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Smart Rede, the revolution in payment methods in Brazil

SmartRede has been Rede's main innovation in payment products since 2017. With it, customers can make payments, control their receipts, their products in stock and even advance receivables.

In this Project I was in person in the war room being responsible for the UX and Design of the Payments App, the main application of SmartRede for customers to make their payments and manage their establishments.


During the project, all transaction flows and sales reports were conceived and designed for the product launch in 2017.

Context

In the two years before the project, Rede, as a company, had been losing a considerable portion of its clientele to the competition that was growing in the market. This was happening because the company hadn't launched an updated and innovative product on the market for a few years. To be more precise, the machines that dominated the market were POS, with operating systems and physical formats present on the market for the last 20 years.

Solution

As a response to the current situation, the company decided to create a strategic partnership with Poynt, a startup that manufactured digital payment machines in the US, to together revolutionize the payment machines market in Brazil and thus position itself at the forefront of the digital revolution in the sector.

In order to operate the machines manufactured by Poynt, the company decided to create a war room to develop a payments app to be the flagship of the product's operation.

Project's goal

– Establish a framework for innovation in the means of payment in the sector;
– Create a WOW experience in the Smart Rede payment flow;
– Create UX and Design patterns for all future Smart Rede apps;
– Discover new uses for technology, on demand from clients.

My roles

Product Design (at the beginning)
Product Design Lead (at the end)

The Detailed Process

Discovery & Brainstorming

In the war room we did several dynamics with brainstorming to design the possibilities of flows for the payments app based on the current flows already existing in the POS.

In this process, several new functions for the machine were inferred. Many areas of the company presented ideas to improve the use of the equipment with apps and new functionalities that would go beyond the use for payments.

Curiosity: There are many possibilities for financial products to be offered in a payment transaction, such as credit modalities, types of cards, as well as the possibility of cancellations, payment reversals, reprinting of receipts and even credit approval through the machine itself. 🙂

Designing the Experience

After many drafts on blackboards and sheets of paper, mapping flows and user journeys with the business team, we started to design the flow screens to apply tests with real users. For that, we used Axure as a tool.

Usability testing

In this project, we created a culture of partnership with beta testers of the product and initially we had seven establishments that orbited the company's offices to carry out tests and to pilot the solution:

– A Café Cultura and a restaurant on the ground floor of the Rede’s building in Alphaville;
– Two coffee shops, a bookstore, a manicurist and a seamstress inside the set of buildings that make up the CEIC in the Consolacao neighborhood.

In these establishments, we invite customers and employees to conduct usability tests using the navigable prototypes created in a UX version with wireframes.

With the results obtained with the tests, we refined the usability, the initial flows and the size and positioning of the elements on the screen.

The Design Process

After carrying out the refinements with the usability tests, we started to create the visual identity uniting the brand identity with design standards and experience based on material design.

Guidelines for Development

Like any development process, achieving excellence and obtaining an app that conforms to what was designed and idealized would be a challenge. And to ensure that everything would be in compliance, we made some process adjustments that at the time were not a market standard following the model below:

  1. After the design, the flows are designed with indications of interaction and navigation;
  2. Assets are delivered for development, with detailed specifications + navigable prototype;
  3. A design and ux review is carried out to ensure that the specified standards were being followed, with flows, colors, alignment, spacing, element size and fonts;
  4. After approval in the design review, the production version of the app is released.

This process guaranteed the fidelity and quality of the design and experience.

Launching the MVP and the Lessons learned

When the development of the first version of the app was 100% validated, we installed it on Poynts and distributed it for the use of partners.

First learning by observing customers using

Context

Every day during the project I would have coffee and lunch at the beta tester restaurant and cafes, just to observe the usage of the customers and what they were talking about naturally. One thing I noticed was that the queues at establishments when they were using Smart Rede began to increase. So we went on a discovery to understand why this was happening.

Discovery

In the investigation, we observed that the lack of delimitation between the numbers on the digital keyboard made the user accidentally touch the wrong number. As the password display was done using asterisks (****), they did not notice the error and this increased the number of typing errors, slowing down the payment process and resulting in an increase in the queue in front of the cashier.

Solution

Solving this problem was a challenge, as we couldn't put in visual cues like keyboard tapping, which made the passcode visible to people in the queue.
We tested several design models for the keyboard, measuring the average transaction time in each version, and came up with a solution. By delimiting the keyboard with 4dps borders we reduced type mistakes by 80% compared to the first version of the keyboard. This made the experience fluid and avoided the formation of lines at the checkout.

Second learning from watching customers

Context

In the observations we were making, another change in behavior caught our attention. At peak times in the restaurant and cafeterias, the attendants left the Smart Rede aside and used the POs. So we went on a discovery to understand why this was happening.

