Hulu UX teardown: 5 user experience fails and how to fix them

Hulu is the first major streaming platform to offer a social watching experience. And with most major league sports now being allowed to resume behind closed doors, Hulu’s combined proposition with ESPN will likely help entertain the service’s 30+ million users over the winter months.

But users have a surplus in choice of streaming services right now, so how will Hulu stay competitive?

With the help of UX expert Peter Ramsey from Built for Mars, we’re going to give Hulu an Extra Crunch UX teardown, demonstrating five ways it could improve its overall user experience. These include easy product comparisons, consistent widths, proportionate progress bars and other suggestions.

Comparing features inside packages

If your product/service has different tiers/versions, ensure that the differences between these options are obvious and easy to compare.

The fail: Hulu has four different packages, but the listed features are inconsistent between options, making it incredibly difficult to compare. Instead of using bullet points, they’ve buried the benefits within paragraphs.

The fix: Break the paragraphs down into bullet points. Then, make sure that the bullet points are worded consistently between options.

 

Steve O’Hear: I’m really surprised this one got past the marketing department. Not a lot to say except that I would argue that when UX, including layout and copywriting decisions, become decoupled from business goals and customer wants, a company is in trouble. Would you agree that’s what has happened here?

Peter Ramsey: Honestly, this happens all the time. I think it’s just a symptom of the designers building things that look nice, not things that work nicely. I probably raise this issue on about one-third of the private audits I do — it’s that common.

Keep a consistent width

Try to maintain a consistent page width throughout a single journey — unless there’s a major benefit to changing the width.

The fail: During the Hulu sign-up process, the page width doubles at a totally unnecessary point. This is disorienting for the user, with no obvious rationale.

The fix: Hulu has a pretty consistent first-half of their journey and then it drops the ball. I’d redesign these “extra-wide” pages to be the default width.

#developer, #entertainment, #hulu, #media, #peter-ramsey, #streaming-services, #tc, #usability, #user-experience, #ux, #video

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Disney+ UX teardown: Wins, fails and fixes

Disney announced earlier this month that it’s going all-in on streaming media.

As part of this new strategy, the company is undergoing a major reorganisation of its media and entertainment business that will focus on developing productions that will debut on its streaming and broadcast services.

This will include merging the company’s media businesses, ads and distribution, and Disney+ divisions so that they’ll now operate under the same business unit.

As TechCrunch’s Jonathan Shieber reports, Disney’s announcement follows a significant change to its release schedule to address new realities, including a collapsing theatrical release business; production issues; and the runaway success of its Disney+ streaming service — all caused or accelerated by the national failure to effectively address the COVID-19 pandemic.

So what better time than now to give Disney+ the Extra Crunch user experience teardown treatment. With the help of Built for Mars founder and UX expert Peter Ramsey, we highlight some of the things Disney+ gets right and things that should be fixed. They include zero distractions while signing up, “the power of percentages,” and the importance of designing for trackpad, mouse and touch outside of native applications.

Zero distractions while signing up

If the user is trying to complete a very specific task — such as making a payment — don’t distract them. They’re experiencing event-driven behaviour.

The win: Disney have almost entirely removed any kind of distractions when signing up. This includes the header and footer. They want you to stay on-task.

Image Credits: Disney+

Steve O’Hear: This seems like a very easy win but one we don’t see as often as perhaps we should. Am I right that most sign-up flows aren’t this distraction-free and why do you think that is?

Peter Ramsey: Yeah, it’s such an easy win. Sometimes you see sign-up screens that have Google Adwords on it, and I think, “You’re risking the user getting distracted and leaving for what, half a penny?” If I had to guess why more companies don’t utilise this technique, it’s probably just because they don’t want to deal with the technical hassle of hiding a bunch of elements.

The power of percentages

Only use percentages when it makes sense. 80% off sounds like a lot, but 3% doesn’t. Percentages can be a great way of making a discount seem larger than it actually is, but sometimes it can have the reverse effect. This is because people are generally bad at accurately estimating discounts. “What’s 13% off £78?”

The fail: If you sign up to a year of Disney+, then you’re offered 16% free. But 16% of a £60 bundle isn’t easy to calculate in your head — so people guess. And sometimes, their guesses may be less than the actual value of the discount.

The fix: In this instance, it would be far more compelling (and require less mental arithmetic), if it was marketed as “60 days free.” Sixty days is both easy to understand and easy to assign value to.

