Solving contextual challenges involved in the process of purchase and curation of an e-commerce store, playosmo.com
To comply with my non-disclosure agreement, I have omitted and obfuscated confidential information in this case study. All content in this case study are my views and does not necessarily reflect the views of Osmo.
The year is 2019, Osmo (TangiblePlay Inc.) an innovative e-learning company was acquired by BYJU'S, an India-based tech giant. I joined Osmo as a UX/UI Designer in 2019 to design their e-commerce ecosystem from the ground up.
The Osmo store at the time was a single scrollable webpage with product listings and the context behind the product hierarchy/categorizations conveyed progressively through scroll. This system while functional for the time being was not scalable with the upcoming product suites, the rapid expansion of the company, and increased product complexity.
Duration: 6 months
Skills: Information Architecture, UX Research, UI Design, Interaction Explorations, Prototyping, and Testing
Tools: Sketch, Figma, Adobe Illustrator, Photoshop, Principle
Previous PlayOsmo store (2019)
I started by first identifying key pieces of context to provide to the user to help them start shopping and quickly realized this was going to be a problem. The amount of context the user needs to understand prior to differentiating between products was immense and could be categorized into three types.
After identifying key pieces of context to provide to the user to help them get started, I quickly realized this was going to be a problem.
The amount of context the user needs to understand prior to differentiating between products was immense and could be categorized into three types.
Osmo products are innovative and unique in it’s interaction model of combining digital feedback with tangible play.
The system itself includes the Osmo reflector, base for the tablet device, and tangible game pieces. The system’s complexity meant Osmo products were not immediately obvious to new users.
Osmo products are innovative and unique in it’s interaction model of combining digital feedback with tangible play.
The system itself includes the Osmo reflector, base for the tablet device, and tangible game pieces. The system’s complexity meant Osmo products were not immediately obvious to new users.
Animation created by the creative design team at Osmo
Animation created by the creative design team at Osmo
Osmo retail products were designed for two types of users,
Here are the main categories of products and their designated userbase—
Osmo retail products were designed for two types of users,
Here are the main categories of products and their designated userbase—
There were additional layers of abstraction to the existing contextual load in the form of product constraints—
There were additional layers of abstraction to the existing contextual load in the form of product constraints—
PamyOsmo being an e-commerce web platform had a wide range of visitors ranging from parents in their early 20s to grandparents in their late 60s.
To drive better-curated design decisions, the primary target audience established by the team was parents/beneficiaries of children in the age range of 3–12, looking for supplementary learning tools to engage their child/children at home based on the current school curriculum standards—
Users from a wide range of age groups and skill sets would have to piece all of the above context as soon as possible to start shopping, and it would be overwhelming to provide all of this context at once to them.
My initial approach was to segment the context into three parts on the website to test if it would still be overwhelming to our user base. This would also give us a chance to prioritize the order of information the user would get.
I began by mapping out the user journey and decision tree involved in purchasing a product for a new user since they needed the maximum context. This helped me understand the value system of the stakeholders and decide on the primary feature set.
I began by mapping out the user journey and decision tree involved in purchasing a product for a new user since they needed the maximum context. This helped understand the value system of the stakeholders and decide the primary feature set.
To combine the three feature sets established earlier, I started iterating on a layout for the store. I experimented with how filters would be applied and scoped which set of features would take priority for the initial launch.
After multiple rounds of reviews and discussions with the development team and stakeholders, I had a few takeaways to help me move forward—
Osmo, a rapidly expanding ecosystem, needed the store to be live as soon as possible. The specifications for the minimum viable store were decided and further optimizations on the website would be done through research and performance tracking post-launch. This is what the minimum viable product looked like—
I ran routine tests on the store to get an idea wether we were able to mitigate the cognitive load with our existing solution. I ran unmoderated tests in the form of think aloud user tests, heatmaps, and A/B tests to identify pain points.
Positives:
Negatives:
Heatmaps and think aloud user tests revealed user engagement with the new filters
I compiled my learnings and noted the users were relying heavily on the filters. I decided to use the user's intent behind the purchase as a driver to help them land on the right page of the store. Here are some of the major initiatives undertaken to further ease the cognitive load.
Based on testing results and user behavior data, the revised approach to tackling the user journey was to drive context and flow using user intents and help them make critical decisions first. The store would now have a home page providing buckets of intent to drive the purchase journey.
To provide external channels a landing page, and a dedicated place for establishing product hierarchy, I added a new step/page between the home page and the store itself. The store would now have a home page providing buckets of intent to drive the purchase journey.
I added a sub-navigation bar to the store tab on the main navbar. This would activate on hover for desktop and tap on mobile. The purpose of this was to provide global exposure to the store home and facilitate intent-driven shopping further.
There were a few updates to the Osmo store.
With each new product launch, the primary initiative was to compile the product details and create a product display page for it. Here are few product pages that were created for Osmo's flagship products—
With each new product launch, the primary initiative was to compile the product details and create a product display page for it. From my initial testing, I found that about 24% of the users failed to understand the various differences and nuances in bundled purchases and about 50% missed the important context that some of these purchases required the user to own certain tangibles.
The product pages had to be designed to be robust enough to avoid wrongful/incomplete purchases. Here are few product pages that were created for Osmo's flagship products—
After identifying patterns in product context over multiple landing pages, I started templatizing the structure. This reduced design turnaround times for product pages from a few weeks to a few days.
This also allowed engineers to templatize product page sections on their end as well, decreasing development turnaround times.
To further capture user intent and facilitate calculated purchasing decisions, we decided to integrate search into our global ecosystem. Similar to the store home, the search feature needed global exposure as well so a drop-down was added to the global navigation.
Here are some key highlights as a result of these design decisions—
All of the above factors and with the cumulative effort of the entire playosmo team,
PROJECTS
Osmo - PlayOsmo StoreSolving contextual challenges and designing the store infrastructure | UX UI Design | Prototyping |Testing
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© 2022 Akshay Kumar Arun