Case Study – Beatsnrice https://stage.beatsnrice.com Andrew Mendoza - Seasoned UX Designer Thu, 04 Apr 2019 14:45:29 +0000 en-US hourly 1 https://wordpress.org/?v=6.5.3 GamesRadar+ https://stage.beatsnrice.com/portfolio-posts/gamesradar/ Tue, 19 Mar 2019 14:31:36 +0000 http://stage.beatsnrice.com/?post_type=portfolio&p=416

GamesRadar+ Responsive Redesign

GamesRadar+ is one of the premier destinations for video game and entertainment audiences. Launched in 2006, it became one of the largest sites for video game culture. In 2013 we saw that over 50% of our traffic was viewed on mobile devices. Here’s a look into the responsive release.

Role

Lead UX Designer

Responsibilities

Branding and Identity
User Research
Interaction Design
Visual Design

Collaborators

Joei Fiteny (Front End Developer)
Alex Afterman (Product Manager)
Bart Jaworski (VP of Product)
Randy Tano (Senior Engineer)

Deliverables

Site maps
Wireframes
Visual Design
User Research Findings

The Challenge

In 2013 GamesRadar+ was looking at over 8 million page views per month. Almost half of the users were viewing the site on mobile devices. It was time to provide an experience that served different devices and viewports. We also wanted to improve the experience on mobile while also improving page views and engagement.

Goals
  • Provide a consistent GamesRadar+ experience across all devices
  • Preserve advertisement placement and improve on its performance
  • Create a more engaging experience with GamesRadar+ content
Approach

We chose a responsive website over an adaptive one because we wanted to provide a consistent experience across all devices not just a few. Through some quick user research though heatmaps we learned that our users were more inclined to click through articles that were supported by images.

Simplified Navigation and Architecture

GamesRadar+ numbered about 10,000 articles during the time of the responsive redesign. All of which were classified by a platform (PC, PS3, PS4, Xbox 360, Xbox One, Wii, and Wii U,). Under the platform we displayed content types (News, Reviews, Previews, Features, and Cheats & Guides). We decided to do away with a listing each platform and simplify. Heat maps and Google Analytics supported this idea. Our new navigation now looked like this (News, Reviews, Features, Cheats & Guides, Movies, TV, and Cool Stuff).

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Panels

We took the panel approach to showing articles. It led us to the opportunity to contain the article within a number of pixels that allowed it to move freely within a stream. The article boxes contained a background image, headline, author, posted date, social sharing icons, comment count, and a flexible field above the headline that could be used either classify an article or support the headline. We also used this flexible field to support advertorial initiatives throughout the stream.

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Ad Solutions

This was the most difficult challenge on the project. We served a top expandable banner ad, (970×250) accompanied by either a 300×250 MPU or 300×600 tower. We also served background skins as a takeover ad solution. On top of that was a sponsored post (advertorial) that would be placed around the stream.

By using a 300×300 panel for our articles, we were able to distribute the ads within the stream and put together a solution that responded well on all devices. On the front end, we made a cluster of articles and ads that counted as 1 page view. During this release we also implemented an continuous stream and removed the pagination. It brought a smooth transition from page to page decreasing any friction between the user and content. This increased our page views and impressions substantially to over 80%.

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A wireframe identifying the different ad solutions on the homepage
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Cluster of panels making up a page.
Lessons

It’s true what they say. The toughest challenges bring on the greatest rewards. It was a great use case for using quantitative data to guide your design decisions. By simplifying our navigation focused our users to what they wanted the most, the content. The project required complete buy in from all of our stakeholders, editorial, engineering, sales, and marketing. Design was the glue that brought it all together.

In 2012 we were entering new territory with responsive design. Today it’s impossible to ignore responsive design. Design partnering with engineering brought this into fruition. Working closely together expanded our possibilities. Making an experience seamless and by providing better transitions for users truly enhances a product and the engagement.

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For Eyes Point of Sale System https://stage.beatsnrice.com/portfolio-posts/for-eyes-point-of-sale-system/ Fri, 08 Mar 2019 00:15:59 +0000 http://stage.beatsnrice.com/?post_type=portfolio&p=344

For Eyes Point of Sale System

In 2016 For Eyes approached Cog1 for a complete redesign of their POS system appropriately called… wait for it… Eyemis – originally created in 1998. We were tasked to improve the existing POS system to make a faster check out process with more efficient data and prescription entry.

Role

Lead UX Designer

Responsibilities

Project Management
Information Architecture
Interaction Design
Quality Assurance

Collaborators

Cez Raquion – Visual Designer
David Ziganay – Creative Director

Deliverables

User Flow Diagrams
Sitemaps
Visual Comps
Front End Development

How I Helped
  • Administered the design process and scrum master
  • Conducted interviews with sales associates
  • Synthesized pain-points into functional interfaces
  • Created goal oriented user flow
  • Supervised interaction design and visual design
The Challenge

Our challenge was to redesign an aging legacy POS system attached with customer information, eyewear contact lens prescriptions, insurance information and promotion. Our goal was to design and build an efficient prescription interface, faster checkout and a stable application.

The First Step

Our first step was an in store visit to a For Eyes in San Francisco. It was frightening to see an 18 year old application still being used. We needed to understand how the current application worked. Within the first 5 minutes of the demo we knew we had a challenge and bigger opportunity. We logged all the pain-points that the sales associates were facing. Here were a few.

  • Rigorous checkout process
  • Redundant data entry (multiple entry of customer address)
  • No system or notification of error handling
  • Need for Quick Sale checkout. Sales associates had to enter customer information for non prescription purchases such as screen wiper and lens cleaner
  • Correct validation on prescription input fields
Competitive Analysis

Next, we obtained a list of similar optical POS systems that served their needs. We needed to reveal their strengths and weaknesses so that we could create the best possible outcome in our own application.

