E-commerce for IOS
Art.com launched a new product line of peel-and-stick image prints called SwitchArt. It offers users a quick way to update their wall decor using magnetic prints.
- In October, work begins on an IOS app meant to simultaneously market SwitchArt and a new bundle purchase type called "Packs". The app was to be released in early December, so turnaround was quick.
- Given the novel product, user product literacy will be non-existent. The app will need to quickly educate and entice users.
- This version of the product will be using customers' own photos. The assumed user is a Mom changing out the images of her family in her home.
- An existing Art.com IOS app and a competing product are selected to provide reference and recycled code for the project.
- I designed the UI to closely resemble Apple's IOS, hoping to save development time and to reassure with a familiar interface
- The app shipped in Early December and was in the App Store on December 6th, 2014. It was Featured in the App Store under "Best New Apps "in January of 2015.
The app assumes two main user journeys:
A new user is enticed to choose options and convert.
A returning user is asked to manage and expand their engagement.
References and Resources
An existing Art.com IOS app, Photos to Art and a competing product, Social Print Studio are used to provide reference and recycled code for the new IOS project.
Borrowing these products' social components helps the SwitchArt product to take on a new role: it can help users display their shifting online presence in their homes.
I created a prototype in Keynote, with screens allowing image selection, product selection and "Pack" purchase management.
The close-to-real experience of this prototype allows for fast input from stakeholders and readies the project for user testing.
Hurdles for Users
I conducted testing and design iteration using the Invision App and Usertesting.com over the course of several days.
The greatest hurdle was the “Pack” purchase model: people feared being charged for shipping multiple times. Added help-text was an effective, if inelegant, remedy.
Additional clarity was offered by a visual restructuring of the Cart screen.
Our visual design and editorial team were aided by the references to competing apps I offered early on.
By keeping my mocks fresh and widely shared across Invision we were able to pursue Visual design and Editorial work while the app was still being tested for usability.
When UX hurdles arose, the creative and engineering team were able to press on with the screens that performed, and I could address the screens that still struggled.
Throughout the project, I would often be asked to present my progress to stakeholders and to an off-shore engineering team.
I used Invision App to share my work and to collect input. The live share feature was useful for calls with remote engineers.
During development I used Invision's JIRA support to keep tickets relevant to developers.
Featured Lifestyle App
The app shipped in early December and was in the App Store on December 6th, 2014. It was Featured under "Best New Apps "in January of 2015.