Konstruowanie interfejsów tak, aby sprzedawały bywa nie lada wyzwaniem. W swojej prezentacji opowiem o kilku naprawdę prostych zasadach, dzięki którym konwersja serwisu www może znacznie wzrosnąć.
Dominik Oślizło – UX Designer & Project Manager w Interactive Solutions. Pracował nad projektami webowymi różnej skali i typu – microstite’y, serwisy korporacyjne, e-commerce, gry online, portale. Aktywny członek UX.SE.
CHI Poznań na Facebook`u: https://www.facebook.com/CHIPoznan.
Oppenheimer Film Discussion for Philosophy and Film
Make your design sell (CHI Poznań)
1. DESIGN WHICH SELLS
a few words about Conversion Centered Design
Dominik Oślizło
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http://linkd.in/13mXV0y
http://bit.ly/16xOvBs
2. UX IS INFLUENCED BY MANY FACTORS
effectiveness
selling
neuroscience
ECONOMY
anthropology
PSYCHOLOGY
monetization conversion
linguistics
sociology
philosophy
strategy
ethics
UXD
copywriting
aesthetics
ART
design soul
balance
music
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<coding>
new tech
limitations
TECHNOLOGY
AI
research & infrastructure
development
4. SO, WHAT IS CCD?
UCD
CCD = UCD + selling “twist”
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5. NOT ALWAYS MONEY
Direct conversion is not always money, it can be as well:
PRODUCT AWARENESS
DOMINATION
NEW SOCIAL GROUP
NUMBER OF LIKES
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LOYALTY
KNOWLEDGE
CSR
SOCIAL BUZZ
REGIONAL RANGE
EDUCATION
6. THE REASON BEHIND CCD
Natural tendency:
we do only what allows us to gain some value.
applies to:
ROI
ROI
Projects
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Users
8. A WORD ABOUT UNBOUNCE
“Unbounce makes it easy for Marketers to create, publish and test
landing pages. We developed Unbounce after experiencing first hand
the frustration of trying to get effective landing pages launched
for our own online marketing campaigns.
It's important to get things done quickly in marketing, a task made
more difficult when you have to rely upon IT resources who have
their own priorities and processes.”
Source: http://unbounce.com/what-is-unbounce/about/
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9. ENCAPSULATION
There are many elements
that are important in your
design.
Elements like contact form,
what we do page, fancy 404
are of course important as
well.
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BUT SOME ELEMENTS
ARE MOST IMPORTANT
and therefore you need
to expose them.
I want to see
the next slide
15. INSPIRATION
John Cage (1912-1992):
4’33”
“The material of music is sound and silence.
Integrating these is composing.
I have nothing to say, and I’m saying it.”
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19. NOT ONLY ARROWS
Source: http://unbounce.com/online-marketing/academic-small-business-tips/
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20. URGENCY & SCARCITY
Order before
August 15th,
get free
delivery
The offer
expires on
midnight
Free ebook with
first thousand
orders
5 on stock order soon
Limited time
offer
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Early bidders
get lower
price
Limited
availability
Only few
items left
25. TRY BEFORE YOU BUY
Trial
model
Full experience
within limited time.
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Combination
Best of two worlds
Freemium
model
Limited experience,
unlimited time.
28. SOCIAL PROOF
Testimonials perception by users is very good
(too bad these are severely edited).
Is good!
Will do!
Nice
one!
This applies even more to price comparison
sites, auctioning sites, and opinion sites.
Caution: Negative feedback seems to be
more credible, and thus it affects conversion
more.
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31. EXPECTATION = DESIRE + KNOWLEDGE
I may be interested in your offer
only if I need something like
this and know your product will
be good for me.
Expectations:
•are driven by various needs/desires
•have strong foundation in media, social
media, society and own research
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32. DIFFERENT EXPECTATIONS
I want a phone
with multitasking,
hi-res screen, long
battery life, and it
would be perfect if it
was red.
I want a red
phone.
•
•
SPONTANEOUS
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Different users have different needs.
Different users have different need for
knowledge to make a decision.
PURPOSEFUL
33. CRUCIAL UXD DECISION...
These two types of users* make it necessary to make crucial decision:
Should designed user experiences be addressed
to one of these groups (and which) or to both?
*all demographics go in parallel
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34. ...AND A CRUCIAL FACT
You cannot make a manager act like a teenager.
You cannot make a teenager act like a manager.
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35. ...AND A CRUCIAL FACT
You cannot make a manager act like a teenager.
You cannot make a teenager act like a manager.
Yet, they know how to make both buy the same phone.
Don’t they?
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36. ADDRESS BOTH GROUPS
THE EASY WAY
You can address both
spontaneous and
purposeful
users in one design.
The easiest way to do it is to
start with a clean header and
then skip to the descriptive
sections (you can still use the
same approach below).
Show me example
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40. PROMISES = ANSWERS BEFORE ASKING
You need to answer before question
because you cannot make user ask it.
He has a lot of excuses not to ask:
his knowledge is too low to know what to ask about
there is a lot of substitutes (even better ones!)
he’s got no time to waste
he does not really care
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41. PROMISING PROPERLY
The promise is a quite valuable and important thing, so you need to find best ways
of presenting what you can offer, mostly by using proper words, structure and
graphics. These are the fundamentals for Conversion Centered Design you need to
think about every time you refer to this approach. Oh, by the way - when you finish
reading this quite lenghty text, please raise one hand up (itc can be your right hand if
you cannot decide which one). So, back to the topic.
Finding best words is difficult, as overpromising is always on stake, but I’d bet you can
find a good claim for every damned product that is at least “quite fine”.
(Like the one on the next slide).
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45. USE INVOLVEMENT TRAP
Split processes like registration in multiple steps,
wisely increasing difficulty on each of them.
Simple
A bit
harder
A bit
harder
Effort put in previous steps is potential loss for user,
preventing him from dropping the process (to some extent).
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46. Oh, by the way... it is OK to decrease importance and
sacrifice usability of some elements to gain better conversion.
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48. LESS = MORE
Giving users less options to click
(sometimes even when these are products)
converts better.
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49. THE JAM EXPERIMENT
6 flavors
24 flavors
vs
30% conversion
3% conversion
Source: When Choice is Demotivating, prof. Sheena Iyengar, Columbia University
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50. EXCESS IS DISASTER
Once you try (or are told) to highlight everything
you will fail, because you lose encapsulation,
contrast and whitespace, you don’t know where
to point directional cues at, and your offers are
too hard to be seen. Sorry.
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51. GAINED VALUE
The value gained by user is not the end of interaction.
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52. USER EXPERIENCE DOES NOT END
(an example for consumer products)
Social
media
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Own
thoughts
The
system
Delivery
Product &
packaging
Support
Social
media
54. USER ACTIONS
are best for
measuring
analyzing
triggering
improvements
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55. MEASURE EARLY, IMPLEMENT SOON
improvement
improvement
MVP
Closed
beta
improvement
Public
beta
Live
You will end up with better product sooner and at lower costs.
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56. MEASURE WHAT MATTERS
Measure a lot, but depending on type of goal,
analyze only what really reflects conversion.
Set proper KPI’s at the beginning of the project.
Use big analytical systems (GA, Webtrends, Facebook
Insights...) but experiment with others.
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57. IMPROVE, BUT NOT CONSTANTLY
Don’t let the project be your obsession.
Only improve until it is rational.
(Since then, act on demand.)
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58. SWIFTLY & WITH STYLE
Unstable and sluggish systems convert worse.
Source: O’Reilly Radar, 2009
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