The Journey to Conversion: Connecting to the audience

Understanding your target audience, or who you’re attempting to reach, is critical when developing a website. We discuss user experience, site design, and other interesting topics. But what it really boils down to is making your website look and feel appropriate for your intended audience.

For instance, I’m a 47-year-old man. What are the chances that if I go to a website and that has a floral-driven design with a bunch of kids playing with toys, I’ll actually browse around and attempt to figure out, “Do they have something I want to buy?”

It would help if you also kept in mind that e-commerce is not the same as walking to the grocery store down the street.

You get in a car, and it takes you 20 minutes to find a parking spot. You stroll in with a shopping cart, walk through the store, and they don’t have what you’re looking for. You’ve put forth a lot of effort to get here. You’ll almost certainly continue to look around.

That isn’t the case with e-commerce. That isn’t the case with a website. If it doesn’t feel right, I walk away after clicking the X. Remember that a certain level of awareness is required to reach your website, although it’s minimal. I may have found your website using a Google search. It’s possible that I stumbled onto your website by accident. I could have arrived at your website after seeing a cool photo on Instagram that I liked.

I have three or four seconds after landing on your page to make a subconscious decision. I’m leaving if it doesn’t feel good, smell right, or look right. That’s all there is to it.

What’s the metric for judging whether the photos, videos, or other elements on the landing page are effective?

You’re usually in good shape if a customer stays on your site for about 30 seconds. That indicates they discovered something and connected to it. They’re open to taking a look and possibly reading a few things. Then, if you get to the one-minute mark, you’ve most likely captured them on your website. They’ve developed an interest in a possible product. You’ve piqued their interest.

However, there is a breaking point. If potential customers are on there for too long, you can find yourself slipping into other categories. What I mean is that by the minute mark, you want someone to click the second time.

The iPhone: A Model for UI and UX Innovation

Daphne Lin, an online UX design education professional, argues that Apple was the biggest driver for user experience in the tech industry. “They showed a huge competitive edge by creating and designing products from a user perspective,” she says. “I think companies still have a long way to go when it comes to design.”

Industries understand design is important. However, they still view design as only visual design. In Lin’s own day-to-day work, she educates people that design is not just what it looks like, but how it works. Her goal is for people to realize that, even when they are brainstorming ideas and features or writing requirements documents and specifications, they are still doing design work.

To UI design expert David Owen Morgan, the first iPhone, which came out in 2008, was a game-changer. “It was just rethinking what it would be like to have websites in your pocket, and to be able to access the voicemail interface being totally different,” he comments. “You can just scroll through a visual interface for voicemail. It just gets so exciting to rethink the paradigms that we’re stuck in and recognize that there’s an opportunity to introduce new ones.”

The advent of material design in phone operating systems was a sea change. It was big tech companies showing priority on design and the UX design language. Companies must think about a two-sided marketplace where they’re not just catering to millions of users, but also to hundreds of thousands of developers. They must provide guidelines and tools for a long tail of engineering and ingenuity. “Building tools that help others build tools are always ones that have been important for me,” Morgan adds.

The Importance of Research in Product Design

When you need to perform research for product design and product development, how do you go about it? What are things like ethnographic research, and what does it all mean?

What that fundamentally means is putting yourself in the shoes of somebody else. So, I think many of us often are inspired by our own experience and what we’ve learned from our product design education, but we can also be inspired by other people’s experiences.

This is true even when we watch a movie. Why do we watch movies? We watch movies because they tell stories about other people’s experiences or other characters’ lives, right? So, imagine trying to put yourself in the shoes of somebody else. And we do that through talking to people, through interviews, through surveys, and through designing experiments.

Let’s say you give somebody six different cards with six different words on them, and you ask them to prioritize, or you ask them to put them in order of what they think is important. Then that helps you understand what that person thinks is important.

It’s really important for us to understand not just our own experiences but the experiences of others. Ethnographic research and other research methods that look into users’ needs can help us do that. What we learn about in online product design education can help us understand how to use those types of research to create products people need and want to use.

Because it’s important, again, to design not just for ourselves, but to design for other people.

The Importance of Information Hierarchies

Information hierarchies in UX UI design guarantee that users see all content organized in an ascending or descending order of importance in regards to the onscreen layout. Information hierarchies are one of the essential components of the visualization of content experiences in UI design required by visual designers and also writers.

I actually love this part. I’m dyslexic. When I read something, I need to be able to really quickly understand what I’m reading because it’s difficult for me if I get tripped up in too many words or the text doesn’t get the point in a relatively short amount of time.

Bites of Information

People don’t swallow their food whole. They take bites. The same is true of content. When people are looking at screen surfaces, you can only feed so much information to them. If they get to a point where they want more, you can let them add more to their plates by diving deeper and getting into more content.

In today’s world, you really need to create a well-edited, deeply considered content strategy so users actually walk away with knowledge or learn or understand something important. For example, they might walk away with a better understanding of something they need to do, such as filling in paperwork for a medical appointment or something related to education.

