perceive their interactions with your company.”
CUSTOMER
EXPERIENCE
CUSTOMER FOCUSED
LEADERSHIP
UNDERSTANDING
YOUR CUSTOMER
DESIGN THE
EXPERIENCE
EMPOWER THE FRONT
LINE
METRICS THAT
MATTER
FEEDBACK DRIVES
CONTINUOUS
IMPROVEMENT
UX
UXUX
UX / UI
Source: POSSIBLE
CX touches across all of these components and in a CX
project you are generally working on more than one of
these at a time.
PRODUCT
EXPERIENCE
COMMERCE SERVICES CRM
BRAND
EXPERIENCE
Source: POSSIBLE
So how does CX / UX / UI fit together?
Source: POSSIBLE
By forming a “ T “ across the organization
CONNECTING
EVERYTHING
SPECIALISTSWITH
SPECIFICFOCUS
CX, UX and UI are different but complimentary.
One is not more important than the other.
KEYTAKEAWAYS
Depending on your organization's structure,
complexity of offering, size and investment these
roles may be blended or separate.
KEYTAKEAWAYS
This is a snapshot of today. As our industry
continues to evolve these definitions will also
evolve over the next 5 years.
KEYTAKEAWAYS
Not one person owns the customer, everyone in
your organization should own the customer and
be customer obsessed.
KEYTAKEAWAYS
HOW TO DESIGN
FOR CUSTOMER FIRST
2
Designing for customer firstrequires a
user-centered deign (UCD) process
OUTSIDE-IN
INSIDE-OUT
DRIVEN BY CUSTOMERS
PERCEPTIONS OF
RELATIONSHIP AND VALUE.
FEATURES AND CONTENT IS
FOCUSED ON CUSTOMER
OUTCOMES.
DRIVEN BY COMPANY
PERCEPTION OF
RELATIONSHIP AND VALUE
FEATURES AND CONTENT IS
DRIVEN BY PRODUCT
PERSPECTIVE.
One that uses anoutside-in strategy
If you don’t speak to your customers your
not using UCD or an outside-in approach.
Why is this important?
By 2020 customer experience will
overtake price and product as the key
brand differentiator.
Source: Walker Customer 2020 Study
There’s always time to speak with your customers
regardless of project scope, audience type or
turnaround
Friends &
Family
BYO
Customer
Panels
Street
Interviews
Sales &
Support
Channels
To help you implement a UCD process in
your organization you need a UCD
framework.
Your UCD framework should:
ü Act as a guide
ü Be easy to understand by everyone in your
organization to support horizontality
ü Can scale across all your different projects, teams,
and processes e.g. Agile, 4Ds
DOES IT WORK?
LOOK-IN/OUT POV
IDEATE
CREATE
UNDERSTAND CONCEPT DELIVER
We gain understanding and
insight to the problem we are
trying to solve or opportunity
we’re trying to uncover.
Develop a POV that answers
both the business and user
needs.
Generate ideas and concepts
quickly and iteratively in varying
degrees of fidelity that meet the
identified opportunity spaces.
Validate concepts and further
refine.
Finalize design, produce and
deliver required
documentation, guides and
assets.
Scale solution and
continuously improve
experience.
IMPLEMENT IMPROVE
Source: POSSIBLE
UNDERSTAND
CONCEPT
DELIVER
DOES IT
WORK?
In practice our framework
works like an ‘onion’,
cyclical and with layers.
Source: POSSIBLE
Use an outside-in approach and ensure you talk
to your customer.
Talking to some customers is way better than none.
KEYTAKEAWAYS
KEYTAKEAWAYS
Find the right UCD framework for your organization to
ensure it gets implemented and used for project
estimations, planning, etc..
Mine is just an example. If you google UCD process
you’ll get 607,000 results which can help you find or
create the perfect one.
STRATEGIES FOR
MOBILE VS. WEB
3
Let’s talk design strategies
RESPONSIVE DESIGN
NATIVE APPS
ADAPTIVE DESIGN
INSTANT APPS
MOBILE FIRST MOBILE ONLY
vs
vs
vs
Responsive design is the norm today.
