Interaction Design – Beatsnrice https://stage.beatsnrice.com Andrew Mendoza - Seasoned UX Designer Thu, 11 Apr 2019 22:46:55 +0000 en-US hourly 1 https://wordpress.org/?v=6.5.3 ToysRus https://stage.beatsnrice.com/portfolio-posts/toysrus/ Thu, 04 Apr 2019 03:04:39 +0000 http://stage.beatsnrice.com/?post_type=portfolio&p=1018
portfolio_splash_toysrus

ToysRus App

I worked with our internal agency Future Plus to create a proof of concept for the ToysRus Buyers guide. An app aimed at informing parents about which video games they should buy.

]]>
Nvision https://stage.beatsnrice.com/portfolio-posts/nvision/ Thu, 04 Apr 2019 02:57:50 +0000 http://stage.beatsnrice.com/?post_type=portfolio&p=1016
NVision Dashboard

NVision

A custom publishing solution for Nvidia’s Nvision magazine to showcase the processing power of the the Tegra chip. This was the winning design chosen for our in house custom publishing agency Future Plus. The app features a 3D interface that rotates across an x and z axis to promote content and Tegra chip capabilities.

]]>
TechRadar Life https://stage.beatsnrice.com/portfolio-posts/techradar/ Tue, 19 Mar 2019 14:32:36 +0000 http://stage.beatsnrice.com/?post_type=portfolio&p=422
portfolio_splash_techradarlife_001

TechRadar Life

TechRadarLife.com is more with less. This proof of concept was created to feature the best products and drive affiliate revenue. Built on the Spark CMS platform and designed with simplicity in mind. The goal was to drive users in with the best products and match them with a slick and clean responsive user interface.

]]>
Blizzard https://stage.beatsnrice.com/portfolio-posts/blizzard/ Tue, 19 Mar 2019 14:32:18 +0000 http://stage.beatsnrice.com/?post_type=portfolio&p=420
portfolio_splash_blizzard_001

Blizzard

Blizzard approached Future US to create a custom publishing solution for players and fans of The World of Warcraft. The magazine features exclusive content packaged in a high quality magazine. This landing page was designed to increase conversion on it’s subscriptions. Modules that hit key calls to action accompanied by a follow nav proved to be key to its success.

]]>
PC Gamer https://stage.beatsnrice.com/portfolio-posts/pc-gamer/ Tue, 19 Mar 2019 14:31:53 +0000 http://stage.beatsnrice.com/?post_type=portfolio&p=418
portfolio_splash_pcgamer_001

PC Gamer

The premier destination for PC gamers across the world. As the design lead I oversaw a hugely successful redesign and implemented methods of user testing. The main goal was to drive traffic numbers, increase engagement and connect the audience to the products they love.

]]>
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).

gr_navigation_001
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.

gr_panel_001
gr_panel_002
gr_panel_003
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%.

stream_v9a
A wireframe identifying the different ad solutions on the homepage
stream_v9b
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.

gr_responsive_desktop_001
gr_responsive_tablet_002
gr_responsive_phone_002
]]>
Camouflaj Studios https://stage.beatsnrice.com/portfolio-posts/camouflaj-studios/ Tue, 19 Mar 2019 14:31:12 +0000 http://stage.beatsnrice.com/?post_type=portfolio&p=414
portfolio_splash_camouflaj_001

Camouflaj Studios

I was approached by Camouflaj makers of the hit game Republiqué to help redesign their site. They had specific goals in mind and wanted a mixture of goals to connect with fans of their games as well as a recruiting tool for game developers and designers. I worked with their team to help establish their identity and to synthesize a site that reflected their principles and also their needs to communicate with their audience.

]]>
Tetris Effect https://stage.beatsnrice.com/portfolio-posts/enhance-games/ Tue, 19 Mar 2019 14:30:54 +0000 http://stage.beatsnrice.com/?post_type=portfolio&p=412
portfolio_splash_tetriseffect_002

Tetris Effect

I partnered with Enhance’s marketing team to produce message of impactful in game experiences. I approached the with data driven methods to drive conversions of game downloads. Tetris Effect became critically acclaimed, won numerous awards. I contributed to a hugely successful product by contributing to its download efforts that exceeded expectations.

]]>
Spark https://stage.beatsnrice.com/portfolio-posts/spark/ Tue, 19 Mar 2019 14:29:46 +0000 http://stage.beatsnrice.com/?post_type=portfolio&p=410
portfolio_splash_spark_001

Spark

A CMS platform to rapidly deploy editorial content to mass audiences. Spark is a custom built responsive web application that enables editors and content creators to swiftly publish content through a clean and incredibly fast interface. It’s the platform that drives Future US’s large scale high volume websites. The platform features responsive design, parallax images, content galleries, a built-in ecommerce affiliate platform and infinite stream.

]]>
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.

for-eyes-quick-sale-user-flow-am6
  • 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.

fys-pos-r2-960-rx-newew-cr-05-1
fys-pos-r2-960-rx-newew-cr-05-2
fys-pos-r2-960-rx-newew-cr-05-3
fys-pos-r2-960-rx-newew-cr-05-4
fys-pos-r2-960-rx-newew-cr-05-5
fys-pos-r2-960-rx-newew-cr-05-7
fys-pos-r2-960-rx-newew-cr-05-8
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.

]]>