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DESIGN WHICH SELLS
a few words about Conversion Centered Design

Dominik Oślizło
czwartek, 8 sierpnia 13

http://linkd.in/13mXV0y

http://bit.ly/16xOvBs
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

czwartek, 8 sierpnia 13

<coding>

new tech

limitations

TECHNOLOGY
AI

research & infrastructure
development
*CD

WILDCARD CENTERED DESIGN
is still user centered

czwartek, 8 sierpnia 13
SO, WHAT IS CCD?

UCD

CCD = UCD + selling “twist”
czwartek, 8 sierpnia 13
NOT ALWAYS MONEY
Direct conversion is not always money, it can be as well:
PRODUCT AWARENESS
DOMINATION
NEW SOCIAL GROUP
NUMBER OF LIKES

czwartek, 8 sierpnia 13

LOYALTY
KNOWLEDGE
CSR

SOCIAL BUZZ

REGIONAL RANGE
EDUCATION
THE REASON BEHIND CCD
Natural tendency:
we do only what allows us to gain some value.
applies to:
ROI

ROI
Projects
czwartek, 8 sierpnia 13

Users
THE
PRINCIPLES

czwartek, 8 sierpnia 13

7

OF CCD
by Unbounce
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/
czwartek, 8 sierpnia 13
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.

czwartek, 8 sierpnia 13

BUT SOME ELEMENTS
ARE MOST IMPORTANT

and therefore you need
to expose them.
I want to see
the next slide
czwartek, 8 sierpnia 13
CONTRAST AND COLOR

CONTRAST & COLOR

They are talented sellers.

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WHITE SPACE.

czwartek, 8 sierpnia 13
czwartek, 8 sierpnia 13
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.”

czwartek, 8 sierpnia 13
DEPENDENCY

White space, contrast and encapsulation
need themselves to exist.

czwartek, 8 sierpnia 13
DIRECTIONAL CUES
lead you
FROM ONE POINT

TO ANOTHER
(down in the funnel)
czwartek, 8 sierpnia 13
czwartek, 8 sierpnia 13
NOT ONLY ARROWS

Source: http://unbounce.com/online-marketing/academic-small-business-tips/
czwartek, 8 sierpnia 13
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

czwartek, 8 sierpnia 13

Early bidders
get lower
price

Limited
availability

Only few
items left
czwartek, 8 sierpnia 13
czwartek, 8 sierpnia 13
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TRY BEFORE YOU BUY

Trial
model
Full experience
within limited time.

czwartek, 8 sierpnia 13

Combination
Best of two worlds

Freemium
model
Limited experience,
unlimited time.
czwartek, 8 sierpnia 13
czwartek, 8 sierpnia 13
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.

czwartek, 8 sierpnia 13
USER ECONOMY MODEL

czwartek, 8 sierpnia 13
USER ECONOMY
expectations

promises
action
value

czwartek, 8 sierpnia 13
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

czwartek, 8 sierpnia 13
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
czwartek, 8 sierpnia 13

Different users have different needs.
Different users have different need for
knowledge to make a decision.
PURPOSEFUL
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

czwartek, 8 sierpnia 13
...AND A CRUCIAL FACT
You cannot make a manager act like a teenager.
You cannot make a teenager act like a manager.

czwartek, 8 sierpnia 13
...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?

czwartek, 8 sierpnia 13
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

czwartek, 8 sierpnia 13
czwartek, 8 sierpnia 13
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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

czwartek, 8 sierpnia 13
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).
czwartek, 8 sierpnia 13
STRONG PROMISE SELLS BETTER.

czwartek, 8 sierpnia 13
PROMISES = NEEDSETTERS

Answering
unasked need.

czwartek, 8 sierpnia 13

PROMISE

Crafting a
brand new need.
FUNNELING USER ACTIONS

Conversion
point

czwartek, 8 sierpnia 13
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).
czwartek, 8 sierpnia 13
Oh, by the way... it is OK to decrease importance and
sacrifice usability of some elements to gain better conversion.

czwartek, 8 sierpnia 13
AMAZON CHECKOUT

(No visible way to cancel order at this stage.)
czwartek, 8 sierpnia 13
LESS = MORE
Giving users less options to click
(sometimes even when these are products)
converts better.

czwartek, 8 sierpnia 13
THE JAM EXPERIMENT
6 flavors

24 flavors

vs

30% conversion

3% conversion
Source: When Choice is Demotivating, prof. Sheena Iyengar, Columbia University

czwartek, 8 sierpnia 13
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.

czwartek, 8 sierpnia 13
GAINED VALUE
The value gained by user is not the end of interaction.

czwartek, 8 sierpnia 13
USER EXPERIENCE DOES NOT END
(an example for consumer products)

Social
media

czwartek, 8 sierpnia 13

Own
thoughts

The
system

Delivery

Product &
packaging

Support

Social
media
THE PROCESS

czwartek, 8 sierpnia 13
USER ACTIONS
are best for
measuring

analyzing

triggering
improvements
czwartek, 8 sierpnia 13
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.
czwartek, 8 sierpnia 13
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.

czwartek, 8 sierpnia 13
IMPROVE, BUT NOT CONSTANTLY
Don’t let the project be your obsession.
Only improve until it is rational.
(Since then, act on demand.)

czwartek, 8 sierpnia 13
SWIFTLY & WITH STYLE
Unstable and sluggish systems convert worse.

