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@RuthlessUx "Everything is Designed & Everything is simple. If it ain't simple enough, It just ain't designed well enough".

Building a wow product

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Page 1: Building a wow product

@RuthlessUx

"Everything is Designed & Everything is simple. If it ain't simple enough, It just ain't designed well enough".

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"Building  a  WOW  Product".      Shaheena  A7arwala    Head  of  Design    |    Wigzo  Technologies  |  www.wigzo.com  

 Blogger  :  www.RuthlessUx.com    8th  April  |  SP  Jain  InsFtute,  Andheri  (W),  Mumbai  

 

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House Rules & Etiquette•  You  can  survive  without  your  cellphones  for  a  

few  minutes  •  I’m  a  big  fan  of  interacFve,  let’s  try  and  wait  

for  logical  breaks  before  we  debate,  discuss,  comment  

•  So  that  we  don’t  talk  over  others,  please  indicate  that  you  have  something  to  say  

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I’m  Usually  Unpopular  •  Just  a  li7le  about  me  •  This  is  a  much  larger  topic  &  I  will  try  to  do  jusFce  in  60  minutes  •  What  I  have  to  say  can  be  construed  to  be  CONTROVERSIAL  •  What  I  have  to  say  is  NOT  ROCKET  SCIENCE  •  Simply  because  Building  Usable  Products  is  NOT  ROCKET  SCIENCE,  (despite  

our  best  efforts)  to  cast  that  impression  •  I  deal  with  

–  Basics  -­‐  (usually  forgo9en)  –  Common  Sense  -­‐  (The  Most  Uncommon  Thing)  –  Prudence  -­‐  (Whatever  That  Means)  

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Shaheena  A7arwala  aka  @RuthlessUx  

•  Head  of  Design  at  Wigzo  Technologies  •  Founder  PurpleCube  Design  Studio  (2009  -­‐  Present)  •  Ex  -­‐  Designer  BookMyShow(2009)  and  

Shaadi.com(2012)  •  Ex  -­‐  Co-­‐founder  &  Design  Head  at  Truss  Networking  

(2014)  •  UX  Blogger  at  www.RuthlessUx.com  

 

@RuthlessUx  

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Building  a  WOW  product  ~  

Taking  WOW  decisions  

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UI  -­‐  Interface  Elements    UX-­‐  How  a  user  gets.  from  

point  A  to  point  B.  

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There  are  a  very  few  known  techniques  that  can  precisely  and  consistently  shape  a  good  ux  Keep  it  simple  /  Relate  to  things  people  used  to/  Learnt  it  anecdotally  /  via  Experiment      

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Beauty  is  secondary  

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UQlity  Comes  first  |  Beauty  is  secondary  

MasochisFc  teapot  

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Users  resist  change  

Stage  changes  |  Beneficial  for  your  company  

E.g. Digg did a major UI change and had a massive

user exodus. One Week>

Digg3.0>DiggApocalypse

Timeline changes / Homepage changes

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Users  resist  change  

Fool  them  slowly  rather  than  quickly  

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Make  users  feel  smart  (Salt  &  Pepper  Rule)  

Don't  hide  things  in  complexity  in  design.  

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Be  Specific  

Pick  one  go  with  it  

1.  Narrow down to your exact target users and focus on doing well there. Make your scope very specific (specifically your first adopters) e.g. Amazon started as an online marketplace for new books. Google was only search.

2.  Building. Just start building. 3.  Speeds up design and development time {Agile} Just get it out there 4.  Guides testing (Collecting data. Get all the data about how your user is using the app and

analyze it. ) 5.  Gives marketing individuals early insight into user acquisition strategies 6.  Narrow down number of variables for testing. Simplify. Simplify based off the data you're

collecting. 7.  Saves Money 8.  Keep Vision of Dream separate from NOW. Pick one Go with it! Focus on Now!

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Top  Strategies  

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CupCake  a.k.a  Be  Agile  

Be  Fast  and  Furious  

1.  Build the simplest version that solves a single problem

2.  Get customers for feedback ASAP  3.  Iteration of the product with customer

feedback

v/s

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Don’t  be  a  vitamin!  Try  to  solve  a  Problem  

Don’t  be  a  nice  to  have  

1.  If you build a vitamin or don’t solve a tier 1 problem, people will use your product but never pay for it. And that will rip you apart.