Coined in 2011, it’s an assumption with design
teams unless you have a specific reason not to.
Responsive design is when you build one
single web experience that is able to fluidly
adjust for multiple screen sizes.
PROS
ü  Uniform & seamless
ü  SEO friendly
ü  Often easier, less expensive to
implement
✗  Less screen size design control
✗  Less context specific journey
design
✗  Longer mobile download times
CONS
RESPONSIVEDESIGN
Adaptive design, also coined in 2011, is when
you design multiple layouts based on display
break-points. The layout displayed is based on
the size of the screen.
You use adaptive design when you have a
specific context that needs to be addressed
differently across devices such as geo-
location, speed of site, content, utility, etc.
Source: Amazon
AMAZON
Amazon increased speed
of their site by 40% by
using an adaptive
strategy.
Mobile users have the
opportunity to use the
"Amazon.com full site" on
mobile devices as well.
PROS
ü  Design for context
ü  Build for quicker speeds for
mobile without sacrificing
desktop experience
✗  Higher cost, multiple
experiences to develop and
maintain
✗  A bit more planning with SEO
due to duplicate content
CONS
ADAPTIVEDESIGN
Apps are not dead.
Native apps have seen a boom in 2016 across
downloads, time spent and revenue.
App downloads increased 15% YOY (13 billion)
worldwide with China contributing to 80%
growth of iOS downloads and becoming the
largest revenue generator for iOS.
Revenue paid to developers increased
by 40% globally
Source: App Annie 2016 Retrospective
Time spent in apps increased by 25% (roughly 2
hours on average).
In China games are leading, other markets are
seeing more download growth in non-game
categories such as Productivity, Photo & Video,
Tools and Social.
Source: App Annie 2016 Retrospective
Source: App Annie 2016 Retrospective
But…
The typical app loses more than 75% of its initial
users within 3 days of downloading.
In a month that figure climbs to 90%
Source: Andrew Chen, New data shows losing 80% of mobile users is normal, and why the best apps do better
UX Sucks Crashes
Similar Apps Are
Better
No Continuous
Updates / Release
Too Much/Too
Little Contact
Battery and
Bandwidth Hog
Not Secure
Poor Research,
Strategy & Market
Execution
Why apps fail
You’ve got the $$
and commitment
to support and
grow your app
Need location
base or
navigational
elements
Need to deliver
information in
real-time
Needs to work
well across many
devices, internet
speeds and/or
offline
Mobile is a core
differentiator for
your offering
Need access to
features native to
your phone like
notifications or
sensor info
Capable of
executing a design
that’s ready to win
the market
You’ve done the
research to show
your users need
an app
When you should build an app
Source: App vs Website.com; POSSIBLE
Source: Airbnb
AIRBNB
Airbnb discovered the majority of
images shared between hosts
and guests in Airbnb messages
were photos showing how to
check-in.
Created a tool that allows guests
to access step-by-step visual
check-in instructions in their
app, accessible even without
internet access
Android Instant Apps is about to change the app
and web game.
Announced last year and just released to all
developers to use last month, this is an area for us
all to watch.
Android Instant Apps allows Android users to run
apps instantly, without installation or log-in, by
just selecting a URL.
How? They’re smaller subsets of your app that
allow single pages or features of your app to be
downloaded and accessed on demand.
Source: Android Instant App
B&H PHOTO
B&H Photo was one of the first
brands to partner with Google’s
Instant Apps.
They built a case for a user being
able to search for an item in
Google and then, by simply
tapping the link that appears in
the results page, go directly to
that item on B&H’s app and
purchase it
PROS
ü  No install or log-in to use
ü  If user loves, can download app
ü  Provides native functionality for
specific features being accessed
ü  Save space – can use without
download
ü  Easy to share
✗  Just launched
✗  Development learning curve
✗  User must opt-in under
settings
✗  User must have a device
running Android 6.0 +
CONS
ANDROIDINSTANTAPPS
Mobile First, coined in 2009, is about giving
priority for designing, developing and
marketing the mobile web experience first over
desktop web design.
