Hi Tech HUD

UX research

Portfolio

ANTO JUDE RAJESH KUMAR MOHAN

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Group of People Using Technology Devices
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UI / UX Design Concept
UI UX Design Isometric Business Illustration Concept
Profit money or budget
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Group of People Using Technology Devices

About Me

Hi, I am Anto!


I am a UX researcher with a PhD in Experimental Psychology. I have ten years of experience in understanding user needs and behaviors to improve product designs.


I excel in both quantitative and qualitative methods, gathering and analyzing data to translate complex research findings into actionable insights for product development teams.


I have a passion for innovation and a commitment to creating products that enhance user experience and satisfaction. I am eager to advocate for the user and dedicated to helping teams achieve their business goals.

My research methods toolbox

I strategically select my methods based on stakeholder input, constraints such as budget and timeline, and the research questions of interest.

Clean Lined Media Relations Interview

1:1 interviews

Man Taking Notes
The courier sends the package to the customer

ethnographic/ field studies

Kanban Board Teamwork. Briefing Scheme, Scrum Management and Business Employee Team Planning Brainstorm Vector Illustration
mind map infographic 6 step
Sitemap Chart Icon
Flow Chart Flat Illustration

thematic analysis & ​brainstoRm diagrams

3D Isometric Flat  Conceptual Illustration of Client Journey

journey maps

Recruitment Database Illustration

personaS

Competitive Analysis Illustration
Online Medicine App Composition
Buy a juicy burger, popcorn, cold drink in the restaurant app, online shopping app.
Taxi app or Service. Yellow Car and Smartphone.

competitive testing

Digital Data Analysis, Financial Report Assessment in Mobile App for Tiny People

automated remote research & Analytic insights

Green KPI - Key Performance Indicator Icon Isolated on White Background. Long Shadow Style. Vector
Business analytics, KPI key performance indicator metrics of company efficiency concept. Businessman studying company data and indicators,.
Group of Friend Shopping Online by Mobile App.

kpi and usability testing

Survey 3D Icon
Face feedback customer survey good bad emotion

surveys

Easy to use Badge, icon, stamp, logo. Vector stock illustration.
Balance Scale with Bar Graphs
A B Testing Icon

a/b testing

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SAMPLE WORK 1

@ Selective attention and perception lab


Position: doctoral ux researcher

R
Python
Angry Brain Cartoon Character

Eye-trackers, Eye-link Data Viewer, ​MATLAB, R, Python, and Motion Trackers. ​I conducted research on selective attention ​and perception using experimental designs, ​psychophysics, and threshold detection ​techniques. I examined how limited ​cognitive resources affect visual selective ​attention when processing extensive and ​intricate environmental visual stimuli.

Attentional overload

Hill Road Highway
back view of yellow car
Vision Logo
Cycle arrows

Selective attention & ​perception

Vast and complex ​visual information

SAMPLE WORK 2

@ Clickeypod Technology Pvt. Ltd, India


Position: Data Analytics and UX Research Lead

UX Strategy, UX Research, UX Design and Data ​Analytics for Clickeypod’s social e-commerce ​platform - an app which allows users to share ​and buy combinations of items (referred to as ​Bundles), enhanced by gamification and social ​features for a fun and engaging shopping ​experience

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3D E-Commerce Product Review Interface
3D E-Commerce Product Review Interface

CASE STUDY

Business Requirement: Implement a User-Centric Design approach to optimize and increase sales generated via Clickeypod’s social e-commerce platform

Methods: Automated Remote Research, Surveys,1:1 User Interviews, Thematic Analysis & Brainstorm Diagrams, Triangulation, KPI & Usability Testing, Single Ease Question, Site Search Analysis.

OVERVIEW

Project:

Redesign Clickeypod’s Social E-commerce Platform to increase sales

3D Computer, TV

Outcome:

I was able to increase average product sales from 3 orders/day to 200 orders/day

PRocess

I spearheaded a 12-week UX research project aimed at redesigning and testing the success of the social e-commerce app.

Week 1

Week 2

Weeks 3-5

Weeks 6-8

WeekS 9-11

Week 12

Defining the Research Objective

Problem Discovery and Solution Generation

Intial Design Updates and Prototyping

High Fidelity Prototyping and Solution Validation

Developement, Deployment, and Post Launch Review

Stakeholder Presentations

Conducted stakeholder interviews to understand target customer segments, functional components, research scope and identify key deliverables

Identified problems that hinder users from purchasing products using exploratory methods such as automated remote research, site search analysis etc.

