Selected project

Adapting online shopping for Gen Z

Confidential information is excluded per my NDA. This case study reflects my views, not Lucy in the Sky's official viewpoints

DELIVERABLES

Product design

Design strategy

Research

PLATFORMS

iOS

Android

USERS

Gen Z, living primarily in US and Canada

B2C

CASE 1

Successfully redesigning the main and navigation

DELIVERABLES

UX/UI design

UX audit

Secondary research

UX writing

Components

Stakeholder interviews

Team workshops

TEAM

Product designer (myself)

C - level executives

Product manager

3 developers

RESULTS

Total sales increased, and user engagement has improved

HYPOTHESIS

Delving into problems

At the moment I joined the team, Lucy in the Sky had a video-based shopping app, that had several issues:

Low conversion to the product details page

The original home screen looked exactly like the TikTok feed. Essentially, people tend to view the item closely before purchasing. However, only a few users were reaching the product details screen from the home app section.

Low conversion to the cart and wishlist

Even though each video included a CTA for the cart and wishlist, people were not using it much.

Low user engagement

Even though the TikTok-like feed was built to get users' attention, people were not spending much time discovering what Lucy has to offer, either on the home screen or in the app overall.

FIRST ITERATION

What if the problem is in the TikTok- like format?

To test our hypothesis, we conducted a quick and simple A/B test over one month. This approach saved money and time. In addition, this strategy is good for returning users, since according to Weber's law, users adapt better to small incremental changes.

In the A version, the interface stayed as it was. In the B version, we replaced the actual home screen with the discover screen, which featured tabbed categories and a listing grid. Additionally, we made the app's tab bar more visible. The discover screen was replaced with the listing grid.

A custom period was chosen to ensure the percentage of users for each version of the app was roughly equal for accurate data analysis. The data was segmented by app version and collected across all app sessions. The average number of sessions per user during the off-season was three.

Old TikTok- like Home screen (A)

Fast experiment: featured tabbed categories and a listing grid (B)

A/B test results

The B version wins, meaning the navigation among video is replaced by categories, visible tab bar and listing grid.

+86,02% increase in engagement on product details screen

The B version saw an 86,02% increase in engagement on the product details screen compared to the A version.

+44,38% increase in product details screen views

User conversion to the product details page was tracked among entire app because it has the highest conversion rates for adding items to the cart. The B version saw a 44,38% increase in total views of the product details screen compared to the A version.

+9,68% increase in cart additions

The B version had a 9,68% increase in total cart additions across the entire app compared to the A version.

+9,35% increase in total sales

The B version saw a 9.35% increase in conversion to sale compared to the A version, across the entire app. Overall sales conversion rate was 3,75%.

+2,11% increase in engagement

The B version saw a 2.11% increase in overall engagement compared to the A version.

–3,27% wishlist save crash

The B version saw a 3,27% decrease in adding items to the wishlist compared to the A version. Hypothetically connected to sales growth, people might find what they want and buy right away, might be good to see how the conversion from wishlist changed.

SECOND ITERATION

Design based on research

Why wouldn't we keep the solution as is? First, I delved into the solution to see if we could and found a lot of room for potential growth.

The solution audit revealed opportunities for improvement

The solution still had some critical issues that block the user experience and a few medium issues that could have a negative effect.

Main entry points for purchase scenarios

According to Baymard, there are 4 main navigation methods: categories, the search bar, and direct links to key product categories and sections. The solution only includes search and key categories, but missing out on the catalog and selections.

Discoverability

We knew that quite a few people used search. However, the search feature was hard to reach and spot. The icon in use was quite small, and according to Fitts's law — a predictive model that states the time to acquire a target is a function of the distance to and size of the target — it was also placed in the hardest-to-reach part of the screen on mobile devices.

Wrong visual hierarchy

People perceive information in a way that suggests what is above manages what is below. The filter is placed above the tabs, but in reality, the filtering will affect items within the selected tab.

Too much choice

According to Hick's law, more options lead to harder decisions. Thus, hypothetically, showing users all the items in one category might be overwhelming.

Not making a right impression

According to Baymard, the first screen users see must convey the product's purpose and value proposition. They recommend featuring a diverse range of product types (at least 40% of the catalog) to clearly communicate the site's scope.

Wrong signifiers

The category cards resemble category sections and are expected to open a thematic listing, but in reality, they function as tabs.