It’s not designing both at the same time.
In order to know if you should use a Mobile
First approach you need to first know your
users’ needs and their journeys.
If the majority of your users are desktop or
accomplish their key tasks across multiple
devices you need to question why you would
push for mobile first vs. journey-driven design.
Source: DoctorBase, now Kareo DoctorBase
DOCTORBASE
DoctorBase is a patient-doctor
communications service.
They switched their strategy from
a mobile app to mobile first when
they realised the effort to
download an app was too great
for most patients who wanted to
only message their doctor 3-4
times a year at most.
PROS
ü  Can be blended with responsive
or adaptive design strategies
ü  Helps prioritize content and
simplify flows
✗  Doesn’t account for journeys
outside of mobile
✗  Doesn’t account for users
switching device mid-task
✗  Doesn’t account for apps
CONS
MOBILEFIRST
A Mobile-only strategy is one that is built
uniquely around mobile devices where
actions are carried out exclusively or nearly
exclusively via a mobile application.
It’s usually used when there is a primary action
your user can achieve via mobile better than
any other channel.
These brands are some of the early and most
successful adopters of mobile-only. It’s
interesting to note they all now have some sort
of desktop web experience, though it’s limited.
WeChat
Instagram
Uber
Tinder
Source: POSSIBLE, UK shopping stat from Smart Insights ecommerce conversion rate 03/17
ADIDAS GLITCH
Adidas rolled out it’s new football
boots on an invite-only basis that
could only be purchased through
their Glitch app.
It’s a community and ecommerce
mobile-first strategy that led to a
75% conversion from the first
100 invites.
The average cart conversion in
the UK where this launched is
roughly 4%.
Source: Mobike
MOBIKE
China’s Mobike is the world’s first
cashless and station-free bike
sharing platform that is solving
the short distance connectivity
problem in cities.
Created an app for In-Bike GPS,
Mobike said it operates more
than five million bikes, and its 100
million registered users take 25
million trips per day at peak
times. Mobike is 2 years old.
PROS
ü  One dedicated channel to focus
all your effort
ü  Requires strong word-of-mouth
from your targeted audience
and engagement from a
community
ü  Requires clearly defined
customer experience strategy
and user need
✗  Doesn’t account for journeys
outside of mobile
✗  Doesn’t account for users
switching device mid-task
CONS
MOBILEONLY
BEST PRACTICES FOR
AWESOME EXPRIENCES
4
CREATE AND USE A DESIGN LANGUAGE
Source: Airbnb
ü  Design automation
ü  Requires flexible, modular design
ü  Design directly into HTML vs.
Photoshop saving time and $$
ü  Allows for constant optimisation
and testing
ü  Allows for quick collaboration
across stakeholders
ü  Is constantly evolving
ü  Let’s your resources focus on the
heavy lifting of the research and
strategy
IT’S ALMOST 2020, DESIGN BETTER FORMS
Source: UXDesign.cc; ROI DNA Reduce Cart Abandonment Using Form Design Principles
Roughly 67% abandon their cart
before checkout. 10% bail due to an
overlong checkout process.
ü  Make sure it’s mobile friendly
ü  Show progress indication
ü  Use inline validation after user
inputs
ü  Don’t hide basic helper text
ü  Use field length as an affordance
ü  Group related fields together
ü  Get rid of the required field
asterisk and identify optional
ü  Make them accessible!
DON’T FORGET MICRO-INTERACTIONS / ANIMATIONS
Source: Point Vision via Dribbble
ü  Not just for apps
ü  Provide visual affordance that can
help with conversion
ü  Can increase customer perception
to support your brand pillars –
innovative, fun, etc.
ü  Doesn’t have to be a performance
hog – reuse, reuse, reuse!