Discovery

In the investigation, we observed that at times of intense movement, each attendant used two to three machines at the same time to speed up payments and avoid the formation of large queues. In this scenario, Smart Rede hindered the process, because at the POS the process of typing and selecting the payment method was done in a very agile and automated way, they practically didn't even look at the keyboard, quickly typed everything and already delivered the machine for the customer to type the password, while they went to the next customer with another machine.

Solution

As a solution, our challenge was to modify the flow and leave the choice of payment method and typing of amounts on a single screen, instead of having cards for selecting payment methods and only at the end typing the amount and password.

  1. The previous flow had 6 screens + selection for printing the receipt;
  2. The new flow had 3 screens and automatic receipt printing.

By making this modification, we made the collection process 25% faster than at the POS, because with Smart Rede, the attendant did not need to manipulate the machine to deliver to the customer. And the customer after typing the password chose not to print the receipt. Then he would leave without waiting for the attendant to turn his attention to him to choose whether or not to print the receipt.

Launch

In 2017, at the end of this process and after the validation of the MVP, the Smart Rede was launched for the entire Brazilian market.

After the launch, the war room became a squad and we also started to develop complementary apps for Smart Rede that emerged as ideas during the initial discovery and brainstorming process.

Retailer Performance

App to evaluate your performance compared to other establishments

Conciliator

App to reconcile sales and receipts.

Calculator

App to calculate account split between groups of friends during payment.

App Acelera Rede, prospection and fast service

Accelera is a tool that comes to bring speed, mobility and access to real-time opportunities for Rede consultants.

Acelera facilitates the consultants' day by day in targeted prospecting with online registration, daily route planning and point-of-sale status monitoring.

Context

Many Redecard consultants, when they are making visits, identify clients to prospect. Before, they had to make contact with the Network's central and make a customer referral, so that the commercial representative in the region could be notified. What usually happened was the loss of the prospect due to failures in the process, in communication and in the availability of commercial representatives for service.

Solution

The solution was to create an app that any company consultant could install on their smartphone to perform the first service, register and request a POS terminal for the prospected customer.

Project's goal

– Targeted prospecting with online registration;
– Planned route of the day;
– Monitoring the status of the point of sale.

My role

Product Design

The Detailed Process

Inception

We brought together the main stakeholders to carry out dynamics and prepare the project board. In this process, we discovered that the project would become a broad and long-term product.

Discovery, Brainstormings and Collaborative Blueprints

We called in person some consultants and commercial representatives to participate in workshops with collaborative brainstorming and blueprints. The objective was to map out what would be the ideal workflow and begin to sketch together with them a solution that could be used by both in a fluid way.

Design of Experience and Design

With the material generated in the dynamics in hand, it was time to put everything together and start designing the final app experience and design. We unite all the stages of the process in a single flow, with all the necessary information being registered by the consultants, the visit being scheduled and the visit being made available in the itinerary for the commercial representatives in an automated way.

Usability Tests and Lessons learned

We developed navigable prototypes in marvel and brought together consultants and sales representatives again to apply usability tests and collect feedback.

Context

In a first round of testing, we put consultants and sales representatives in a single room to run a dynamic and carry out the process together. It worked well, but we identified a difficulty among professionals. Consultants were afraid to speak their opinions and problems. This messed up the process and we weren't able to collect true feedback from them.

Discovery

Discovery is a multifaceted discipline and now we needed to use the technique to find out why the behavior in the test dynamics was not as collaborative as it was the first time during brainstorms.

We investigated and found that the consultants were afraid of being exposed later, in their day-to-day work. Because after the first dynamic, there were conflicts between the areas, caused precisely by the problems that motivated the creation of the solution. Problem in the flow of information and non-fluid communication between them.

Solution

We did two more rounds of dynamics on different days with workshops to show how the dynamics were carried out and why, to get engagement and make professionals more comfortable, safe and relaxed.

In the second round, in the morning, we separated two groups into different rooms and floors. In one only the consultants and in the other only the commercial representatives. In the first two hours we did the workshops.

In the rest of the morning, we ran tests with the prototypes and collected feedback for improvements in the whole process with both groups, drawing sketches of what they identified as improvements in screens and functionality.

In the afternoon we brought the two groups together to make a convergence between the solutions that they separately outlined with us.

It was a success, and we ended up discovering that the solution should have one more step in the consultants' hands. Where they could, in addition to pre-registering the establishment, already place the order for the product, choosing through a table which is the best product to hook the customer up to a deeper evaluation of the commercial representative.

In the third round, we gathered the professionals on another day, again in a single room and reapplied the test with the collected improvements of what had been designed for the first test, now adding the tests of the sketched features in the second round.

