Delivering measurable impact with research

How customer research helped deliver a 10% increase in share-of-wallet

Using regular customer feedback, I helped a mobile app developer increase their wallet-share, and built the business case for further customer research.

Project outcomes delivered

  • Redesign that positioned Sportsbet as the leader in a competitive category
  • Design and product decisions guided with an outside-in view of customer experience
  • Qualitative observation of pain points that led to design improvements
  • Quantitative evaluation that prioritised building the most valuable features

The research brief

As UX Researcher it was my responsibility to support the decisions of a team of 15 product owners, 15 designers and an executive board.

Product

  • Sportsbet is Australia’s leading mobile app in the gaming category
  • Half a million customers spend up to $1 million per day
  • Thousands of products across two websites and two mobile apps

Business goals

  • Differentiate the Sportsbet experience from competitors by being responsive to customers
  • Experiment and test to deliver innovative, targeted and safe experiences
  • Support development by mitigating potential risks of negative reactions to change

Customers

  • Market share is driven by customer choice of provider
  • Customer choice is driven by quality experiences and rewards
  • Most customers regularly choose two or more providers
  • High-value customers have low loyalty and switch regularly

Stakeholder engagement

I needed to engage stakeholders to gain support for my research plan and objectives.

Gained support for a 12-month research plan

  • Identified the people and processes needed for my plan to succeed
  • Secured funding needed to set up a lab and incentivise customer participation
  • Collaborated with stakeholders to prioritise work requests, backlog and spend
  • Worked with security teams to use customer data in a safe, secure and policy-compliant way
  • Consulted broadly to guide interpretation of findings and get buy-in on actions taken
  • Published high quality reports and built a loyal readership list of thought leaders

Set up a centre of excellence for design research

  • Dispelled myths about qualitative research and got quantitative practitioners onside
  • Built confidence in findings by correlating qualitative insights with quantitative data
  • Mentored junior team members in contemporary UX research methods
  • Regularly monitored and reported on the impact of changes on user experience
  • Shifted conversations by live streaming video of research sessions
  • Built a searchable knowledge base to increase re-use and visibility of research insights

My research approach

Found opportunities to guide decisions

  • Embedded myself into the product team (not the development team!)
  • Unpacked solutions and assumptions into questions
  • Recommended appropriate research methods (not just surveys!)
  • Answered research questions and gathered hundreds of new insights
  • Participated in regular product ideation and discovery sessions
  • Shared design insights the day after, followed by weekly reports

Validated evidence by correlating attitudes and behaviours

  • Managed participant recruitment, using data to target specific cohorts
  • Observed pain points of customers as they used their preferred products
  • Quantitatively measured severity and impact of qualitative issues found
  • Prioritised actions taken using quantitative data to size each opportunity

Integrated research into agile development

  • Designed a research process that integrated into fortnightly development sprints
  • Researched features for each upcoming sprint and shared insights before build commenced
  • Collaborated with stakeholders to prioritise research request backlogs
  • Collaborated with stakeholders to agree on the value and urgency of opportunities found

My deliverables

I created artefacts as needed to support uptake of evidence. For each research activity that meant writing up a full report every two weeks detailing the results of each analysis.

Strategic activities delivered

  • Facilitated 4 stakeholder workshops to help identify market opportunities
  • Undertook 25 stakeholder interviews to discover objectives
  • Designed a research canvas to help form objectives for activities

Quantitative research delivered

  • Designed and built 14 quantitative studies
  • Surveyed 1,600 customer participants
  • Statistical analysis of millions of data points
  • Reported trends at 95% confidence

Qualitative research delivered

  • Facilitated 40 contextual interviews
  • Facilitated 2 customer journey mapping workshops
  • Facilitated 111 one-on-one qualitative usability tests
  • Qualitative analysis of 3,500 behavioural observations

Stakeholder management

  • Wrote 50 research briefs to get buy-in on research activities and manage spend
  • Wrote 50 extensive reports with observations, evidence and recommendations
  • Presented fortnightly summaries of findings to build influence of research insights
  • Led 20 prioritisation sessions to gain commitment on actions taken

Key design challenges

Here’s a small sample of the types of insights generated from my customer research.

For each finding, evidence was written up in a report, analysis was presented, recommendations were discussed, and follow-up actions were prioritised.

Help customers to discover products

I researched customer discovery of entry, exit and re-entry points for core journeys like registration, product selection, and product purchase.

  • Product choice added flexibility but placed pressure on users to manage choice complexity
  • Useful product suggestions required intuiting customers’ current mindset and goals beyond historical actions
  • Poor personalisation trained customers to ignore marketing and product suggestions
  • I researched influence opportunities for omni-channel journeys (radio, TV, print and in-person)

Match content to customer mindsets

Recruiting customer participants with carefully managed customer cohort data meant that I could match prototype content to product preferences and better simulate machine learning personalisation.

  • Recruited participants that were representative users of the content being tested
  • Increased content relevancy prompted exploration and increased perception of service value
  • Presentation of personalisation was critical to mitigate ‘creepy’ monitoring that degraded trust
  • Personalisation enhanced the memorability and enjoyment of key ‘brand moments’

Ease core journey friction points

By observing participants as they used the product in a naturalistic way, the impact of friction points became clear.

  • Poor accessibility on data entry forms increased uncaught human error for important information
  • Journeys without consistent error recovery increased anxiety, sense of loss, and degraded trust
  • Higher error rates observed on small elements near mobile screen edges
  • User accuracy was impeded near physical edge bevels of wrap-around mobile device screens

Redesign shopping cart journeys

Initial experience of product innovation relies more heavily on journey design than instruction.

  • Multiple journey entry points were required to complete combination products
  • Established behaviours influence combination product choice more than instructions
  • Unclear eligibility in marketing messages caused disappointment and loss
  • Lower value offers prompted unfavourable comparisons

Demonstrated value

Stakeholder influence

  • Stakeholder engagement during research drove a 90% uptake of 300 recommendations
  • Stakeholder video reviews captured 3,500 observations that had immediate influence

Measured impact

  • Before and after metrics indicated a 20% uplift in customer satisfaction over the previous design
  • Metric uplift and positive feedback informed the decision to launch the new design
  • Key financials were up 10% within 2 weeks of launch of the new design

Increased customer engagement

  • Most active customers installed the new app within 2 weeks of launch and gave favourable reviews
  • Share-of-wallet spend on the new app was $100,000/day above trend within 2 weeks of launch

A solid business case for research

  • Costs

    Research costs comprise software, recruitment, incentivises and consultancy at $300,000

  • Growth

    Measured growth is 10%, comprising $1,000,000/day (actual) minus $900,000/day (previous trend)

  • Cost recovery

    At 10% growth, $300,000 cost is recoverable 3 days after launch of the new design