ü  Plan for up-front in the UX/UI
phase, don’t leave for the end as it
will be the first thing that gets cut
to meet deadlines from
development
CREATE JOURNEYS THAT SHOW THE UGLY AND REAL
Source: Gabriel Conte Snapchat
ü  Life is not perfect, your journeys
should not be either
ü  Taking real scenarios such as
tantrum while shopping or jet lag
while travelling helps you ideate
and create better solutions to meet
your key KPIs as well as innovate
against latent needs.
ü  Helps match out-of-category
partnership opportunities
ü  Provides a strong blueprint of
customer pain points and builds
empathy – everyone on your team
should want to truly help the
personas you’re designing for
KNOW UNIVERSAL TRUTHS AND REGIONAL DIFFERENCES
ü  Experiences for all people are
comprised of Tasks, Context,
Motivation, and Feelings
ü  Universal truths: most people like to
save money, get a deal, not be
hassled, make it easy
ü  For localisation take into context:
language, culture, colloquialisms,
connectivity, popular culture, market
maturation, and economy.
Source: Chinese web design patterns: how and why they’re different (Chui Chui Tan); Campaign, How to design user experience for Chinese sensibilities 01/2016
Taobao and eBay seem very similar on the surface, but their value propositions are
different. eBay’s auction model was about outbidding other buyers, Taobao’s value
proposition is where you can get things at the lowest cost.”
KNOW UNIVERSAL TRUTHS AND REGIONAL DIFFERENCES
Source: Chinese web design patterns: how and why they’re different (Chui Chui Tan)
2011
2017
KNOW UNIVERSAL TRUTHS AND REGIONAL DIFFERENCES
Source: Alipay
biggest considerations for localisation and
digital are:
ü  Content (tonality, story and image)
ü  Fonts (typography choices are limited
for different languages)
ü  Device Usage
ü  App Usage – e.g. transaction over
advertising, WeChat vs. Facebook
ü  Connectivity and infrastructure,
ü  Service channels and product offering
– haggle price vs. not;
ü  Payments – mobile wallets
ü  Advertising & Piracy – largest mobile
ad blockers Indonesia (58%), followed
by India (28%) – US is just 1%!
CONVERSATIONAL UI
Source: How to get conversational UI right, VentureBeat 05/17
ü  Increasingly relevant with the rise
of bots, machine learning and AI
ü  It must actually be conversational
using natural language and pace
ü  It must be sentient and understand
how the user is feeling, e.g.
customer sounds angry
ü  It must maintain context and
history
ü  It must be accurate and consistent
to gain trust
ü  It must understand and respond to
accent, spoken turn timing and
dialect
ü  Can be through text or voice
Last 10 years were about building a mobile first world. But in the next 10 years, the shift will be
towards a world that is AI-first, a world where computing becomes universally available — be it at
home, at work, in the car, or on the go — and interacting with all of these surfaces becomes much
more natural, intuitive, and intelligent. ~Google, Sundar Pichai
THANK YOU!
MELISSA WILFLEY
EXPEIENCE DESIGN DIRECTOR / APAC
MELISSA.WILFLEY@POSSIBLE.COM
In/melissawilfley

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Leveraging CX / UX / UI to optimise brand experiences

  • 1. LEVERAGING CX / UX / UI TO OPTIMISE BRAND EXPERIENCES JUNE 2017 in/melissawilfley/
  • 2. Hello! Feel free to contact me for questions at melissa.wilfley@possible.com or through in/melissawilfley/
  • 3. Today we're going to focus on four key areas for leveraging the best CX / UX / UI: 4 DESIGNING FOR CUSTOMER FIRST 2 3 1FINDING THE T IN CX / UX / UI STRATEGIES FOR MOBILE VS. WEB BEST PRACTICES FOR AWESOME EXPERIENCES
  • 4. FINDING THE “ T “ IN CX, UX AND UI 1
  • 5. CX = Customer Experience UX = User Experience UI = User Interface
  • 6. In order to leverage CX / UX / UI you need to know the difference
  • 7. There are a lot of titles and definitions today
  • 9. A big part of this is due to the evolving nature of technology merging online channels with offline.
