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UI/UX
               Ana Albir – Moondrop Entertainment




                                               April 2nd, 2013




www.drawp.it
Objectives
 Share how we approach UI/UX design at Moondrop


 Provide applied example


 List useful resources


 We don’t have all the answers – tell us what you think!


   www.drawp.it                                 4/2/13      2
Contents
 Introduction
 Framework for UI/UX design
 Applied Example
 Iteration
 Summary




   www.drawp.it                4/2/13   3
What are UI and UX?
 Standard definitions
   UI: the part of the product that faces the user
   UX: broad term use to explain all aspects of a person’s experience
     with “the system”

 So what makes a UI/UX design successful?
   Not the usage of any one element
   Not the satisfaction a user might get while using the product



       A successful UI/UX influences the user to “do what you want”




   www.drawp.it                                                4/2/13    4
How do you influence the user to
      “do what you want”?
 Breakdown the problem:
   Your objective: what do you want the user to do?
   Your user: What does she care about and expect?
   Your tools: And the tools at your disposal?
 One size NEVER fits all (everyone has different tools,
  users, and objective)


                  Successful UI/UX design is…




   www.drawp.it                                 4/2/13     5
Successful design is:
An iterative process by which you find increasingly
better ways…

 to use tools…
 to influence users…
 to meet objectives




   www.drawp.it                                4/2/13   6
Our Approach
 First, identify the different objectives, user contexts, and
  tools relevant for our product


 Then, follow an iterative process:
     Propose informed designs
     Implement design
     Measure impact
     Identify opportunities for design optimization
     Start again


 Designing UI/UX is an exercise that requires attention to
  detail and commitment to iteration


   www.drawp.it                                        4/2/13    7
Contents
 Introduction
 Framework for UI/UX design
 Applied Example
 Iteration
 Summary




   www.drawp.it                4/2/13   8
The framework


     Discovery          Intro    Engagement




                    Iteration




www.drawp.it                           4/2/13   9
Design objectives by stage of
          engagement

                                                    Continued
     Discovery            Intro experience
                                                   Engagement


                          Create incentive to     Meet overall app
  Find the product
                             use product             objective


                         • Does it meet my
• Does this product
                           expectations?        • Is the app meeting
  meet my need?
                         • Do I understand        my needs?
• For the right price?
                           how to use it?



www.drawp.it                                              4/2/13       10
Understand “the container”

          Discovery                 Intro              Engagement




 Decide who you’re targeting
 Understand user expectations and needs
 Understand the environment in which they use the product
 Remember that users are spoiled
 User context changes across the product lifecycle


    www.drawp.it                                             4/2/13   11
Where does the user experience
        the product?



      Discovery                  Intro               Engagement




               You will design more than just the product



www.drawp.it                                                4/2/13   12
Contents
 Introduction
 Framework for UI/UX design
 Applied Example
 Iteration
 Summary




   www.drawp.it                4/2/13   13
App Discovery

       Discovery          Intro             Engagement




  Find the Product
                         • The user sees the AppStore in
                           the context of search
• Does this product
  meet a need?           • Then sees it on the home screen
• For the right price?




 www.drawp.it                                        4/2/13   14
App Discovery – in the store




www.drawp.it                4/2/13   15
App Discovery – in the iPad




www.drawp.it                4/2/13   16
App Discovery – in the iPad




www.drawp.it                4/2/13   17
App Discovery – in the iPad




www.drawp.it                4/2/13   18
Intro Experience

             Discovery             Intro              Engagement




Note: 84% of users delete    Create incentive to   • What does the user need
an app after an                 use product          to understand how to
unsuccessful intro
                                                     draw and share?
experience                  • Does it meet my
                              expectations?
                                                   • What if there’s no one to
                            • Do I understand
                                                     share with?
                              how to use it?



       www.drawp.it                                            4/2/13        19
Intro Experience
            First attempt                          Revision
Old video                              New Video
 60 second video                       5 second
 Passive                               Active
 Dismiss when done                     Easy win
                                        Drawp buddy to share with
                                          when alone

 Of users who sign up, the number of users who shared drawings increased
                            from 46.4% to 72.1%


    www.drawp.it                                            4/2/13         20
Intro experience




www.drawp.it                      4/2/13   21
Path is one example of a great
        intro experience




www.drawp.it              4/2/13   22
Subsequent Usage

      Discovery                Intro      Engagement




                                       Meet overall objective
• How do I define overall
                                            of the app
  objective?

• How do persuade the user to          • Is the app meeting
  meet those smaller goals?              my needs?

• How do I take context into
  account?

www.drawp.it                                       4/2/13       23
Subsequent Engagement
 Comprises many “asks”                  Key Learnings
 Discover feature set            Provide incentives, feedback,
                                   and rewards
 Release identity information
                                  Make harder “asks” at times
 Buy something                    of user delight
 Share drawings with others      Minimize number of steps
                                  “Soften” commits
                                  More than ever, be aware of
                                   context



   www.drawp.it                                       4/2/13       24
Evernote: a great example of
     designing for context




www.drawp.it               4/2/13   25
Subsequent Engagement: push
        notifications




     With push notifications, the most important choice is timing



www.drawp.it                                                  4/2/13   26
Subsequent engagement:
  Why should the user sign up?