Created user flows, wireframes and low fidelity prototypes. Used the RITE method to quickly test and enhance the design

Developed the Hi-Fi prototype and conducted 1:1 user interviews, KPI, usability testing and A/B testing to ensure that the success criteria would be met

The Hi-Fi prototype was sent to the software team for development and functional testing. It was then approved by the software and UX leads, deployed, and tested for usability and KPIs against success criteria

Presented pre-launch review findings to stakeholders, receiving approval for deployment.

Presented post-launch review findings to stakeholders, and validated KPIs against success criteria

Defined success criteria: Improve sales 3 orders per day to 100 orders per day

Selected the optimal solution to the problem

Lo-Fi prototype approved

Hi-Fi prototype validated and approved

Solution validated successfully

Secured stakeholder buy-in and closed the project

background

Key Features of Clickeypod’s Social E-commerce Platform:

Features from the App’s Social Component:

  • Users can post combinations of items (in the form of images) for a specific purpose or situation on the app’s timeline (for example, a user can create a bundle post containing images of items that make up an outfit for a party).
  • Users can interact with each other’s bundle posts by rating, commenting and sharing them.

Features from the App’s E-commerce Component:

  • Users can view and purchase products from the platform’s e-commerce inventory.

Social e-commerce platform: demo-1

defining THE research objective

Core Team

Scope

Key Deliverables

Lead UX Researcher (Me)

1 Data Scientist

Conduct explorative research to identify the causes underlying low product sales rate (3 orders per day)

Final design and prototype for Clickeypod’s social e-commerce platform

1 Software Engineer

4 UX Research Associates

Conduct explorative and generative research to develop actionable recommendations and design solutions to address the users’ pain-points preventing them from purchasing products

Report summarizing pre-launch review findings

Report summarizing post-launch review findings

Conduct evaluative research to test if the newly proposed solution enhances UX and meets the success criteria (Improve product sales rate to 100 orders per day)

ConStraints

Proactively addressing the triple constraints of COVID-19 challenges, budget limitations, and time, ensured the successful delivery of a high-quality app.

COVID-19 with Viruses

Covid

Health and Safety

Remote Collaboration

Changing Governmental Regulations

Research Limitations

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Budget

Limited Financial Resources

Funding Uncertainty

Cost Management

Unexpected Costs due to Covid

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Time

Tight Deadlines

Resource Availability

Planning and Scheduling

Problem Discovery and Solution Generation

Explorative Research

  • Automated Remote Research
  • Personas
  • Surveys
  • Site Search Analytics
  • 1:1 User Interviews

Objective

To identify the engagement levels received by various app features

Insights

Users engaged with the social component more than the e-commerce component of the app

  • Total User Count: ~1000
  • Daily Active Users: ~350 (35% of total user count)
  • Per-Session Social Component Engagement Rate: ~16% of Total User Count (users click Rate, Discuss, or Share buttons)
  • Per-Session E-Commerce Component Engagement Rate: ~5% of Total User Count (users click any product category button)
  • Per-Session Social Component Time Spent: ~5+ minutes
  • Per-Session E-Commerce Component Time Spent: <45 seconds
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Social Component

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16%

Engagement Rate

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5 Min

Time Spent

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E-commerce Component

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5%

Engagement Rate

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45 Sec

TIME SPENT

Social e-commerce platform: demo-2 (PRODuction site)

Sample Survey Questions

Problem Discovery and Solution Generation

Social component user

(n=30)

Which of the below listed platforms is similar to this platform?

a. Amazon

b. Instagram

c. Pinterest

d.Tik Tok

a. Social Media

b. E-Commerce

How will you categorize this platform?

Explorative Research

  • Automated Remote Research
  • Surveys
  • Personas
  • Site Search Analytics
  • 1:1 User Interviews

Objective

To understand user perceptions and preferences regarding the platform as either a social media or e-commerce application to inform feature development and marketing strategies

Insights

  • The Social component users perceive the app as a social platform.
  • The E-Commerce component users perceive the app as an e-commerce platform.
  • This indicates a split perception among users, with distinct groups having different expectations and usage patterns.


E-Commerce component user

(n=30)

a. Social Media

b. E-Commerce

Which of the below listed platforms is similar to this platform?

a. Amazon

b. Instagram

c. Pinterest

d.Tik Tok

How will you categorize this platform?

