Overview

Year: October 2019
Timeline: 2 weeks
Role: Lead UX/UI Designer

Background

The article details the UX design work for Tilsta, focusing on creating tilt-interactive mini shopping carts for online fashion retailers to enhance mobile shopping within social or messaging apps.

Problems to solve
  • Enhancing mobile shopping experience within social or messaging apps.
  • Increasing user engagement for online fashion retailers.
  • Decreasing bounce rates on mobile platforms.
  • Leveraging tilt-interactive technology for mini shopping carts.
  • Maximising marketing efficiency and revenue in social channels.
The goal

Create an innovative, tilt-interactive mini shopping cart technology for Tilsta's clients, aimed at enhancing the mobile shopping experience within social or messaging apps.

Tiltsta is a mobile shopping solution designed to help online fashion retailers turn their marketing budget into a revenue generator; with delightful tilt-interactive mini shopping carts that allow impulse buying within any social or messaging app. Through the Tiltsta Studio, fashion retailers can choose relevant products and place engaging mini-carts directly into their users social media feeds.

Although the tilt-interactive experiences live in the social media channels, users are still taken to the retailers mobile checkout page (all without leaving their social media app). This is setup through an integration directly between their
e-commerce website and Tiltsta. The same integration allows Tiltsta to transfer all relevant images and information including real time size, availability and pricing between the website and social based tilt-interactive experience.

The problem we were trying to solve for Tiltsta's clients was how to maximise their marketing budget and generate greater revenue in their social channels on mobile.

Users and audience

Tiltsta's client were predominantly Australian online fashion retailers. These were clients such as the ICONIC, Byron Bay's Spell and The Gypsy, Sunburn and other companies in a similar space. Based on the existing user information and data these established companies collected. It was quite conclusive Tiltsta's end users were predominantly aged between
18 - 35, both female and male, have a disposable income and own a smart phone.

Researching and Empathising:

With a clear understanding of who Tiltsta's end users now are, we began to conduct interviews. During this process we collected qualitative information around the behaviour of our end users within the environment of social channels. We asked questions to understand their pain points and frustrations when shopping via their smart phone online. Finally, using methods like affinity mapping, we collated and categorised the findings.

Product vision and solution

From these findings, we decided as a product to identify key business goals:

  • Provide users with a relevant and carefully curated selection of items within a social media shopping experience
  • Reinvigorate and inspire users with a deeply engaging and fun, tilt-interactive shopping experience
  • Build greater trust in users when shopping on their mobile device through an exceptional user experience (increasing brand lift and customer utility)

As a starting point, we conducted market research on competitors to investigate how they were solving similar UX/UI problems within their online shopping mobile apps and websites – taking inspiration from particular UX/UI features we liked about each app.

I then conducted a 15 minute rapid sketching session, encouraging each member of the team to generate and ideate solutions that address these problems.

Defining the MVP

I conducted workshops and sketching sessions with the team to map out the user flow and come up with a storyboard to capture the MVP. We identified the following key user stories:

  • Understand training
    New users need to understand how to use the tilt motion in order to enjoy the full experience. Returning users need to have the option to bypass the training intro
  • Select a product
    Users need to tilt their phone during product videos to add products to their basket wishlist
  • Review selected products
    Users needs to review the items they added to their basket wishlist in order to select sizes or remove items
  • Purchase selection
    User needs to be directed to clients website and items added to website basket
  • Add items to wishlist
    As an alternative option to purchasing straight away, users need to be able to add items to a wishlist. This is designed to keep the user engaged with the client.

In order for the engineers to begin on the architecture, I mocked up the main screens for the MVP based off the sketches created by the team and came up with the following:

  • Training screen
  • Product selection
  • Shortlist
  • Shop screen
  • Wishlist screen

Designs

User testing was an iterative process that was conducted at every milestone of the project to identify the biggest pain points in the current version. Once feedback was gathered, I would revisit the prototypes and test again.
Clickable version protoype here

For the brand, I wanted to create a refreshing, minimalist and clean UI that conveyed trustworthiness and progression for future-oriented individuals.

1. Training screen

After loading, a user lands on the training screen. This was one of the most iterated pages as it was imperative the user understood how to use the experience. We also needed to ensure that a familiar user was able to bypass this step. Through user testing we finessed the UX/UI of this screen to minimise confusion and frustration that would lead to abandonment.

2. Product selection

The user tilts their phone to add products to their wishlist. The progress bars at the top let a user know how many products to expect to see. Once an item has been added to their wishlist, the heart icon in the bottom right corner visually indicates the number of items added (highlighting in a red notification bubble).

3. Shortlist

The user has now selected items they desire and can view them in this shortlist screen. UI elements allows a user to select sizes, view multiple images of product, move between items and remove from wishlist.

4. Shop screen

This screen allows the user to checkout, email items to themselves, or save items in their wishlist. Each link will take them to a destination to faciliate that action. The 'Shop now' button being at the top as the user has followed that path to this page.

5. Wishlist screen

This screen allows the user to save items to their wishlist, email items to themselves, or checkout. Each link will take them to a destination to faciliate that action. The 'Save to wishlist now' button being at the top as the user has followed that path to this page.

User Interface flow

the UI flow below shows the different user journey paths in relation to each other. See high resolution version here.

Development

I used Figma to allow the engineers to inspect the HTML and CSS of the designs.The team used Glitch to develop the application and the platform was built using React. It is accessible via web based and native social media
applications on mobile.

Results and takeaways

The impact of Tiltsta's digital pop-up stores showed a 50 percent decrease in their clients bounce rates. The pop-up stores also showed an increase of products being added to end users baskets. This promoted further retargeting opportunities.

Some key takeaways from this project are:

  • Focus on building an MVP
    In a startup, there is only so much time and effort that you can invest so it's important to focus on the features that can deliver the highest value for your users.
  • User testing doesn't end after development
    Design is a constant iteration of improving the experience for the end user. Always find ways to collect and listen to your user's feedback
  • Involve engineering upfront
    This helps to reduce any rework later on as an understanding of the technical limitations upfront will help to inform your design strategy.
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