      With login requests, the most important choice is design

www.drawp.it                                                4/2/13   27
Subsequent Engagement:
Create succinct argument for ask




 www.drawp.it              4/2/13   28
Drawquest asks for signup after
  first drawing is complete…




www.drawp.it              4/2/13   29
… and it leverages facebook
              connect




www.drawp.it               4/2/13   30
Subsequent Experience:
             monetization




www.drawp.it                 4/2/13   31
Subsequent engagement:
       monetization in context




 Remember that pricing affords one of the richest opportunities for
                            iterations
www.drawp.it                                                4/2/13    32
Contents
 Introduction
 Framework for UI/UX design
 Applied Example
 Iteration
 Summary




   www.drawp.it                4/2/13   33
Iteration: Map user behavior to test
            hypotheses
     Map user behavior             Test design hypotheses
1. Split experience into sub-     Funnel analyses track the % of
    experiences                     users who reach target (and
                                    where they fall off)
2. Identify target action for
    each sub experience           Cohorts analyses segment
                                    users based on date and track
3. Identify sets of steps that      their behavior over time
    lead to target actions
                                  Use outside tools (Apsalar,
4. Create an event for each         Flurry,etc) and inside data
    step



    www.drawp.it                                      4/2/13      34
Sample Funnel Analysis




www.drawp.it                 4/2/13   35
Cohort analyses




www.drawp.it                     4/2/13   36
Inside tools: leverage own data




www.drawp.it               4/2/13   37
Contents
 Introduction
 Framework for UI/UX design
 Applied Example
 Iteration
 Summary




   www.drawp.it                4/2/13   38
Summary
 The purpose of UI/UX design is to influences the user
  to meet your objective

 To do that, you have to understand your objectives,
  your user, and the tools available to you

 Our framework is meant to help keep those elements in
  mind




   www.drawp.it                                4/2/13     39
Summary
  Download product      Create incentive to         Login, push
                               play                 notifications,
                                                    monetization


     Discovery                  Intro            Engagement
   (AppStore/iPad)          UI, first 5 sec       UI, rest of time



 Product found in the   Cold start problem      Offline experience
 context of search ->   playing alone           Different countries
 keywords


                                                     Use funnels and
                                                     cohorts
                          Iteration
                                                     Outside and inside
                                                     tools


 UI/UX design is the iterative process by which we motivate our
www.drawp.it   users to better meet our objectives       4/2/13           40
List of resources
 Keywords
   Appstorerankings.net
   Blog post on strategy
 Image optimization
   ImageOptim
 Login:
   Case study on using facebook connect




   www.drawp.it                            4/2/13   41
Thank you!


      Feel free to contact me with any questions!

               ana@moondropapps.com




www.drawp.it                                  4/2/13   42

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UI UX design - talk at NewMe Accelerator