Launch

At the end of this process, we developed and launched the app. Adherence was 100% of the consultants. They now had a tool in their hands that also routed their visits automatically and was also a place for easy consultation of establishments for opening and enabling new accounts for the company, without having to go through the call center.

In the future, we would design another solution for commercial representatives where we would take advantage of all this information to compose portfolios and visit routes to offer new products to clients activated by the consultants.

Cycles of Development and Continuous Improvement

After the first delivery and availability of the app for use in the company, we continue to monitor usage and collect feedback via the suggestion channel in the app, interviews with some consultants and commercial representatives, in addition to collecting data and metrics through the app itself. This gathered information provided us with insights and feedback to improve the features and flows already developed, to evolve the app with new features.

Bionexo Mobile, management in the hands of supply managers

Bionexo is the largest platform for requesting quotations and closing purchases of hospital supplies and materials in the health sector throughout Brazil.

Present in 4 Latin American countries, Bionexo is the largest company in the sector, serving more than 2 thousand customers who receive access to a community with more than 7 thousand suppliers.

Context

In 2019, the company was in the process of carrying out some feasibility studies on solutions to compose its portfolio and provide innovation on the bionexo platform. The board asked the UX and UI team for a quick study of a mobile version of the platform, intended for the hospital management public, to be presented to the board of investors.

Solution

In order to speed up the process and meet the demand, we decided to make a prototype navigable on invision, so that the product director could install it on his smartphone to present and share with interested members to live the experience of using the app.

We divided the roles between two people, with one professional dedicated to collecting the information that would be presented in the App and developing the UX and another – myself – focused on developing a visual identity for the app, applying the design to the generated wireframes and assembling the prototype navigable in invision.

Project's goal


– Discover which features were fundamental in the application;
– Develop a high-fidelity navigable prototype for presentation to the board of investors.

My role

Designer

Curiosity: One of the biggest difficulties that a purchasing team manager has in the hospital is to be able to measure whether their team is buying well and to evaluate the team's performance to optimize efforts. ;D

Design of Experience and Visual Identity

The idea was to bring a sense of innovation. We wanted whoever installed the app, upon opening it, could imagine a Bionexo that had existed for the last 20 years and a new Bionexo that was emerging. What we expected was to provoke a reaction of: “WOW, it feels like I entered a portal and am in a Bionexo from the future!

“WOW, it feels like I entered a portal and am in a Bionexo from the future!

Benchmark

I started a line of research for the design of apps that contained modern graphics. As our app would present a lot of information, the question was:

“What would be the best way and format to display this information? Both in a consolidated and detailed way, when necessary.”

I looked for apps on the market that brought these ideas coherently, elegantly and that conveyed the message of innovation.

Concept behind Visual Identity

I set out to bring a clean identity to the information areas, always keeping the main colors of the new brand identity in the background. The wave graphic represents the company's modernity, continuity and cycles.

It brought colors to the graphics that represent the other products of the company. The orange of the plannexo and the purple of the opmnexo. That way, if I were able to add these colors to the identity, in the future, when we started designing mobile solutions for these other products, we would have paved the way for a unique visual identity, without losing the originality of each brand.

To allude to modernity, of a forward-looking company, I also made a dark version dark of the app. To suit the taste of those who prefer the lowest light output and enjoy the cool and geek style of apps with dark mode.

The message of “Bionexo is innovating!” it was getting more and more clear. 😉

The final result

Time to relax

In the midst of this process, our carnival party took place. If we were already focusing on creativity and thinking about innovation, the day with everyone wearing costumes and “partying” brought even more the creative spirit to the composition of the material. 😀

Magazine Luiza – Multimídia 2.0, vendas digitais nas lojas físicas

Multimídia era a principal plataforma de vendas B2C do Magazine Luiza em 2011, sendo utilizada em sua rede de lojas satélites e semi-virtuais por todo o Brasil.

Antes dos marketplaces tomarem conta do Brasil, num tempo pré luizalabs, o Magazine Luiza realizava vendas virtuais em pequenas lojas satélites físicas que continham poucos produtos físicos em estoque nas lojas.

Fui contratado como consultor de experiência, para reformular todo o processo de atendimento e vendas dessas lojas satélites, do momento em que o cliente entrava na loja e era recebido por um vendedor até o fechamento da venda virtual.

Context

As lojas satélites do Magazine Luiza possuiam poucos produtos físicos na loja e realizavam as vendas de forma virtual usando o site de ecommerce para realização das vendas.

Problema

Como a plataforma não era preparada e focada nesse tipo de atendimento e venda, a experiência de catálogo virtual para o vendedor navegar e mostrar os produtos para os clientes era muito ruim e isso fazia com que os clientes perdessem o interesse na compra.

Solution

O Magazine Luiza decidiu contratar uma consultoria externa para realizar um discovery em campo, elaborar um relatório de pontos de melhorias na experiência atual e posteriormente redesenhar toda a experiência de compra e venda, do offline ao online.