Establishing a Flow

Understanding and mapping out the entire user journey can uncover issues and also create opportunities. We approached this with individual use cases with empathy. Here is where we defined a goal for each journey – eyewear, contact lens, and quick sale order. It was also common to accommodate repeat customers and the ability to edit their prescriptions, redos, address and insurance information.

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  • Customer Information

  • Insurance Information

  • Enter Prescription

  • Place Order

Design and Development

It was time to go lean and mean. We skipped the wireframing process to save on hours. You could say this was part of the challenge however whiteboard sketches did the trick. In addition, For Eyes provided screenshots of their application and highlighted mandatory input fields. We kicked off visual design with a style tile to set up the framework of our interface.

Design sprints were created on a weekly basis and it was my responsibility to help run the design portion of the kanban board. User stories were graphed alongside each journey. Subtasks were created ensuring we had the correct goals and input fields of each page. We presented each comp followed by a Q&A session with our client to go over changes and concerns.

With a sizable web application as this was, the complexity was often overlooked. We were dealing with stock keeping units, prescription information and customer information that all had to fuse together to form an order. Below is the process of entering a customers insurance information.

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Learning

Though it was obvious to our clients, it did take some time for our team to grasp. It wasn’t until we were invited to the factory that things became clear. We were taken through the process of how a pair of glasses were made. We were able to represent an input field with a tangible element on the production line. The process was explained to us by an optometrist turned director of production.

From there we were able to synthesize the process of an eyewear order and embody empathy through experience not through a persona. We were able to step back from a screen and experience the product from a different perspective. The visualization activated our creative abilities as designers and developers and influenced our final product. It was the most valuable experience on the project. Sometimes is not about how exquisit an interface functions but how the method you use to create it.

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PC Gamer Buyers Guide https://stage.beatsnrice.com/portfolio-posts/pc-gamer-buyers-guide/ Fri, 08 Mar 2019 00:15:13 +0000 http://stage.beatsnrice.com/?post_type=portfolio&p=342

PC Gamer Buyers Guide

PC Gamer is known as the premier destination for PC gamers across the world. We were experiencing a huge trend towards PC gaming and peripherals. Because of PC Gamer’s brand awareness – we decided to deliver the very best reviews and recommendations to leverage affiliate links. We also learned a few things by exploring processes new to the organization.

Role

Director of User Experience

Responsibilities

User Testing
Interaction Design
Visual Design

Collaborators

Bart Jaworski – VP Internet Ops.
Alex Afterman – Product Manager
Ray Pawulich – Affiliate Manager

Deliverables

User Research
User Tests
Interaction Design
Visual Design Comps

The Challenge

PC Gamer buyers guide initially started from generic article template, 960px fixed on a two column grid, one or two images and whole lot of text. The affiliate links were embedded as standard HTML links. For users, they were not an exciting destination. We were in need of an upgrade. Our goals were to…

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Goals
  • Improve ecommerce conversion rate on buying guides
  • Increase traffic to hardware section and buying guides
  • Increase affiliate revenue from hardware and buying guides content
  • Improve user satisfaction with hardware section and buying guide

Simultaneously we put forth a data driven approach to how we wanted to move forward with product decisions. We had existing data through Google Analytics, CrazyEgg, and ComScore. The analytics tools gave prevailing insight but brought us little knowledge of what a users needs will be in the impending buyers guide. In the spring of 2015, I vetted emerging methodologies and introduced something new to the organization – a system of qualitative user research. We would then generate the data we needed for a certified path to an informed design decision

The Process

Several questions came to mind. How do we go about doing a survey with our most engaged users? What types of questions should we ask? What kind of tools were out there? How do we administer the research? What was our budget like? What is this process like? Who and what should we follow?

We were also concerned with they type of answers we would receive. How do we extract the information? How do we avoid one word answers? Will the answers provide us something we already know?

We came across UserTesting.com from our colleagues in the U.K.. After examining best practices we came across a series of questions aimed to create dialog with our users. We also wanted to hear about their purchasing habits and how well PC Gamer’s content informed their decisions. It was imperative that we facilitate a discussion with our users and not lead them to a dead end. We came up with a list of questions.

  • When you’re looking to buy a new gaming laptop, what is your research and purchase process? Do you set your budget first or find what’s best then determine your budget? Do you search on Google first or do you go to a trusted tech site? What sites?
  • How does PC Gamer content fit in to that process? How does the existing PC Gamer site and content work for you?  
  • Go to <guide>. Does it give you the information you need to make a purchase decision?  If not, what other information or functionality would you like to see? Are you able to find the purchase link for the item you want buy?
  • Which other sites do you use for buying advice, and why?
  • When looking for a new gaming laptop who is your preferred retailer and why? Would you like to see PC Gamer include more special offers as part of hardware buying guides?

I generated a report and synthesized the information. After conducting over 20 interviews a pattern started to emerge. Nearly all of the respondents mentioned reading user generated reviews on Amazon and NewEgg. Our findings also included that the majority of our users would also like to see a budget option next to the main pick. I answered the questions and turned them into a list of features for the buyers guide. We also validated our design practices by listing out features the user found helpful. A large product image, price, Amazon score, Amazon link, a TLDR section that had 2-3 pros and 2-3 cons, we all added to our buying guide.

Learning

It was a first for our company to have a fully data driven design process. Between our editorial, marketing, sales and internet ops teams, we created a product and process that had complete buy in for all of our stakeholders. The conversion rates exceeded our expectations. Conversion rose 500% over the previous design. The process was shared globally throughout the organization. The information helped with our product roadmap by focusing on the users rather than relying on theory. We emerged with a system that everyone felt good about.

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