Source: O’Reilly Radar, 2009
czwartek, 8 sierpnia 13
THANK YOU.

czwartek, 8 sierpnia 13

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Make your design sell (CHI Poznań)

  • 1. DESIGN WHICH SELLS a few words about Conversion Centered Design Dominik Oślizło czwartek, 8 sierpnia 13 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 czwartek, 8 sierpnia 13 <coding> new tech limitations TECHNOLOGY AI research & infrastructure development
  • 3. *CD WILDCARD CENTERED DESIGN is still user centered czwartek, 8 sierpnia 13
  • 4. SO, WHAT IS CCD? UCD CCD = UCD + selling “twist” czwartek, 8 sierpnia 13
  • 5. NOT ALWAYS MONEY Direct conversion is not always money, it can be as well: PRODUCT AWARENESS DOMINATION NEW SOCIAL GROUP NUMBER OF LIKES czwartek, 8 sierpnia 13 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 czwartek, 8 sierpnia 13 Users
  • 7. THE PRINCIPLES czwartek, 8 sierpnia 13 7 OF CCD by Unbounce
  • 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/ czwartek, 8 sierpnia 13
  • 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. czwartek, 8 sierpnia 13 BUT SOME ELEMENTS ARE MOST IMPORTANT and therefore you need to expose them. I want to see the next slide
  • 11. CONTRAST AND COLOR CONTRAST & COLOR They are talented sellers. czwartek, 8 sierpnia 13
  • 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.” czwartek, 8 sierpnia 13
  • 16. DEPENDENCY White space, contrast and encapsulation need themselves to exist. czwartek, 8 sierpnia 13
  • 17. DIRECTIONAL CUES lead you FROM ONE POINT TO ANOTHER (down in the funnel) czwartek, 8 sierpnia 13
  • 19. NOT ONLY ARROWS Source: http://unbounce.com/online-marketing/academic-small-business-tips/ czwartek, 8 sierpnia 13
  • 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 czwartek, 8 sierpnia 13 Early bidders get lower price Limited availability Only few items left
  • 25. TRY BEFORE YOU BUY Trial model Full experience within limited time. czwartek, 8 sierpnia 13 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. czwartek, 8 sierpnia 13
  • 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 czwartek, 8 sierpnia 13
  • 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 czwartek, 8 sierpnia 13 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 czwartek, 8 sierpnia 13
  • 34. ...AND A CRUCIAL FACT You cannot make a manager act like a teenager. You cannot make a teenager act like a manager. czwartek, 8 sierpnia 13
  • 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? czwartek, 8 sierpnia 13
  • 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 czwartek, 8 sierpnia 13
  • 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 czwartek, 8 sierpnia 13
  • 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). czwartek, 8 sierpnia 13
  • 42. STRONG PROMISE SELLS BETTER. czwartek, 8 sierpnia 13
  • 43. PROMISES = NEEDSETTERS Answering unasked need. czwartek, 8 sierpnia 13 PROMISE Crafting a brand new need.
  • 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). czwartek, 8 sierpnia 13
  • 46. Oh, by the way... it is OK to decrease importance and sacrifice usability of some elements to gain better conversion. czwartek, 8 sierpnia 13
  • 47. AMAZON CHECKOUT (No visible way to cancel order at this stage.) czwartek, 8 sierpnia 13
  • 48. LESS = MORE Giving users less options to click (sometimes even when these are products) converts better. czwartek, 8 sierpnia 13
  • 49. THE JAM EXPERIMENT 6 flavors 24 flavors vs 30% conversion 3% conversion Source: When Choice is Demotivating, prof. Sheena Iyengar, Columbia University czwartek, 8 sierpnia 13
  • 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. czwartek, 8 sierpnia 13
  • 51. GAINED VALUE The value gained by user is not the end of interaction. czwartek, 8 sierpnia 13
  • 52. USER EXPERIENCE DOES NOT END (an example for consumer products) Social media czwartek, 8 sierpnia 13 Own thoughts The system Delivery Product & packaging Support Social media
  • 53. THE PROCESS czwartek, 8 sierpnia 13
  • 54. USER ACTIONS are best for measuring analyzing triggering improvements czwartek, 8 sierpnia 13
  • 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. czwartek, 8 sierpnia 13
  • 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. czwartek, 8 sierpnia 13
  • 57. IMPROVE, BUT NOT CONSTANTLY Don’t let the project be your obsession. Only improve until it is rational. (Since then, act on demand.) czwartek, 8 sierpnia 13
  • 58. SWIFTLY & WITH STYLE Unstable and sluggish systems convert worse. Source: O’Reilly Radar, 2009 czwartek, 8 sierpnia 13
  • 59. THANK YOU. czwartek, 8 sierpnia 13