Aesthetic-usability effect

People often find well-designed, aesthetically pleasing interfaces easier to use. Therefore, it is crucial that icons are consistent throughout the design. Additionally, improvements should be made to type styles, spacing, and visual elements to enhance overall user experience and clarity.

A/B test

The A version was designed based on secondary research and an audit of the solution from the last iteration. The B version, on the other hand, excluded the FAB button.

We aimed to provide access to the newly redesigned home screen for all users, as we updated all styles and were confident that the improvements did not touch the core meaning of the screen since the last iteration.

Additionally, we measured the bounce rate to ensure that the new version performs well and to determine whether there is a need to revert to the previous version. We also compared some metrics with those from versions earlier than this test to assess improvements and validate the effectiveness of the updates.

Due to release and data collection issues, the metric periods were customized. However, the overall experiment took approximately three weeks.

Well known structure (A)

The filter works for all items, the search is highlighted, the cards lead users to specific parts of the catalog, the main category is emphasized, and the items represent a selection based on user choice.

Adding FAB (B)

The FAB opens all categories and is designed based on secondary research and competitor analysis conducted for the web.

+28,05% increase in engagement on home screen

The A/B options (could't separate in this case) saw a 28,05% increase

+15,49% increase in product details screen views

The A/B options (could't separate in this case) saw an 15,49% increase in product details screen views across the entire app compared to the previous iteration.

+2,89% increase in total sales

The A option (with FAB) saw a 2,89% increase in conversion to sale compared to the B version across the entire app. Overall sales conversion rate was +7,26%.

2,74% are using FAB

While this percentage may seem small, it is significant because it impacts the total sales number.

+0,06% increase in bounce rate

It is not a significant change and might be considered neutral.

The same amount of people is using the category cards

The most popular category is highlighted by the largest banner, followed by the most popular occasion at the time of the test: Prom.

The A version wins, meaning the redesign version will stay, including the FAB.

THIRD ITERATION

Using the power of community

The solution worked, but we still had some user-generated content that we wanted to fully leverage. Additionally, we did not overlook the wishlist save crash and saw an opportunity for further improvement in another iteration.

Social proof

According to GWI, when Generation Z women in America shop for clothes, they look for social validation, which can be expressed through likes, positive comments, and other mechanisms. This also aligns with the psychological principle of Social Proof—users adjust their behavior based on what others are doing.

Tribalism

Additionally, 35% of Generation Z in the U.S. consider themselves ambitious, and they are 43% more likely to describe themselves this way compared to the average consumer. They want to be part of a community (66%), and active engagement on social media, fostering a collective sense of community, and highlighting customers are crucial for market penetration.

Trust issues

When it comes to private-label products, Baymard research indicates that people often distrust the reviews, believing they may be fabricated. This skepticism arises because private-label products typically lack the established brand reputation of well-known names, leading consumers to question the authenticity of the feedback and reviews provided.

Solution

We displayed user videos like recommended content on the home screen. It's a selection with an average of 10-15 items.

USER FLOW

CONVERSION INTO ACTION

Home screen –> Loved by other girls

4,31%

–> Product details

56,35%

–> Add to card during 1 min

4,08%

–> Add to wishlist

12,98%

This solution might have more positive side effects related to tribalism and social proof than it does on sales. We decided to continue running this feature and monitor the data closely.

Before vs after

After comparing the old and new solutions, we found the new one to be more effective.

old

iter 1

iter 2

iter 3

MY ROLE

As a senior product designer,
I was in charge of product design and design strategy

Results

Data-inspired design strategy helped to achieve a 20% increase in product scalability and a 30% reduction in time to market

Design strategy implementation
  1. Prepare documentation: task draft, Figma structure, component ideas, process presentation

  1. Conduct team strategy sessions

  1. Start following the strategy

  1. Collect feedback

  1. Work with components and styles

Screen size

We worked with the development team to devise a strategy to make sure the app looks great for the maximum number of our users. Most of our users have devices with a 390x844 screen resolution, and the smallest commonly used device is 375x812. In addition, in the US, the most common screen resolution is 390x844 according to Statcounter. Hence I was creating designs in Figma for 390x844 and 375x812. The copy styles never changed, only visuals might scale in some cases.

App guidance

We worked with the development team to ensure the app looks great for as many users as possible. Since the app uses Flutter, we could use platform standard components, such as alerts and buttons, which adjust to the user's device. By default we were using SF symbols, but for specific cases, I was adding unique icons to match each platform.