  • 10. Like Amazon Go Just Walk Out Technology BRICKS & CLICKS Source: Amazon Go
  • 11. Like Google Home SMART HOME DEVICES Source: Google Home
  • 12. Like Fitbit and their health and fitness trackers WEARABLES Source: Fitbit
  • 13. Like Utilities and Branchless Banks eSERVICES Source: Con Edison of New York, Ally Bank
  • 14. Let’s start withwhat is UX and UI
  • 16. User Experience (UX) User Interface (UI) ü  User Research ü  Personas ü  Customer Journey Mapping ü  User Stories / Scenarios ü  Sitemaps ü  User flows ü  Annotated Sketches & Wireframes ü  User Testing ü  Visual Design ü  Colors ü  Screen Mocks ü  Typography ü  Layouts aka ‘The Grid’ ü  Brand elements §  Interaction Design, e.g. behavior §  Prototypes SHAREDOFTEN
  • 17. Let’s see theseUI / UX differences in action
  • 24. Usually in a project you start with UX followed by UI, even in Agile. Both are equally important and essential for success. You can’t do one without the other.
  • 25. So now let’s talk about CX
  • 26. CX is a relatively new term in the last few years particularly with the increased importance of digital business transformation.
  • 27. Source: UXPin It is important to note that UX is most definitely a part of CX, but not all CX is UX. CX UX Customer Service Advertising Brand Reputation Sales Enablement Pricing Fairness Product Delivery Usability Interaction Design Visual Design Information Architecture Content Strategy User Research User Testing CX ≠ UX
  • 28. Forrester Research defines customer experience as: “How customers perceive their interactions with your company.” CUSTOMER EXPERIENCE CUSTOMER FOCUSED LEADERSHIP UNDERSTANDING YOUR CUSTOMER DESIGN THE EXPERIENCE EMPOWER THE FRONT LINE METRICS THAT MATTER FEEDBACK DRIVES CONTINUOUS IMPROVEMENT UX UXUX UX / UI
  • 29. Source: POSSIBLE CX touches across all of these components and in a CX project you are generally working on more than one of these at a time. PRODUCT EXPERIENCE COMMERCE SERVICES CRM BRAND EXPERIENCE
  • 30. Source: POSSIBLE So how does CX / UX / UI fit together?
  • 31. Source: POSSIBLE By forming a “ T “ across the organization CONNECTING EVERYTHING SPECIALISTSWITH SPECIFICFOCUS
  • 32. CX, UX and UI are different but complimentary. One is not more important than the other. KEYTAKEAWAYS
  • 33. Depending on your organization's structure, complexity of offering, size and investment these roles may be blended or separate. KEYTAKEAWAYS
  • 34. This is a snapshot of today. As our industry continues to evolve these definitions will also evolve over the next 5 years. KEYTAKEAWAYS
  • 35. Not one person owns the customer, everyone in your organization should own the customer and be customer obsessed. KEYTAKEAWAYS
  • 36. HOW TO DESIGN FOR CUSTOMER FIRST 2
  • 37. Designing for customer firstrequires a user-centered deign (UCD) process
  • 38. OUTSIDE-IN INSIDE-OUT DRIVEN BY CUSTOMERS PERCEPTIONS OF RELATIONSHIP AND VALUE. FEATURES AND CONTENT IS FOCUSED ON CUSTOMER OUTCOMES. DRIVEN BY COMPANY PERCEPTION OF RELATIONSHIP AND VALUE FEATURES AND CONTENT IS DRIVEN BY PRODUCT PERSPECTIVE. One that uses anoutside-in strategy
  • 39. If you don’t speak to your customers your not using UCD or an outside-in approach.
  • 40. Why is this important? By 2020 customer experience will overtake price and product as the key brand differentiator. Source: Walker Customer 2020 Study
  • 41. There’s always time to speak with your customers regardless of project scope, audience type or turnaround Friends & Family BYO Customer Panels Street Interviews Sales & Support Channels
  • 42. To help you implement a UCD process in your organization you need a UCD framework.