  • 1. UI/UX Ana Albir – Moondrop Entertainment April 2nd, 2013 www.drawp.it
  • 2. Objectives  Share how we approach UI/UX design at Moondrop  Provide applied example  List useful resources  We don’t have all the answers – tell us what you think! www.drawp.it 4/2/13 2
  • 3. Contents  Introduction  Framework for UI/UX design  Applied Example  Iteration  Summary www.drawp.it 4/2/13 3
  • 4. What are UI and UX?  Standard definitions  UI: the part of the product that faces the user  UX: broad term use to explain all aspects of a person’s experience with “the system”  So what makes a UI/UX design successful?  Not the usage of any one element  Not the satisfaction a user might get while using the product A successful UI/UX influences the user to “do what you want” www.drawp.it 4/2/13 4
  • 5. How do you influence the user to “do what you want”?  Breakdown the problem:  Your objective: what do you want the user to do?  Your user: What does she care about and expect?  Your tools: And the tools at your disposal?  One size NEVER fits all (everyone has different tools, users, and objective) Successful UI/UX design is… www.drawp.it 4/2/13 5
  • 6. Successful design is: An iterative process by which you find increasingly better ways…  to use tools…  to influence users…  to meet objectives www.drawp.it 4/2/13 6
  • 7. Our Approach  First, identify the different objectives, user contexts, and tools relevant for our product  Then, follow an iterative process:  Propose informed designs  Implement design  Measure impact  Identify opportunities for design optimization  Start again  Designing UI/UX is an exercise that requires attention to detail and commitment to iteration www.drawp.it 4/2/13 7
  • 8. Contents  Introduction  Framework for UI/UX design  Applied Example  Iteration  Summary www.drawp.it 4/2/13 8
  • 9. The framework Discovery Intro Engagement Iteration www.drawp.it 4/2/13 9
  • 10. Design objectives by stage of engagement Continued Discovery Intro experience Engagement Create incentive to Meet overall app Find the product use product objective • Does it meet my • Does this product expectations? • Is the app meeting meet my need? • Do I understand my needs? • For the right price? how to use it? www.drawp.it 4/2/13 10
  • 11. Understand “the container” Discovery Intro Engagement  Decide who you’re targeting  Understand user expectations and needs  Understand the environment in which they use the product  Remember that users are spoiled  User context changes across the product lifecycle www.drawp.it 4/2/13 11
  • 12. Where does the user experience the product? Discovery Intro Engagement You will design more than just the product www.drawp.it 4/2/13 12
  • 13. Contents  Introduction  Framework for UI/UX design  Applied Example  Iteration  Summary www.drawp.it 4/2/13 13
  • 14. App Discovery Discovery Intro Engagement Find the Product • The user sees the AppStore in the context of search • Does this product meet a need? • Then sees it on the home screen • For the right price? www.drawp.it 4/2/13 14
  • 15. App Discovery – in the store www.drawp.it 4/2/13 15
  • 16. App Discovery – in the iPad www.drawp.it 4/2/13 16
  • 17. App Discovery – in the iPad www.drawp.it 4/2/13 17
  • 18. App Discovery – in the iPad www.drawp.it 4/2/13 18
  • 19. Intro Experience Discovery Intro Engagement Note: 84% of users delete Create incentive to • What does the user need an app after an use product to understand how to unsuccessful intro draw and share? experience • Does it meet my expectations? • What if there’s no one to • Do I understand share with? how to use it? www.drawp.it 4/2/13 19
  • 20. Intro Experience First attempt Revision Old video New Video  60 second video  5 second  Passive  Active  Dismiss when done  Easy win  Drawp buddy to share with when alone Of users who sign up, the number of users who shared drawings increased from 46.4% to 72.1% www.drawp.it 4/2/13 20
  • 22. Path is one example of a great intro experience www.drawp.it 4/2/13 22
  • 23. Subsequent Usage Discovery Intro Engagement Meet overall objective • How do I define overall of the app objective? • How do persuade the user to • Is the app meeting meet those smaller goals? my needs? • How do I take context into account? www.drawp.it 4/2/13 23
  • 24. Subsequent Engagement Comprises many “asks” Key Learnings  Discover feature set  Provide incentives, feedback, and rewards  Release identity information  Make harder “asks” at times  Buy something of user delight  Share drawings with others  Minimize number of steps  “Soften” commits  More than ever, be aware of context www.drawp.it 4/2/13 24
  • 25. Evernote: a great example of designing for context www.drawp.it 4/2/13 25
  • 26. Subsequent Engagement: push notifications With push notifications, the most important choice is timing www.drawp.it 4/2/13 26
  • 27. Subsequent engagement: Why should the user sign up? With login requests, the most important choice is design www.drawp.it 4/2/13 27
  • 28. Subsequent Engagement: Create succinct argument for ask www.drawp.it 4/2/13 28
  • 29. Drawquest asks for signup after first drawing is complete… www.drawp.it 4/2/13 29
  • 30. … and it leverages facebook connect www.drawp.it 4/2/13 30
  • 31. Subsequent Experience: monetization www.drawp.it 4/2/13 31
  • 32. Subsequent engagement: monetization in context Remember that pricing affords one of the richest opportunities for iterations www.drawp.it 4/2/13 32
  • 33. Contents  Introduction  Framework for UI/UX design  Applied Example  Iteration  Summary www.drawp.it 4/2/13 33
  • 34. Iteration: Map user behavior to test hypotheses Map user behavior Test design hypotheses 1. Split experience into sub-  Funnel analyses track the % of experiences users who reach target (and where they fall off) 2. Identify target action for each sub experience  Cohorts analyses segment users based on date and track 3. Identify sets of steps that their behavior over time lead to target actions  Use outside tools (Apsalar, 4. Create an event for each Flurry,etc) and inside data step www.drawp.it 4/2/13 34
  • 37. Inside tools: leverage own data www.drawp.it 4/2/13 37
  • 38. Contents  Introduction  Framework for UI/UX design  Applied Example  Iteration  Summary www.drawp.it 4/2/13 38
  • 39. Summary  The purpose of UI/UX design is to influences the user to meet your objective  To do that, you have to understand your objectives, your user, and the tools available to you  Our framework is meant to help keep those elements in mind www.drawp.it 4/2/13 39
  • 40. Summary Download product Create incentive to Login, push play notifications, monetization Discovery Intro Engagement (AppStore/iPad) UI, first 5 sec UI, rest of time Product found in the Cold start problem Offline experience context of search -> playing alone Different countries keywords Use funnels and cohorts Iteration Outside and inside tools UI/UX design is the iterative process by which we motivate our www.drawp.it users to better meet our objectives 4/2/13 40
  • 41. List of resources  Keywords  Appstorerankings.net  Blog post on strategy  Image optimization  ImageOptim  Login:  Case study on using facebook connect www.drawp.it 4/2/13 41
  • 42. Thank you! Feel free to contact me with any questions! ana@moondropapps.com www.drawp.it 4/2/13 42