Online UX Design Education

With all UI content scenarios, you need to be really thoughtful with the written word. It’s essential for UX design. During your studies, you will see both good and bad examples of information hierarchies. You will also receive steps to craft fantastic content strategies that are well thought out and that work at attracting and holding user interest while making content easier for users to consume.

The Importance of Accessibility in UX Design

For the best user interface (UI) design, you have to think carefully about the features of the product you want to make.

Let’s take something in the physical world as an example. We have public accessibility codes designed to help disabled people navigate their way through a city. What does that mean as far as user experience goes? What does good UX design look like in this case?

The design includes the things we have that meet the goal of those accessibility codes. We have things like ramps, walkways, and spaces on the sides of a metro station specifically for disabled people to use.

We don’t have that kind of accessibility code in the digital world. More accurately, we do have it, but it’s not enforced in UI design like the real-world code is enforced by the government.

What ends up happening if you don’t follow the accessibility code is that you end up not including a large section of society who would also be benefiting from and enjoying the kind of products that you’re making. This is a common UX flaw.

How do you take care of this issue as a business? How do you correct it as an organization that caters to a large section of millions of people? What are the concerns that you need to have so that your product is not just usable by a few people?

Something that online UX design education stresses is that whether you’re making a real-world product or something digital, it needs to reach all sections of society and be accessible to anyone who wants to use it.

You have to take care to make sure you’re not restricting any particular set of people from using it.

When we’re building products and solutions that cater to the needs of a broad spectrum of users, we need to bring the engineering team on board as soon as possible. The expertise and knowledge they have about how to build products that are accessible is key to planning and creating those products.

Their insight can help us enrich our prototypes and design solutions. Production is also easier once the engineers start working on the implementation of our solution. They appreciate and understand why accessibility is so important. They’ll build the product from the ground up with that in mind and include accessibility at its core.

The Evolution of Screens and Motion Pictures

If you want to learn about the history of viewing media, you need to look a little bit further away from the decade we’re in. We can perhaps go back, at least within the realm of the digital experiences, to the interface that really defined so much of what we are experiencing now, which is the screen. But the screen itself has really come from much further back than that, right? So, let’s talk about the implications of camera, picture, and then motion picture.

If we look at just the way in which experiences have been created and interfaces have been constructed, we have to really look at the essence of motion pictures. Motion picture is, at least to me, really one of the technologies that has truly defined our sense of self in the 20th century, which we are going away from now. We’re now seeing that process of being and becoming away from the motion picture.

I say that because what the motion picture really created was the understanding that you have frames that are still photography. You place them on a continuum, and you show it at a certain rate per second. And then you have the illusion of reality on a screen through that projection. It’s exciting to think about it if we put ourselves in the shoes of those who, for the first time in the early 20th century or late 19th century, were experiencing those kinds of interfaces.

To think about the first time the idea of a train coming into the screen, which was simply captured by holding a camera down on the railroad, and to think about what that really meant for people who had never seen this illusion of reality, is really amazing. The anecdote says that those who saw those first movies were quite terrified by what they saw, as they really felt that there was a train coming through the screen, and as a result, they left the cinema. That in itself has really defined how we came to understand the role of the audience.

Understanding the history of the screen interface can also help those who are taking online UX design education. In this type of online course, you will learn about UX, UI, as well as UX design and UI design.

The Differences in Designing for Film Versus Theater

Design elements in film are a little bit different from those of a live theater production. Theater recognizes that the actors who are in front of the audience are live. They engage with one another through their energies and their sound. They feed off of one another. If they make mistakes, then it’s live. They have to account for all of those things.

This is opposed to, let’s say, a how a movie tells a story. In a way, that’s a very finite linear narrative. Because of that linear quality, it allows the audiences, through this technology, to sit back and think about the interface of a cinema, or later, on your TV. The idea that you sit back and you absorb this story that’s being told without really being able to interject with it is a very different way of viewing a story.

That’s not to say that your brain is not working. That’s not to say that your brain doesn’t go between scenes and that this story is taking you somewhere else, which is that level of interactivity that takes place.

This places more emphasis on the UX design or UI design of the product that’s being displayed. It’s important for anyone pursuing online UX design education to think about what each choice in UX or UI requires of the audience. Think about what the anticipation or expectation of the audience is in terms of their role in viewing or experiencing this story that’s being showcased. Is their passive or active? How does that affect the design choices in the film?

Test Strategies for Unbiased User Feedback

No matter if you’re working on a physical project or if you’re working on digital project, having a set and well thought out testing process is something that’s very important. Keep the following three things in mind in your pursuit of online UX design education.

I took a course in Parsons around usability testing, especially around digital app design. One thing that I thought it was really helpful that I still use nowadays is to first of all figure out a script that you’re going to follow to do your usability testing.

Secondly, when you’re doing your usability testing, you don’t want to give any social pressure to the person that’s testing your product to make them feel like they have to say good things about your product. That’s something that’s very important.