  • 43. Your UCD framework should: ü Act as a guide ü Be easy to understand by everyone in your organization to support horizontality ü Can scale across all your different projects, teams, and processes e.g. Agile, 4Ds
  • 44. DOES IT WORK? LOOK-IN/OUT POV IDEATE CREATE UNDERSTAND CONCEPT DELIVER We gain understanding and insight to the problem we are trying to solve or opportunity we’re trying to uncover. Develop a POV that answers both the business and user needs. Generate ideas and concepts quickly and iteratively in varying degrees of fidelity that meet the identified opportunity spaces. Validate concepts and further refine. Finalize design, produce and deliver required documentation, guides and assets. Scale solution and continuously improve experience. IMPLEMENT IMPROVE Source: POSSIBLE
  • 45. UNDERSTAND CONCEPT DELIVER DOES IT WORK? In practice our framework works like an ‘onion’, cyclical and with layers. Source: POSSIBLE
  • 46. Use an outside-in approach and ensure you talk to your customer. Talking to some customers is way better than none. KEYTAKEAWAYS
  • 47. KEYTAKEAWAYS Find the right UCD framework for your organization to ensure it gets implemented and used for project estimations, planning, etc.. Mine is just an example. If you google UCD process you’ll get 607,000 results which can help you find or create the perfect one.
  • 49. Let’s talk design strategies
  • 50. RESPONSIVE DESIGN NATIVE APPS ADAPTIVE DESIGN INSTANT APPS MOBILE FIRST MOBILE ONLY vs vs vs
  • 51. Responsive design is the norm today. Coined in 2011, it’s an assumption with design teams unless you have a specific reason not to.
  • 52. Responsive design is when you build one single web experience that is able to fluidly adjust for multiple screen sizes.
  • 53.
  • 54. PROS ü  Uniform & seamless ü  SEO friendly ü  Often easier, less expensive to implement ✗  Less screen size design control ✗  Less context specific journey design ✗  Longer mobile download times CONS RESPONSIVEDESIGN
  • 55. Adaptive design, also coined in 2011, is when you design multiple layouts based on display break-points. The layout displayed is based on the size of the screen.
  • 56. You use adaptive design when you have a specific context that needs to be addressed differently across devices such as geo- location, speed of site, content, utility, etc.
  • 57. Source: Amazon AMAZON Amazon increased speed of their site by 40% by using an adaptive strategy. Mobile users have the opportunity to use the "Amazon.com full site" on mobile devices as well.
  • 58. PROS ü  Design for context ü  Build for quicker speeds for mobile without sacrificing desktop experience ✗  Higher cost, multiple experiences to develop and maintain ✗  A bit more planning with SEO due to duplicate content CONS ADAPTIVEDESIGN
  • 59. Apps are not dead. Native apps have seen a boom in 2016 across downloads, time spent and revenue.
  • 60. App downloads increased 15% YOY (13 billion) worldwide with China contributing to 80% growth of iOS downloads and becoming the largest revenue generator for iOS. Revenue paid to developers increased by 40% globally Source: App Annie 2016 Retrospective
  • 61. Time spent in apps increased by 25% (roughly 2 hours on average). In China games are leading, other markets are seeing more download growth in non-game categories such as Productivity, Photo & Video, Tools and Social. Source: App Annie 2016 Retrospective
  • 62. Source: App Annie 2016 Retrospective
  • 64. The typical app loses more than 75% of its initial users within 3 days of downloading. In a month that figure climbs to 90% Source: Andrew Chen, New data shows losing 80% of mobile users is normal, and why the best apps do better
  • 65. UX Sucks Crashes Similar Apps Are Better No Continuous Updates / Release Too Much/Too Little Contact Battery and Bandwidth Hog Not Secure Poor Research, Strategy & Market Execution Why apps fail
  • 66. You’ve got the $$ and commitment to support and grow your app Need location base or navigational elements Need to deliver information in real-time Needs to work well across many devices, internet speeds and/or offline Mobile is a core differentiator for your offering Need access to features native to your phone like notifications or sensor info Capable of executing a design that’s ready to win the market You’ve done the research to show your users need an app When you should build an app Source: App vs Website.com; POSSIBLE
  • 67. Source: Airbnb AIRBNB Airbnb discovered the majority of images shared between hosts and guests in Airbnb messages were photos showing how to check-in. Created a tool that allows guests to access step-by-step visual check-in instructions in their app, accessible even without internet access
  • 68. Android Instant Apps is about to change the app and web game. Announced last year and just released to all developers to use last month, this is an area for us all to watch.