Problem Discovery and Solution Generation

Explorative Research

  • Automated Remote Research
  • Surveys
  • Personas
  • Site Search Analytics
  • 1:1 User Interviews

Objective

To identify understand the different user personas and their preferences for tailored feature development

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Social Persona

Deepa singh

BIO

Deepa is a vibrant third-year engineering student living in T-Nagar, Chennai. She commutes two hours daily to her college in Chennai Central and enjoys the comfort of living with her supportive parents. With a 5000 Rupees monthly allowance, she loves hanging out with friends on weekends and indulging in trendy fashion finds.

Smiling Lady with Long Hair.

PERSONALITY

Extrovert | Reader | Fashion Enthusiast

“ I prefer online shopping and look out for current trends on social media”

Age

Education

Status

Occupation

Location

Tech Literacy

20

B.E

Single

Student

T-Nagar

High

Core Needs

New Trend information | Outfit Ideas to buy

Frustrations

hard to find products| Not enough choices

Insights

Two Types of Personas Identified:

  • Social Persona Group engages more with social features and creating bundle posts.
  • E-Commerce Persona Group focuses more on purchasing products.
  • Design and implement features to drive engagement of the Social Persona Group in e-commerce features.


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E-commerce Persona

BIO

Priya is a dedicated homemaker living in Tambaram, Chennai, on the city's outskirts. She juggles family duties and finances with her husband while raising their two children. Weekends are for family outings, and she loves buying traditional wear occasionally. However, she prefers online shopping for essentials, making her life easier and more convenient.

priya dinesh

Indian Woman Celebrating Ganesh Chaturthi

PERSONALITY

Planner | Self and Family Care | Mentor

“ I make sure to take care of weekly essential shopping via online services”

Age

Education

Status

Occupation

Location

Tech Literacy

38

B.A, B.Ed.

Married

Teacher

Tambaram

Medium

Core Needs

Children’s Essentials | Household Essentials

Frustrations

Poor Planning| Long Processing times

Problem Discovery and Solution Generation

Explorative Research

  • Automated Remote Research
  • Surveys
  • Personas
  • Site Search Analytics
  • 1:1 User Interviews

Objective

To analyze the search behavior of the social persona group and identify any barriers preventing them from making purchases

Insights

  • Social persona group frequently searched the inventory for products that they saw in bundle posts.
  • Despite searching the inventory, users did not add products to the cart. This could be because they were not able to find the same bundle products.


Photo Of A Handbag

Example: A user’s search terms and sample images from the last two bundle posts before the user clicked on search.

Women's Clothes in Beige Colors on Open Hangers in Store
Earth brown tones eyeshadow palette, top view

Party wear, Beige shirt for women, Eyeshadow for Friday night dating, Handy make-up kit with eyeshadow, Eyeshadow

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Search Bar

Beige shirt for women

product card with shorts
Add To Cart
product card with shorts
Shopping Cart
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Sqare
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Search terms used in the

e-commerce component

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Search term

Total unique searches

Total results to cart conversion %

Beige

4

0%

eyeshadow

3

0%

Party

2

0%

handbag

2

0%

Problem Discovery and Solution Generation

Explorative Research

  • Automated Remote Research
  • Surveys
  • Personas
  • Site Search Analytics
  • 1:1 User Interviews

Objective

To gather detailed insights into user behaviors, preferences, and challenges while interacting with the platform to inform improvements in usability and overall user experience.

Sample Interview questions

Questions for Platform Redesign

  • What do you like about this platform?


  • What do you dislike or find challenging about this platform?


  • Does this platform have all the features you need? If not, what additional features would you like to see?


  • How do you feel this platform compares to similar platforms on the market? Is the platform missing any important features?


  • On a scale of 1–10, how likely are you to make a purchase on this platform?


  • What factors prevent you from buying products on this platform?



Insights

  • Users (Social Persona Group) like the social features and the ability to create bundle posts but are unable to buy bundles directly.
  • To purchase products from a bundle, users have to search for those products from the inventory separately and then add them to the cart. In most cases, users were unable to find identical bundle products during their search.
  • This inability to directly add bundles to the cart is the underlying cause of low sales.

Usability questionS

  • How did you go about completing this action?


  • Can you walk us through the specific steps you took to complete this task?


  • On a scale of 1–10, how easy was it for you to complete this particular task?


  • Can you explain why you chose to do X or took Y approach during this task?


  • Were you able to find all the information you needed to complete the task?


Problem Discovery and Solution Generation

Discovered Problem

Users were unable to directly add bundles to the cart and had to search for products from the inventory, which led to frustration and contributed to low sales on the platform.

