When e-commerce search works, it’s fast, convenient and efficient. It’s no wonder that so many users prefer searching over clicking categories. Unfortunately, our recent large-scale usability study and top-50 benchmark of e-commerce search finds that search often doesn’t work very well.
On-site search is a key component of almost any e-commerce website. That’s why we at Baymard Institute have invested months conducting a large-scale usability study, testing the e-commerce search experience of 19 major e-commerce websites with real-world end users.
Our industry is a great one. It’s filled with a lot of awesome people building a lot of inspiring things and constantly seeking out ways to express just how much they love doing so. We’ve had blogs and podcasts, and right now hosting conferences is the big thing. Ever more people are organizing conferences, arranging meetups and creating memorable experiences. It’s fantastic to see.
Nothing compares to a good conference: the atmosphere of being immersed in a crowd of people who share the same passion as you, the lessons you learn and advice you take in, and the friends you get to meet and the new ones you make. You leave a good conference re-energized — full of zeal for your job and bursting with fresh ideas.
“Know your audience” has stood as a fundamental marketing principle since long before the web. When advertising online, you need to take into account one of the most basic factors of the audience you are reaching: what devices they are using.
The most popular online advertising platform, in use by marketers of all sizes, is Google AdWords. Up until early 2013, AdWords allowed advertisers to set up separate campaigns to target mobile devices. Best practice generally entailed targeting mobile, desktop and sometimes tablet users in unique campaigns.
How can designers create experiences that are custom tailored to people who are unlike themselves? As explained in part 1 of this series, an effective way to gain knowledge of, build empathy for and sharpen focus on users is to use a persona. This final part of the series will explain an effective method of creating a persona.
There are myriad ways to integrate user-centered thinking into the creative process of UX design, and personas are one of the most effective ways to empathize with and analyze users. There is no one right way to develop a persona, but the method I will share here is based on processes developed, field-tested and refined over the years at the interaction design agency Cooper. This process follows a logical order that begins with knowing nothing (or very little) about users and ends with a refined and nuanced perspective of users that can be shared with others.
A lot of funny 404 pages have been shared recently: carefully crafted memes, funny GIFs, even the odd interactive game. But if the 404 doesn’t help your visitors, then what’s the point?
A visitor could find themselves on a 404 page for one of many reasons: a mistyped address, a bad link from somewhere else, a deleted page or content that has moved elsewhere. While you can prevent errors from moved pages with redirects, you can’t control people’s mistakes.
Nowadays, displaying onboarding screens to first-time users has become a common practice in mobile apps. The purpose of these onboarding screens — also referred to as walkthroughs — is to introduce the app and demonstrate what it does.
Given that these are often the first set of screens with which users interact, they also set the users’ expectations of the app. Therefore, it is essential that those involved in creating the product — product managers, designers, developers — take the time to evaluate whether onboarding is necessary for the app and, if so, to determine the best way to implement it.
Many companies and design agencies tend to look at the design and creativity stage from a narrow perspective. Usually, the design team is locked inside the ideas room with no contact with the rest of the world until it delivers the idea that gets approved by the client or project manager.
Once a project goes into crisis mode and stress increases, creativity is given an even more limited role in the project. This can be a result of the high cost of developing creative concepts or a lack of confidence that creative people are able to handle pressure and provide help at this critical stage of the project.
SmashingConf isn't the eighth wonder of the world, but we are pretty close. Join us at SmashingConf Oxford on March 16–19 or meet us at the shores of Santa Monica for SmashingConf LA on April 27–30. You won't be disappointed.