Project's goal

– Discovery para entendimento do comportamento dos vendedores e clientes;
– Elaboração de relatório detalhado sobre processos e melhorias de processos na experiência de compra e vendas das lojas satélites;
– Desenvolvimento de uma melhor experiência de vendas e compras virtuais nas lojas satélites;
– Prototipação do multimídia 2.0, realização testes de usabilidade e desenho da solução para uma experiência completa de compra virtual nas lojas satélites.

My role

Consultor de Experiência e Design de Produto

The Detailed Process

O Projeto foi dividido em 3 etapas:

  1. Discovery in loco para diagnóstico e elaboração de relatório da experiência atual e melhorias;
  2. Prototipação da solução proposta e testes de usabilidade, e;
  3. Design da solução e disponibilização para desenvolvimento.

Etapa 1:

Discovery

Durante uma semana fiquei in loco em Franca, SP, full-time em duas lojas satélites realizando e observando como os atendimentos e as vendas eram feitas, tomando notas de cada parte do processo e observando quais pontos poderiam ser melhorados.

Durante o tempo em que ficava na loja, realizava entrevistas com os clientes e com os vendedores para entender suas sensações e motivações nas realizações das compras, nas desistências, no modo como eram atendidos e como se sentiam em relação a mostra virtual dos produtos utilizando o site.

Curiosity: Ter as lojas satélites sem produtos físicos era uma estratégia extremamente escalável para a época, já que o Magazine podia abrir lojas físicas em todo o país sem precisar investir em ter estoques completos nas lojas. Além disso, eles podiam ir passo a passo realizando a educação do consumidor com a compra digital, criando cultura, confiança e experiências digitais que facilitariam a adesão das compras diretas pelo site num futuro não tão distante.

Relatório de análise da Experiência e Usabilidade

Depois desse período de uma semana in loco nas lojas satélites, foi elaborado um relatório com 21 páginas, relatando detalhadamente cada ponto de melhoria na jornada de compras do cliente, do offline ao online.

Etapa 2:

Prototipação da Solução

Com base no relatório elaborado e nos wireframes nele desenvolvidos, foram desenhadas duas versões de protótipos navegáveis para a loja virtual proposta para o multimídia 2.0.

Versão 1 dos Protótipos

Uma arquitetura de informação mais tradicional para a época, lembrando um site de ecommerce normal, com facilidade para rápida localização de produtos relacionados para otimizar a navegação e localização de produtos concorrentes para oferta.

Versão 2 dos Protótipos

Uma arquitetura de informação mais ousada para a época, horizontalizada para economizar espaço na tela, segmentada em colunas para facilitar a navegação entre áreas. Vitrine de produtos com imagens maiores e descrição rápida em uma navegação horizontal, para facilitar no monitor e começar a introduzir um conceito de uso de tablets para a venda.

Detalhes do produto com imagens grandes, para facilitar a visualização do cliente, com opção de modo full screen, para facilitar ainda mais a visualização das imagens e prender a atenção com o uso de slider automático, quando o vendedor se ausentava da mesa.

Usability testing

Com os protótipos navegáveis prontos, fomos a campo para realizar testes de usabilidade num modelo A/B e verificar se as soluções propostas trariam melhorias na experiência e por consequência aumento nas vendas e diminuição das desistências.

Ficamos in loco por mais uma semana em duas lojas em franca, desta vez para realizar testes de usabilidade com os vendedores e clientes.

Alternamos o uso dos protótipos nas lojas, ficando dois dias em cada loja rodando com o primeiro protótipo e dois dias rodando com o segundo protótipo.

Resultados e aprendizados

No quinto dia da semana, compilamos os dados coletados para elaboração de um relatório da experiência realizada.

Aprendizados

1

Com a nova arquitetura de informação feita na versão 1 e 2 os vendedores conseguiam navegar mais facilmente pelos produtos e o tempo de navegação de um fluxo pré-determinado era até 60% mais rápida.

Na versão 2 adicionamos um recurso de tela cheia para mostrar fotos do produto para o cliente enquanto o vendedor ia imprimir os contratos. Como os produtos eram maiores na vitrine eles podiam deixar os clientes navegando pelas fotos enquanto iam fazer impressões, e isso diminuía a desistência em 26% em relação a versão 1.

2

3

Por prender a atenção do cliente no produto e manter a expectativa dele alta com a compra que estava realizando, a versão 2 aumentava em 42% a chance de realização da venda em relação ao mesmo processo utilizando ecommerce do site.

Design e finalização do projeto

Por fim, com os testes de usabilidade realizados e a definição do uso da versão 2 dos protótipos, realizamos o design detalhado de todo o produto para disponibilização para desenvolvimento.

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