Thirdly, it’s really important to set clear tasks for your tester to complete on their own with your product. Then while your tester is testing your product, we encourage them to speak out loud in terms of whatever they’re thinking in their mind. It could be that they completely have no idea what they’re doing or they just don’t like this particular color. It could be anything. What we want is to create a safe non-judgmental environment for your tester to feel free to speak out loud and say any thought they have in their mind when they’re interacting with this product.

All of this helps you as the designer of UX or UI to get unbiased feedback, which helps drive the choices you make in UX design or UI design.

Sprints as a Tool for Product Design Education

Everyone can think like a designer. If you go into your kitchen and open your door, you will see some tools that you use very regularly. I bet that you will also see tools that you used once, or maybe some that you’ve never used at all. Those tools just sit there at the bottom of the drawer. Why is that?

Why are the tools that you go back to time and time again on top? Why do the tools on the bottom just sit there waiting to get cleaned out or just gathering dust? There must be something that you really like about the tools you use all the time. Other tools on top may simply be really functional.

Maybe the ones that sit on the bottom, however, could have been designed better. The fact that you have this preference for tools that you use all the time over the ones that you do not means that you, too, can think like a designer.

As designers, sometimes we undertake really long processes that take months of research and thinking. However, we can also do really short product design processes called “design sprints.” A design sprint takes a long process and presses it into a few hours, days, or weeks, depending on the nature of the project and how many people are involved. Each sprint allows you to try an abbreviated version of a product development process to see if there’s “something there.”

Take a can opener or fruit peeler, for example, such as the tools in the OXO Good Grips line of products. OXO Good Grips was inspired by the fruit peeler of a woman with arthritis.

Over time, the woman realized that it was really difficult to use her fruit peeler. It was particularly hard for her to hold it due to the limited mobility in her hands. She thought to herself: “well, I wish there was a better fruit peeler.”

The woman happened to be connected to a kitchen goods manufacturer. They enlisted the help of designer Tucker Wemeister and his team, a firm called Smart Design, to develop a better fruit peeler. The blade of the fruit peeler did not make much of a difference for the woman; it was actually the handle that helped.

The team made a nice and comfortable handle for their fruit peeler. The woman found that the peeler was a pleasure to use in the hand: grippy, a little soft (but not too soft!), and not too slippery. When her hands were wet and she was trying to peel a carrot, it worked well because it did not slip as much and was easier to hold.

The next time you go to your kitchen, I encourage you to look at the tools that you use, the tools you reach for over and over again. Ask yourself: “What is it about these products that I really love using? Why do I reach for this time and time again?”

At the same time, open your kitchen junk drawer. Ask yourself: Okay, what is in here? Why do I never use these? Is there a design opportunity with your kitchen tools? Could you design them better?

There are opportunities for design sprints all around you. They may be in the kitchen, around the house, in the car, or even in the bathroom. In your everyday life and throughout your online product design education, you will find that the world is full of design opportunities. You never know where inspiration is going to come from.

Soft Skills Play an Important Role in UX and UI Design

“In some ways the soft skills are more important for designers than the hard skills,” Daphne Lin points out. “Because software always changes. You’re always going to have to learn some new technology to design a thing. The apps that we were using to design five years ago are different from what I’m using today. But the soft skills will get you so much further, because your role is such a collaborative role, and you need teamwork to implement designs.”

“As a designer, communication is so important,” she continues. “The ability to empathize and put yourself in other people’s situations is important. Facilitation … is a growing and equally important skill, because you have to get people into a room, gather data, information, and make decisions together, especially in this day and age. Remote facilitation, that’s also huge. You need to present your ideas in a compelling way, tell a story.” She adds that the more you can achieve all those things, the more likely it is that your concepts will be implemented in UX design.

“The main three soft skills are communication, empathy, and organization,” says Tiago Valente. “Communication: It is crucial that you have an ability to communicate in a way that is clear and efficient, not only within your team but also when you’re conducting surveys, when you’re interviewing people, when you’re interacting with the UI designers, and when you interact with the developers and stakeholders and even the product manager, when they are briefing you.”

He stresses that communication is not only how we express ourselves verbally and nonverbally, but also our ability to listen and understand. Communication is a two-way street, and I’m sure you’ve been working on it.

Valente continues, “Empathy is a great, important, capital letters, key skill. And empathy is so important because in the process of user research, when you’re talking to all these people, when you’re interviewing them, you need to have an ability to identify their needs, their pain points. Empathy will give you the superpower to place yourself in the shoes of your users and to understand them better, and to humanize the personas that you will create after the user research stage.”

As for the third soft skill, he says, “Organization is key. You will be handling an incredibly large amount of information that needs to be properly organized. Organization walks hand-in-hand with communication. When you have not only the data that you will be receiving from your user research and the inputs during your usability testing process, organization is very important for site maps, for labeling information, and for keeping the information architecture clear and in a good place.”

Communication, empathy, and organization are all skills you can develop and practice through online UX design education.