Image Credits: Disney+

Percentages may be harder to process or evaluate in isolation as an end user but they are easy to compare with each other i.e., we all know 25% off is better than 10% off. Aren’t you advocating obscuring the actual saving in favour of what sounds better on a case-by-case basis and therefore actually working against the end user? Of course I’m playing devils advocate a little here.

So, it’s actually a really complex dilemma, and there’s no “easy” answer — this would probably make a great dinner time conversation. Yes, if you’re offering two discounts, then a percentage may be the easiest way for people to compare them.

#apps, #disney, #entertainment, #media, #netflix, #peter-ramsey, #streaming-media, #tc, #the-walt-disney-company, #ui, #user-experience, #user-interface, #ux

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Coinbase UX teardown: 5 fails and how to fix them

Digital currency exchange Coinbase has probably done more than most to push cryptocurrencies closer to the mainstream, earning an $8 billion valuation by private investors along the way. The company is reportedly eyeing a public listing next year, and is inarguably doing a lot of things right. However, that doesn’t mean its product experience is perfect. In fact, far from it.

In our latest UX teardown, with the help of Built for Mars founder and UX expert Peter Ramsey, we highlight some of Coinbase’s biggest user experience failings and offer ways to fix them. Many of these lessons can be applied to other existing digital products or ones you are currently building, including the need to avoid the “Get Started” trap, the importance of providing feedback, why familiarity often wins and other principles.

The ‘Get Started’ trap

Only use CTAs like “get started” or “learn more” if you’re actually teaching users something.

The fail: Coinbase doesn’t actually have any onboarding — but it looks like it does. It has a very prominent “get started” CTA, which actually just puts bitcoins in your basket. This isn’t helping you get started, it’s nothing more than an onboarding Trojan horse.

The fix: It’s simple: Don’t lie in your CTAs. You wouldn’t have “Email Support” as a CTA, and then just show the user a bunch of FAQs.

Steve O’Hear: This feels like another classic “bait and switch” and reeks of dark pattern design. However, what if it actually works to get users over the line and purchase their first bitcoin? Growth hackers, rejoice, no?

Peter Ramsey: You’re absolutely right, this may convert better. From a business point of view, this could be a brilliant little growth hack. However, something converting well doesn’t mean it was a good experience for the user. Look at clickbait-y journalism — it gets more eyeballs, but people aren’t generally happy with what they read.

I’m convinced that in the long term having a great product will perform better than frustrating short-term growth hacks.

Feedback architecture

As a general rule of thumb, all “states” — e.g., success/failure of an action — need to provide feedback to the user.

The fail: After adding a card, you click “Add Card,” and … it takes you back to the homepage. There’s no notice if it was successful or not. The user has no awareness if the action they were trying to do failed and they need to do it again. This is a real problem with digital products: All feedback needs to be thought of and built.

The fix: During the design phase, consider statuses and what the user will want feedback on. For example, if they’ve just added an item to their “wishlist,” how will you show them that the action was successful?

#apple, #articles, #bank, #banking, #bitcoin, #coinbase, #cryptocurrencies, #digital-currencies, #feedback, #ipod, #macintosh, #money, #netflix, #onboarding, #peter-ramsey, #product-design, #san-francisco, #steve, #tc, #usability, #ux

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Zoom UX teardown: 5 fails and how to fix them

Valued at over $60 billion and used by millions each day for work and staying in touch with friends and family, the COVID-19 pandemic has helped make Zoom one of the most popular and relevant enterprise applications.

On one level, its surge to the top can be summed up in three words: “It just works.” However, that doesn’t mean Zoom’s user experience is perfect — in fact, far from it.

With the help of Built for Mars founder and UX expert Peter Ramsey, we dive deeper into the user experience of Zoom on Mac, highlighting five UX fails and how to fix them. More broadly, we discuss how to design for “empty states,” why asking “copy to clipboard” requests are problematic and other issues.

Always point to the next action

This is an incredibly simple rule, yet you’d be surprised how often software and websites leave users scratching their heads trying to figure what they’re expected to do next. Clear signposting and contextual user prompts are key.

The fail: In Zoom, as soon as you create a meeting, you’re sat in an empty meeting room on your own. This sucks, because obviously you want to invite people in. Otherwise, why are you using Zoom? Another problem here is that the next action is hidden in a busy menu with other actions you probably never or rarely use.