2.  Solve a tier 1 (or top 3) problem for your potential customers. 3.  HOW?

•  Regular feedback from customers •  Conversation rate is trending up over time and your churn/refund rate is trending down •  You have at least 40% product-market fit with existing customers

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You  can’t  manage  what  you  don’t  measure,    

Data  don’t  lie  

1.  Determine your top 3 metrics 2.  If you’re “flying blind” then sooner or later you’ll crash into a mountain, without even

realizing it’s in front of you. 3.  Track? •  Revenue, AOV and Conversion

•  3 primary metrics and 3 secondary metrics, (refund rate/churn, profit etc)

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User  eXperience  

Keep  It  Simple  and  stupid  

1.  If you can’t easily explain your products or services to the average person, then they’re probably too complicated.

2.  Every time the user experience is great (and continues to be great over time), that startup’s revenue grows like a weed. Every time it’s confusing, revenue growth is much tougher and in most cases very, very slow.

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of  consumers  would  be  willing  to  spend  more  money  with  a  company  that  provides  excellent  customer  experience.    Source:  Defaqto  h7ps://www.salesforce.com/blog/2013/10/customer-­‐service-­‐stats-­‐55-­‐of-­‐consumers-­‐would-­‐pay-­‐more-­‐for-­‐a-­‐be7er-­‐service-­‐experience.html  

55%

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Companies  that  provided  excellent  customer  experiences    v/s    Group  that  wasn’t  focused  on  the  customer  experience.      Between  2007  and  2011,  the  CX  leaders  not  only  outperformed  the  broader  stock  market  (27%  be7er  than  the  S&P  500)  but  performed  128%  be7er  than  the  companies  not  focused  on  CX.      In  fact,  the  CX  laggards’  returns  showed  a  loss  of  46.3%.    (source)    

128% Watermark Consulting compared the stock performance of a group of

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Mobile  conversions  and  Omni-­‐Channel  Experience  

of all mobile searches are goal-oriented and help customers

make a decision

45%

Source: https://uxplanet.org/why-understanding-customer-experience-makes-you-a-great-ux-designer-73b99c95fb6d

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User  Onboarding  

45% of users give up

if registration is hard

In a Study provided by Adaptive Path, Bank of America conducted research into why they were falling behind their competition. The outcome of this project was a huge success due to a drastic change in

usability.

Source: https://momentumdesignlab.com/hidden-cost-of-bad-ux/

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With smartphones becoming ubiquitous, especially among the educated urban upper-middle class Indians, Myntra was betting that its customers would accept the loss of the web option in return for greater user experience

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Understand  Users!  Do  research!  

h7ps://www.techinasia.com/flipkart-­‐myntra-­‐app-­‐only-­‐disaster  h7p://Fmesofindia.indiaFmes.com/business/india-­‐business/Flipkart-­‐drops-­‐its-­‐plan-­‐to-­‐go-­‐app-­‐only/arFcleshow/49751060.cms  h7p://forbesindia.com/arFcle/special/why-­‐myntra-­‐is-­‐going-­‐back-­‐to-­‐its-­‐desktop-­‐version/43199/1  

May  2015  ●  Mobile accounts for 70-80% of

e-commerce traffic today. ●  Forcing users to download the

app and shutting out rivals. ●  Within 9 months

reopened its mobile site

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Majority  of  our  daily  media  interacFons  are  screen  based  

Flipkart is not going completely app-only. It has reintroduced a mobile web option - something it had discontinued in March. 2015 ●  Amazon quickly took advantage.

Thanked consumers for making it the most visited ecommerce site in India.

●  Billion Day sale 1. Browsing on the desktop is much more easier than on mobile app

2. Sorting and applying filters may be difficult on app

3. No more choices, you are just trapped

4. Mobile device and mobile internet limitations

5. Competitors are on Multiple platforms, user may switch easily

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Build  -­‐  Define  User  Journey  

1.  User  Personas  2.  IdenFfy  Journey  3.  Solve  Journey  problems  and  errors  4.  IdenFfy  loopholes    5.  IdenFfy  use  cases  6.  IdenFfy  dead  ends  and  escape  hatch  

 

Iterate.  Speed  is  the  king  

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User  Personas  

Sketch  out  what  your  users  are  like  

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Stop Thinking! Keep Building! Keep Iterating!

Speed is the king! Iteration is the King!