  • 69. Android Instant Apps allows Android users to run apps instantly, without installation or log-in, by just selecting a URL. How? They’re smaller subsets of your app that allow single pages or features of your app to be downloaded and accessed on demand.
  • 70. Source: Android Instant App B&H PHOTO B&H Photo was one of the first brands to partner with Google’s Instant Apps. They built a case for a user being able to search for an item in Google and then, by simply tapping the link that appears in the results page, go directly to that item on B&H’s app and purchase it
  • 71. PROS ü  No install or log-in to use ü  If user loves, can download app ü  Provides native functionality for specific features being accessed ü  Save space – can use without download ü  Easy to share ✗  Just launched ✗  Development learning curve ✗  User must opt-in under settings ✗  User must have a device running Android 6.0 + CONS ANDROIDINSTANTAPPS
  • 72. Mobile First, coined in 2009, is about giving priority for designing, developing and marketing the mobile web experience first over desktop web design. It’s not designing both at the same time.
  • 73. In order to know if you should use a Mobile First approach you need to first know your users’ needs and their journeys. If the majority of your users are desktop or accomplish their key tasks across multiple devices you need to question why you would push for mobile first vs. journey-driven design.
  • 74. Source: DoctorBase, now Kareo DoctorBase DOCTORBASE DoctorBase is a patient-doctor communications service. They switched their strategy from a mobile app to mobile first when they realised the effort to download an app was too great for most patients who wanted to only message their doctor 3-4 times a year at most.
  • 75. PROS ü  Can be blended with responsive or adaptive design strategies ü  Helps prioritize content and simplify flows ✗  Doesn’t account for journeys outside of mobile ✗  Doesn’t account for users switching device mid-task ✗  Doesn’t account for apps CONS MOBILEFIRST
  • 76. A Mobile-only strategy is one that is built uniquely around mobile devices where actions are carried out exclusively or nearly exclusively via a mobile application.
  • 77. It’s usually used when there is a primary action your user can achieve via mobile better than any other channel.
  • 78. These brands are some of the early and most successful adopters of mobile-only. It’s interesting to note they all now have some sort of desktop web experience, though it’s limited. WeChat Instagram Uber Tinder
  • 79. Source: POSSIBLE, UK shopping stat from Smart Insights ecommerce conversion rate 03/17 ADIDAS GLITCH Adidas rolled out it’s new football boots on an invite-only basis that could only be purchased through their Glitch app. It’s a community and ecommerce mobile-first strategy that led to a 75% conversion from the first 100 invites. The average cart conversion in the UK where this launched is roughly 4%.
  • 80. Source: Mobike MOBIKE China’s Mobike is the world’s first cashless and station-free bike sharing platform that is solving the short distance connectivity problem in cities. Created an app for In-Bike GPS, Mobike said it operates more than five million bikes, and its 100 million registered users take 25 million trips per day at peak times. Mobike is 2 years old.