The fix: Once you’ve created a meeting (not joined, but created), Zoom should prompt and signpost you how to add people. Sure, have a skip option. But it needs some way of saying “Okay, do this next.”

Steve O’Hear: Not pointing to the next action seems to be quite a common fail, why do you think this is? If I had to guess, product developers become too close to a product and develop a mindset that assumes too much prior knowledge and where the obvious blurs with the nonobvious?

#design, #enterprise, #interface-design, #peter-ramsey, #tc, #ui, #usability, #ux, #video, #zoom

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(How to fix) 5 common UX mistakes in online banking

Customer support is a huge part of a user’s experience, and one that every bank likes to say they’re great at. But there is a lot we can learn from the mistakes that U.K. banks have made.

Based on his latest research report into the user experience of a dozen leading British banks — including Barclays, HSBC, Santander, Monzo, Starling and Revolut — Built for Mars founder Peter Ramsey shares his top five UX tips for customer support.

We dive deeper into each tip, including discussing the thorny topic of call decision trees (press 1 for … press 2 for … etc.), which Ramsey advises should be depreciated in the age of mobile apps, how push notifications might be employed to provide a more Disney-like queuing experience, why hold music is bad as a concept and why it’s time to ditch the live chat bait and switch.

Get rid of call decision trees

Call decision trees are annoying to use and unnecessary for users who have access to an app. Instead of asking customers to navigate via their telephone’s numeric keypad, use in-context questions inside the app, and then put the full number, including the correct extension, behind a button.

TechCrunch: Perhaps we should clarify what you mean by “call decision trees” and — considering they’ve been an industry standard for years — why is now the time to get rid of them?

Peter Ramsey: The decision tree is that automated “press 1 for … press 2 for … ” process you sometimes have to go through at the beginning of a call. I should clarify: It’s not time to eradicate them entirely, because it’s pretty useful for people who only use telephone banking. But for anyone who has access to an app, it’s totally unnecessary.

#argos, #barclays, #ecommerce, #europe, #extra-crunch, #finance, #financial-services, #fintech, #hsbc, #market-analysis, #monzo, #peter-ramsey, #revolut, #startups, #tc, #usability, #ux

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This UX specialist opened 12 UK bank accounts and ‘logged everything’

“I’ve got a really high attention to detail, which might sound great, but it’s possibly a curse because I can’t help but spot problems with everything around me,” says Peter Ramsey .

He’s the founder of Built for Mars, a U.K.-based UX advisory, and he has spent the last three months documenting and analyzing the user experience of a dozen leading British banks — both incumbents and challengers — including Barclays, HSBC, Santander, Monzo, Starling and Revolut.

“Quite literally, I opened 12 real bank accounts,” he explains. “You remember the stress of opening one account? I did that 12 times, [and] it was probably a terrible idea. But I really needed to control as many variables as possible, and this was the only way of doing that.”

Next, Ramsey says he “logged everything,” recording every click, screen and action. “I saved every letter, and made a note of when they arrived. I recorded pretty much everything I could,” he recalls. “At one point I even weighed all the debit cards to see if some were heavier. That was a total waste of time though, because they all weighed the same amount. But you see what I mean, I just thought about making it as scientific as possible. Also, UX is really quite subjective, so I wanted to back up my opinions with some more quantifiable metrics.”

The resulting analysis — covering opening an account, making a first payment and freezing your card — supported by individual bank case studies, is being published on the Built for Mars website over the month with a new interactive chapter released weekly.

After being given early access to the first three chapters and an initial series of case studies, I put several questions to Ramsey to understand his motivation, methodology and what he learned. And if you’re wondering which bank came out on top, keep reading.

TechCrunch: Why did you choose to do this on banks?

Peter Ramsey: My background is in fintech, and I think the banks are just in this weird place right now. When they first came out I think consumers were surprised at how much better the apps were. Banking was renowned for having old software, it was almost acceptable for an old bank to be buggy. But now that these challenger banks have been out for five years, I think that perception has changed. So I chose the banks because they represent this industry of “challenger” versus “legacy.” Plus, for billion-dollar companies, you’d expect them all to really care about experience.

#banking, #challenger-bank, #challenger-banks, #design, #europe, #extra-crunch, #finance, #financial-services, #hsbc, #market-analysis, #monzo, #online-banking, #payments, #peter-ramsey, #revolut, #starling, #tc, #user-experience, #user-interaction-design

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