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Customer and mobile first
ajfox@findmypast.com @andrewfox

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

5
Family history can go mainstream

6
“Making design happen”

7
1

Being user-focussed

8
2

Mobile

9
We are getting there

10
Breaking news!

Mobile is important
402%
increase in UK traffic

from mobile devices since 2012
12
Mobile monthly active users: 


945 million



39% year-over-year increase

13
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

14
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

16
What we are talking about when we talk about mobile
Mobile is…

Apps
18

Web

Email

Platforms
The ‘mobile web’ doesn’t exist…

19
The ‘mobile web’ doesn’t exist…

20
…and don’t 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’

22
Source: Google US, The New Multi-screening World, August 2012
5 insights
You don’t understand your users
“We don’t do focus groups — that is the
job of the designer. It’s unfair to ask
people who don’t have a sense of the
opportunities of tomorrow from the
context of today to design.”
Sir Jonny Ive, 2012
26
Wrong*
*mostly
“To see what is in front
of one’s nose needs a
constant struggle.”
George Orwell

28
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 café
• User testing: ask them to accomplish some tasks
• Online user testing
• Face-to-face user testing
• Shadowing: observe users actions using a service

32
User research tips
• 5 people is enough
• Don’t ask them leading questions
• Observe what they do, more than what they say
• Look for themes
• Don’t listen to your ego
• Share with people in your organisation

33
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)

34
If you do one thing:

Talk to your users

35
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 flip-flopping 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/

38
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

40
Example: family history users from offline to online

41
We (nearly always) create services, 

not standalone products

42
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
44
Credit: Livework

Tool: Service blueprint

45
Credit: Livework
47

Credit: Livework
Credit: Livework

Service blueprint: Analyse pain points

48
Tool: Service journey: Go in depth

49
UI is your brand
Your website or app is often the core
experience for your customers

51
If user experience is poor (buggy, hard-to-use),
then it will reflect badly on your brand

52
If consistency is poor across your UI (and the rest of
your brand) then it will reflect badly on your brand

53
Brand identity should not be a set of rules

54
Utility beats aesthetics

55
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, I’ll try it out. How do I start?
Hope it’s not too much hassle.
What do I need to tell them?”
Tips:
✓Keep the offer warm –
remember, it’s about stories and
people.
✓Inject the user with excitement
about what they will do.
58

Don’t say

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

User’s feelings:
Optimistic, hopeful, impatient

findmypast
“Join findmypast and begin your journey of
discovery. It’s time to start exploring your
family history.”

16
Mailchimp Voice & Tone

Example: Mailchimp

59
Family history as a game
I hate the word gamification, but…

61
Family history process has similarities to a game

Start

Task

Effort

Accomplishment

Repeat

62

Level-up
World of Warcraft
vs.

Family History

63
Start

64
Task

67
Effort

70
Accomplishment

74
Level-up

77
Game design balances friction
Web design (UX) typically attempts to remove friction

80
Difficulty

Boring

G

am
e

M

ec
h

an
ic

Difficulty

Ze
n

Frustrating

81
Source: Mashable

Time spent playing
Currently our search forms look like this

82
Is this the future users want?

83
Would become too easy

Boring

G

am
e

M

ec
h

an
ic

Difficulty

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

85
Other parallels…
From Josh Taylor’s ‘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

86
Don’t worry
We’re not going to try and turn family history into a game

87
Focus
Understand the core interactions

89
Small interactions are perfect for a small screen
(and addictive)

90
What does the user really want to do?

91
Example: Polar

92
Family history: search or hints? Finding.
• On a mobile or touch device long search forms are frustrating and boring
• Hints, such as Ancestry’s, are short circuit search
• On the app there is no way to search, just hints

93
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@findmypast.com @andrewfox
ajfox@findmypast.com @andrewfox

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