Design process
  1. Define objectives: business goals and user needs

  1. Delve into the problem: research and analysis

  1. Create a concept: wireframes

  1. Set a scope

  1. Track the implementation process, assure the quality

  1. Transform the selected concepts into detailed designs, most complex yet popular case – first

  1. Create or use components

  1. Cover all cases, include errors and empty states

  1. Identify and cover edge cases

  1. Track the implementation process, assure the quality

  1. Evaluate and Iterate

DESIGN SYSTEM

Components for consistency and speed

With the devs we agreed on using Material 3 typography naming to improve time to market. I also replaced the existing color palette with the one suggested by Material 3 to ensure we follow accessibility standards. When creating components, I followed the best UX pattern practices for mobile, using native platform guidance and resources like Mobbin for reference.

Bellow is an example of component organisation

CASE 2

Attracting and keeping users

DELIVERABLES

UX/UI design

UX writing

Components

Stakeholder interviews

Team workshops

TEAM

Product designer (myself)

C - level executives

Product manager

3 developers

QA

RESULTS

MAU and total sales increased, user engagement has improved

HYPOTHESIS

Hooked

Our business objectives were to attract new users to the app and keep both old and new users engaged.

A simple link or a banner on a web service that just redirected people wasn’t enough. We needed to attract completely new users and ensure they stayed engaged. Additionally, we needed to make sure those who already discovered Lucy in the Sky stayed with us and enjoyed the app they had taken the time to download.

To achieve our goal, I partly used the canvas from Nir Eyal's book.

PART 1

Notify

With 60% of iOS and Android mobile users choosing to keep push notifications enabled on their devices, these alerts are an essential part of every app marketer’s overall strategy.

No matter how perfect your creative is, your mobile push notifications are worthless if users have not enabled you to send them. 65% of users return to an app within 30 days when push notifications are enabled, so persuading users to opt-in is critical.

Trigger

External

Rather than sending a default permissions request to new users, it’s better to build a relationship with the user first. They need to trust the product and know that you won’t take advantage of having access to push notifications. To avoid users choosing to keep push notifications disabled, we needed to ask permission with optimal timing, to show why push notifications are valuable.

Action

People have most of their interest to get notified in multiple cases

For example, when placing an order, adding an item to the cart (when no size is available), checking order status in their account.

Reward

People get discounts

Those receiving push notifications will get variable rewards, such as discounts.

Investment

Read what they see on the screen

People need to invest their time and mental power to actually check notifications

New

By offering push notifications in the right context, we achieved 13.50% increase in the total number of users who granted permission for push notifications. 24.07% prefer new entry points.

+ 7,40% permissions
+ 6,66% permissions

PART 2

Replace

The mere-exposure effect is a psychological phenomenon where people develop preferences for things simply because they are familiar with them. So, if users replace unavailable items with very similar ones, they might end up liking the new items just as much due to their familiarity.

Trigger

Internal

Lucy is the place to get a dress for a special occasion, and we have successfully covered seasonal events. However, to form a habit, people need to visit us at least once a month. Hypothetically people should remember saved items, because people remember incomplete tasks better than completed ones – saved items is incomplete order.

Action

Some people always have items in the wishlists and the cart

The average number of items in the cart during a non-seasonal month is 3.75 in the app and 2.5 on the web. These items disappear every week. When a product goes out of stock, which happens weekly due to manufacturing specifics, it is simply removed from the cart. About 10.98% of users have out-of-stock items in their cart.

New

By offering a replace option, we gave users a nudge and saved them the time and effort of searching for a new item.

21.06% of used replace

During the month of testing, 21.06% used replace

Only 1.73% of users replaced their item in the cart

More research is needed.

+ 4,08% users made their purchase

Every card in the replacement list is clickable and leads to the product details. Some users might leave the replacement scenario to get a closer look at the item, making it difficult to track their subsequent purchases.

Old

People had no control over their cart and were not given any alternatives when item is not availible.

Reward

Next step – adding an event, connected to the variable rewards – games.

Investment

People follow their orders.

OTHER

Some user delight projects

To work with user delight we added variable rewards – games, the detailed Figma file is here

Here is the visual search – game changer for Gen Z

NEXT STEPS

Data inspired strategy

During my time with the company, we worked on various projects, including redesigning the product details card, search functionality, and checkout process. Each of these projects deserves its own case study.

Thanks for your time

Feel free to reach out to me if you have any questions or suggestions. I'm always open to feedback and happy to help with your projects

maria.sidorova@qua-design.com

© 2024

Hey! I'm Masha, I'm a Product Designer

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