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Source  :Google  -­‐    The  New  MulF-­‐screen  World:  Understanding  Cross-­‐plarorm  Consumer  Behavior  -­‐  August  2012    

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Majority  of  our  daily  media  interacQons  are  screen  based  

Source  :Google  -­‐    The  New  MulF-­‐screen  World:  Understanding  Cross-­‐plarorm  Consumer  Behavior  -­‐  August  2012    

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Computers  keep  us  producQve  and  informed  

Source  :Google  -­‐    The  New  MulF-­‐screen  World:  Understanding  Cross-­‐plarorm  Consumer  Behavior  -­‐  August  2012    

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Smartphones  keep  us  connected  

Source  :Google  -­‐    The  New  MulF-­‐screen  World:  Understanding  Cross-­‐plarorm  Consumer  Behavior  -­‐  August  2012    

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Tablets  keep  us  entertained  

Source  :Google  -­‐    The  New  MulF-­‐screen  World:  Understanding  Cross-­‐plarorm  Consumer  Behavior  -­‐  August  2012    

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SequenQal  -­‐  There  are  two  modes  of  mulQ-­‐screening  

Source  :Google  -­‐    The  New  MulF-­‐screen  World:  Understanding  Cross-­‐plarorm  Consumer  Behavior  -­‐  August  2012    

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Smartphones  are  the  most  common  starQng  place  for  online  acQviQes  (Refer  Myntra  Case  Study)  

 

Source  :Google  -­‐    The  New  MulF-­‐screen  World:  Understanding  Cross-­‐plarorm  Consumer  Behavior  -­‐  August  2012    

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PCs  are  most  oYen  a  starQng  point  for  more  complex  acQviQes  

 

Source  :Google  -­‐    The  New  MulF-­‐screen  World:  Understanding  Cross-­‐plarorm  Consumer  Behavior  -­‐  August  2012    

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Source  :Google  -­‐    The  New  MulF-­‐screen  World:  Understanding  Cross-­‐plarorm  Consumer  Behavior  -­‐  August  2012    

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Smartphones  allow  us  to  shop  at  home  or  on-­‐the-­‐go  

 

Source  :Google  -­‐    The  New  MulF-­‐screen  World:  Understanding  Cross-­‐plarorm  Consumer  Behavior  -­‐  August  2012    

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Spontaneity  plays  a  major  role  in  shopping  

Source  :Google  -­‐    The  New  MulF-­‐screen  World:  Understanding  Cross-­‐plarorm  Consumer  Behavior  -­‐  August  2012    

Spur-­‐of-­‐the-­‐moment  vs.  Planned  shopping  

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We  oYen  move  from  one  screen  to  another  while  shopping  

 

Source  :Google  -­‐    The  New  MulF-­‐screen  World:  Understanding  Cross-­‐plarorm  Consumer  Behavior  -­‐  August  2012    

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Consumers  take  a  mulQ-­‐device  path  to  purchase  

Source  :Google  -­‐    The  New  MulF-­‐screen  World:  Understanding  Cross-­‐plarorm  Consumer  Behavior  -­‐  August  2012    

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SequenQal  screening  is  common  &  mostly  completed  within  a  day  

 

Source  :Google  -­‐    The  New  MulF-­‐screen  World:  Understanding  Cross-­‐plarorm  Consumer  Behavior  -­‐  August  2012    

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People  are  never  going  to  learn  enough.    People  are  never  going  to  be  beginners.    

People  will  always  be  learning.  -­‐  Allan  Cooper    

Make it simple enough. Discoverability is a great tool for

learning. Humans are hardwired and naturally intuitive to things

that resonate to their gut

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Why  Products  fail  

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•  Yahoo  Answers,  Quora,  forums,  Google  Search  •  If  there  are  alternaFves  to  your  product  that  

are  free,  you  may  have  a  difficult  Fme  geung  tracFon.  

•  Most  people  don’t  want  to  pay  if  they  don’t  have  to.  It  may  be  helpful  to  offer  a  freemium  service.  

Google Answers lasted 4 years and 8 months.

Google Answers

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•  Wave  is  what  email  would  look  like  if  it  were  invented  today.  

•  Wave  didn’t  launch  as  an  MVP.  It  was  filled  with  lots  of  features  that  Google  assumed  people  wanted.    

•  Complex  /  took  users  Fme  to  understand  

•  it’s  be7er  to  start  small  and  launch  as  an  MVP.    Google Wave lasted 15 months.

Google Wave

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Oscars  

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QuesFons?  

@RuthlessUx  

Shaheena  A7arwala    [email protected]    09892777897    www.RuthlessUx.com