Sales Glyph Icon

Success Criteria:

Improve sales conversion from

3 orders per day to a minimum of 100 orders per day

Recommended Solution


After three iterations (RITE)

Implement features that:

  • Allow users to add items from the app's e-commerce inventory to the bundle instead of mere product images or videos.
  • Allow users to easily purchase bundles
  • Enable users to edit bundles, allowing them to add or remove individual items.
  • Provide options for users to change the quantity of items when adding a bundle to the cart.


Rounded Rectangle Shape
Girl as social media influencer
Add
Concept of E-commerce and online shopping.

User Flows, Low Fidelity Prototyping and the RITE method

  • Utilized the RITE (Rapid Iterative Testing and Evaluation) method to develop and refine low-fidelity prototypes of various screens such the "Create Bundle" and the “Edit Bundle Cart” screen.
  • Addressed usability issues early, ensuring a successful and user-approved final design.

RITE METHOD

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Allow users to add items from the inventory to bundles


Allow easy purchase of bundles

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Add a clear remove item button


Allow users to choose from product options (such as color and size)

Loop Repeat Isolated Icon

Allow users to add or remove individual items from bundles in the cart


Allow changing item quantities

ITERATION 2

Enhanced Bundle Editing Capabilities

ITERATION 3

Final Refinements

ITERATION 1

Initial Implementation

User Flows, Low Fidelity Prototyping and the RITE method

User Flows

  • Showcased user journeys from Creating a Bundle to Purchasing a Bundle
  • Emphasized ease of navigation and clarity of steps.


START

User Flow 1: Create a Bundle Post

END

View App Timeline

Create Bundle

Add Images/Videos/ Products

Add Bundle Title

Add Bundle Description

Post Bundle

START

User Flow 2: Add Bundle, Edit Items, Checkout

No

Remove Bundle Product from Cart?

Change Bundle Product Quantity?

Buy Bundle?

View App Timeline

Delete Item

Add to Bundle to Cart

View Bundle

Yes

Yes

Yes

No

No

Change Bundle Product Option (size, color)?

Change Product Options

Checkout

Select/Enter Delivery Address

Increase/

Decrease Quantity

Yes

END

No

High Fidelity Prototyping: Proposed designs (Iteration 1)

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Clickeypod’s Social E-commerce App with the "Create a Bundle” Feature (Highlighted in Purple)

Clickeypod’s Social E-commerce App with a New Feature to Add Products from the Inventory in Addition to Product Images or Videos when Creating a Bundle (Highlighted in Purple)

High Fidelity Prototyping: Proposed designs (Iteration 1)

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Proposed Design Showing a Bundle Post (Highlighted in Red)

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Proposed Design Showing the updated New Bundle Post with Products and their Price (Highlighted in Red), Total Price (Highlighted in Green) and the Buy Button to Add the Bundle to the Cart (Highlighted in Sky-blue)

High Fidelity Prototyping: Proposed designs (Iterations 2 & 3)

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Proposed Design Showing the Cart After Adding a Bundle (Highlighted in Purple)

Proposed Design Showing the updated New Cart (Highlighted in Purple), a Continue Shopping Button (Highlighted in Red), a Quantity Number Stepper (Highlighted in Green) and a Remove Product Button (Highlighted in Sky-blue)

Solution validation - usability testing

Objective

To validate the usability and effectiveness of the Proposed Designs, ensuring it meets user needs and is easy to use.

Test Participants:

Recruited 10 participants who match the target users (Social Persona Group).


Test Environment:

Conducted the test in a controlled environment where participants could interact with the Hi-Fi prototype.

Used screen recording software to capture user interactions and audio (Think out loud method).

Interviewed users about the tasks that they completed.

Insights

  • High success rates in task completion indicated that the users found the new design easy to use.


  • While most users noticed the add product option, there's room for improvement in making it more noticeable and intuitive.


  • High ratings for overall experience and ease of use indicate strong user satisfaction with the design.


  • Adding clear confirmation messages and tooltips for first-time users can improve user confidence and reduce uncertainty during task completion.

Sample Usability Test Tasks

Task 1: Creating a Bundle


Objective: Assess the ease of creating a new bundle.

Instructions: Create a new bundle by adding an image, a video, and a product. Fill in the bundle title and description, and then post the bundle.

Success Criteria: The user successfully adds all elements to the bundle and posts it without assistance.