  • 81. PROS ü  One dedicated channel to focus all your effort ü  Requires strong word-of-mouth from your targeted audience and engagement from a community ü  Requires clearly defined customer experience strategy and user need ✗  Doesn’t account for journeys outside of mobile ✗  Doesn’t account for users switching device mid-task CONS MOBILEONLY
  • 83. CREATE AND USE A DESIGN LANGUAGE Source: Airbnb ü  Design automation ü  Requires flexible, modular design ü  Design directly into HTML vs. Photoshop saving time and $$ ü  Allows for constant optimisation and testing ü  Allows for quick collaboration across stakeholders ü  Is constantly evolving ü  Let’s your resources focus on the heavy lifting of the research and strategy
  • 84. IT’S ALMOST 2020, DESIGN BETTER FORMS Source: UXDesign.cc; ROI DNA Reduce Cart Abandonment Using Form Design Principles Roughly 67% abandon their cart before checkout. 10% bail due to an overlong checkout process. ü  Make sure it’s mobile friendly ü  Show progress indication ü  Use inline validation after user inputs ü  Don’t hide basic helper text ü  Use field length as an affordance ü  Group related fields together ü  Get rid of the required field asterisk and identify optional ü  Make them accessible!
  • 85. DON’T FORGET MICRO-INTERACTIONS / ANIMATIONS Source: Point Vision via Dribbble ü  Not just for apps ü  Provide visual affordance that can help with conversion ü  Can increase customer perception to support your brand pillars – innovative, fun, etc. ü  Doesn’t have to be a performance hog – reuse, reuse, reuse! ü  Plan for up-front in the UX/UI phase, don’t leave for the end as it will be the first thing that gets cut to meet deadlines from development
  • 86. CREATE JOURNEYS THAT SHOW THE UGLY AND REAL Source: Gabriel Conte Snapchat ü  Life is not perfect, your journeys should not be either ü  Taking real scenarios such as tantrum while shopping or jet lag while travelling helps you ideate and create better solutions to meet your key KPIs as well as innovate against latent needs. ü  Helps match out-of-category partnership opportunities ü  Provides a strong blueprint of customer pain points and builds empathy – everyone on your team should want to truly help the personas you’re designing for
  • 87. KNOW UNIVERSAL TRUTHS AND REGIONAL DIFFERENCES ü  Experiences for all people are comprised of Tasks, Context, Motivation, and Feelings ü  Universal truths: most people like to save money, get a deal, not be hassled, make it easy ü  For localisation take into context: language, culture, colloquialisms, connectivity, popular culture, market maturation, and economy. Source: Chinese web design patterns: how and why they’re different (Chui Chui Tan); Campaign, How to design user experience for Chinese sensibilities 01/2016 Taobao and eBay seem very similar on the surface, but their value propositions are different. eBay’s auction model was about outbidding other buyers, Taobao’s value proposition is where you can get things at the lowest cost.”
  • 88. KNOW UNIVERSAL TRUTHS AND REGIONAL DIFFERENCES Source: Chinese web design patterns: how and why they’re different (Chui Chui Tan) 2011 2017
  • 89. KNOW UNIVERSAL TRUTHS AND REGIONAL DIFFERENCES Source: Alipay biggest considerations for localisation and digital are: ü  Content (tonality, story and image) ü  Fonts (typography choices are limited for different languages) ü  Device Usage ü  App Usage – e.g. transaction over advertising, WeChat vs. Facebook ü  Connectivity and infrastructure, ü  Service channels and product offering – haggle price vs. not; ü  Payments – mobile wallets ü  Advertising & Piracy – largest mobile ad blockers Indonesia (58%), followed by India (28%) – US is just 1%!
  • 90. CONVERSATIONAL UI Source: How to get conversational UI right, VentureBeat 05/17 ü  Increasingly relevant with the rise of bots, machine learning and AI ü  It must actually be conversational using natural language and pace ü  It must be sentient and understand how the user is feeling, e.g. customer sounds angry ü  It must maintain context and history ü  It must be accurate and consistent to gain trust ü  It must understand and respond to accent, spoken turn timing and dialect ü  Can be through text or voice Last 10 years were about building a mobile first world. But in the next 10 years, the shift will be towards a world that is AI-first, a world where computing becomes universally available — be it at home, at work, in the car, or on the go — and interacting with all of these surfaces becomes much more natural, intuitive, and intelligent. ~Google, Sundar Pichai
  • 91. THANK YOU! MELISSA WILFLEY EXPEIENCE DESIGN DIRECTOR / APAC MELISSA.WILFLEY@POSSIBLE.COM In/melissawilfley