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Customer and mobile ?rst
ajfox@?ndmypast.com @andrewfox

Who am I?
What got me excited about ?ndmypast?
4
We affect people

5
Family history can go mainstream

6
Making design happen

7
1

Being user-focussed

8
2

Mobile

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We are getting there

10
Breaking news!

Mobile is important
402%
increase in UK traf?c?
from mobile devices since 2012
12
Mobile monthly active users: ?

945 million
?

39% year-over-year increase

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Source: Facebook investor notes 29th January 2014
48% of people who use
Facebook in any given day are
only accessing it from mobile
Mark Zuckerberg, 29th January 2014

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Source: Geekwire
Source: Mobile is Eating the World by Benedict Evans
Interested in the move to new devices?
? Ben Evans at ben-evans.com
? Good overview from November 2013: Mobile is Eating the World
? Subscribe to his newsletter
? App Annie at appannie.com
? Horace Dediu at asymco.com

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What we are talking about when we talk about mobile
Mobile is

Apps
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Web

Email

Platforms
The mobile web doesnt exist

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The mobile web doesnt exist

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and dont underestimate the web
Facebook monthly active users: September 2012

iPhone
11%
Android
14%

Not mobile
39%

RIM
5%
Feature phone
6%
Mobile web
23%

Source: "Facebook's 470m mobile app users" by Ben Evans
21

Other smart
2%
Mobile is not on the go

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Source: Google US, The New Multi-screening World, August 2012
5 insights
You dont understand your users
We dont do focus groups ?that is the
job of the designer. Its unfair to ask
people who dont have a sense of the
opportunities of tomorrow from the
context of today to design.
Sir Jonny Ive, 2012
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Wrong*
*mostly
To see what is in front
of ones nose needs a
constant struggle.
George Orwell

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your users
u are not
Yo
?
Designers
Developers
Head of Design
Managers
The C.E.O.
A customer
Tool: User research
Start your user research
? Chat to them online, or invite them to a caf
? User testing: ask them to accomplish some tasks
? Online user testing
? Face-to-face user testing
? Shadowing: observe users actions using a service

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User research tips
? 5 people is enough
? Dont ask them leading questions
? Observe what they do, more than what they say
? Look for themes
? Dont listen to your ego
? Share with people in your organisation

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Build a repeatable process, if you can
The bigger the organisation, the more important it is
(But, it is more important to do user research, and do it often, than to have a regular process)

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If you do one thing:

Talk to your users

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Not products, services
Credit: Campaign
People swap devices 21 times an hour
"We were quite surprised, and I think the respondents were surprised as
well. Not only were they multitasking, but we were surprised at the sheer
number of times that they were ?ip-?opping from one device to another.
"Most people would have the TV on for the whole one-hour period, but
they would then use their phone, then go to the laptop, then back to the
phone, and so on."
Research by OMD, article published 3 January 2014
http://www.campaignlive.co.uk/news/1225960/

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Source: Google US, The New Multi-screening World, August 2012
People swap devices 21 times an hour
? Advertising
? Create a service
? Cross-channel
? Consistent
? Smooth
? Suitable

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Example: family history users from of?ine to online

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We (nearly always) create services, ?
not standalone products

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Credit: Livework

Tool: Map your service journey
Tool: Service blueprint: Touchpoints
? People recommendations
? Real-world events (like this!)
? Advertising (TV, web, print, billboards, etc.)
? Magazine reviews
? Social media
? Website
? Apps
? Customer services
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Credit: Livework

Tool: Service blueprint

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Credit: Livework
47

Credit: Livework
Credit: Livework

Service blueprint: Analyse pain points

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Tool: Service journey: Go in depth

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UI is your brand
Your website or app is often the core
experience for your customers

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If user experience is poor (buggy, hard-to-use),
then it will re?ect badly on your brand

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If consistency is poor across your UI (and the rest of
your brand) then it will re?ect badly on your brand

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Brand identity should not be a set of rules

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Utility beats aesthetics

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Tool: Tone of voice guidelines
Twitter

Linkedin

Facebook

Blogs

Staff

Brand
Website
Emails

Help

Users
Legal

Advertising
Example
2. Inviting people to join
Do say
Begin, join
Explore your family history

User
Ok, Ill try it out. How do I start?
Hope its not too much hassle.
What do I need to tell them?
Tips:
?Keep the offer warm C
remember, its about stories and
people.
?Inject the user with excitement
about what they will do.
58

Dont say

Register, sign up
Get access to X records
Create an account

Users feelings:
Optimistic, hopeful, impatient

findmypast
Join findmypast and begin your journey of
discovery. Its time to start exploring your
family history.

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Mailchimp Voice & Tone

Example: Mailchimp

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Family history as a game
I hate the word gami?cation, but

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Family history process has similarities to a game

Start

Task

Effort

Accomplishment

Repeat

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Level-up
World of Warcraft
vs.

Family History

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Start

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Customer and mobile first  5 insights from working at findmypast
Customer and mobile first  5 insights from working at findmypast
Task

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Customer and mobile first  5 insights from working at findmypast
Customer and mobile first  5 insights from working at findmypast
Effort

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Customer and mobile first  5 insights from working at findmypast
Customer and mobile first  5 insights from working at findmypast
Customer and mobile first  5 insights from working at findmypast
Accomplishment

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Customer and mobile first  5 insights from working at findmypast
Customer and mobile first  5 insights from working at findmypast
Level-up

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Customer and mobile first  5 insights from working at findmypast
Customer and mobile first  5 insights from working at findmypast
Game design balances friction
Web design (UX) typically attempts to remove friction

80
Dif?culty

Boring

G

am
e

M

ec
h

an
ic

Dif?culty

Ze
n

Frustrating

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Source: Mashable

Time spent playing
Currently our search forms look like this

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Is this the future users want?

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Would become too easy

Boring

G

am
e

M

ec
h

an
ic

Dif?culty

Ze
n

Frustrating

84

Time spent playing
Understands what is the game and what isn't

Not the game

Is the game

? The register form

? Finding records

? Navigation?

? Building a family tree

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Other parallels
From Josh Taylors Gaming and Virtual Realties

? MMORPG (Massively Multiplayer
Online Role-Playing Game)

? Activity happens at a similar time
? Hidden features

? Communal

? Passion

? Geeks (in a good way)

? Fun

? Addictive

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Dont worry
Were not going to try and turn family history into a game

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Focus
Understand the core interactions

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Small interactions are perfect for a small screen
(and addictive)

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What does the user really want to do?

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Example: Polar

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Family history: search or hints? Finding.
? On a mobile or touch device long search forms are frustrating and boring
? Hints, such as Ancestrys, are short circuit search
? On the app there is no way to search, just hints

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Those 5 insights
? Talk to your users
? We create services, not standalone products
? Your UI is your brand
? Family history is closer to a game than traditional web services
? For mobile in particular, understand those core interactions

94

ajfox@?ndmypast.com @andrewfox
ajfox@?ndmypast.com @andrewfox

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Customer and mobile first 5 insights from working at findmypast