Task 2: Adding Products from the Inventory


Objective: Evaluate if users notice and use the add product option.

Instructions: When creating a bundle, make sure to add a product from the app’s inventory.

Success Criteria: The user recognizes and uses the add product option.


Task 3: Editing Bundle Before Posting


Objective: Determine if users can easily edit their bundle before posting.

Instructions: After adding items to the bundle, edit the bundle by removing one item and changing the quantity of another.

Success Criteria: The user can edit the bundle without difficulty.


Task 4: Posting the Bundle


Objective: Confirm that users can complete the final step of posting the bundle.

Instructions: Post the completed bundle.

Success Criteria: The user successfully posts the bundle.

Solution validation - A/B testing

Objective

To evaluate the impact of: 1) a newly added "Buy" button placed below bundle posts, which allows users to add bundles to their cart and, 2) displaying individual product prices and the total price of all products in the bundle.

Insights

  • Variant B exhibited a significantly higher Click-Through Rate (CTR), indicating that the "Buy" button effectively captured user attention.


  • Users in Variant B were more likely to complete purchases, suggesting that the “Buy” button and display of product price information positively influenced purchase decisions.


  • Users spent more time interacting with bundle posts in Variant B, indicating that the added information and functionality increased engagement.


  • Users appreciated the convenience of the "Buy" button and the clarity provided by displaying product prices and the total bundle price, leading to a more satisfactory shopping experience.


Test Setup

Test Variants:

  • Variant A (Control) - The existing design requiring users to search the inventory to purchase bundle items.
  • Variant B (Test) - The proposed design with a "Buy" button and visible pricing directly below bundle posts.

Participant Recruitment: Users were randomly assigned to either Variant A or Variant B.


Test Duration: The A/B test was conducted over a 2-week period to gather statistically significant data.


Data Collection: Analytics tools were used to track clicks, conversions, and user interactions. User surveys were conducted to gather qualitative insights.

Solution validation - A/B Testing

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Variant A - Current Design Displaying Bundle Posts without a "Buy" Option below the Post and Product Prices (Highlighted in Red)

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Variant B - Proposed Design Displaying Bundle Posts with a "Buy" Button below the Post (Highlighted in Sky-blue) and Individual Product Prices (Highlighted in Red) and Total Price of all Products (Highlighted in Green)

Post-Launch Review

Objective

To evaluate the performance and impact of the newly launched social e-commerce app (with the "Buy" button feature, price information, the ability to edit bundle items when adding them to the cart, and the option to change the quantity of items) based on user feedback and analytics data.

Insights

  • Conversion Rate increased, indicating more users completed purchases.
  • New Total User Count: ~3800
  • New Daily Active Users: ~1500 (40% of total user count)
  • Average Orders per Day increased from 3 per day to 200 per day (above and beyond the success criteria of 100 per day), showing high purchase activity.
  • User engagement with bundle posts improved.
  • Surveys and interviews revealed positive user experiences with new features.
  • Behavior analysis showed enhanced overall app engagement.
  • Feature utilization rates for editing and quantity changes were high.


Post-Launch Review Process

1. Monitored Key Metrics:

  • Key Performance Indicators (KPIs):
    • Conversion Rate (percentage of users completing a purchase).
    • Average Orders per Day
    • User engagement metrics (interactions with bundle posts).

2. Collected User Feedback:

    • Surveys: Distributed surveys to users asking about their experience with the new features.
    • Direct Interviews: Conducted interviews with a sample of users to gather in-depth feedback.

3. Performed Engagement Analysis:

    • Behavior Analysis: Analyzed user behavior to identify how the new features affect overall app engagement.
    • Feature Utilization: Measured the utilization rate of the new features such as editing and quantity change within bundle posts.

4. Compiled Reports

    • Comprehensive Report: Compiled a detailed report summarizing the post-launch data, user feedback, identified issues, and recommended improvements.
    • Action Plan: Developed an action plan for future updates and iterations based on the review outcomes.


Conclusion

  • The new features on Clickeypod’s social e-commerce platform have successfully increased user engagement ​and conversion rates.


  • The Buy button, price information, and bundle editing options have enhanced the user experience and ​boosted sales from an average of 3 orders per day to 200 orders per day, going above and beyond the ​success criteria.


  • Positive user feedback and detailed analyses have informed an action plan for ongoing improvements, ​ensuring the platform continues to meet user needs and drive growth.


  • This marks the project as successfully completed.

Thank

you :)

email 3d render icon

antojmohan@gmail.com