Jason Shah |
I hope that my writing makes you think and changes us for the better. product @ yammer created heatdata at tc disrupt 2012 previously built and sold ineedapencil.com harvard, sociology + computer science. periodically advise early stage startups on product, design, and UX email: jasonshah@post.harvard.edu Let's Meet! My Office Hours
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Kickstarter is another hot application that is on my radar (aside from Airbnb, which caused a firestorm of reaction in my last post). The Kickstarter team built a platform for individuals to raise funding for creative projects from anyone in the world. I love that the mission is inherently beneficial to the world. We live in an increasingly commercial and uncreative world (IMHO). A platform that lets anyone with a good idea (and the technology and wit to be successful on Kickstarter) build their dream is powerfully important and democratizing.
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This post is incredibly long. Almost to a fault. Feel free to read the below bullets and skim all the bold text below, if that. There’s more richness in the details, but I’m just happy to have you here reading anything at all!
TLDR;
Please comment below and discuss/vote on Hacker News!
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It democratizes the development of creative works. This means more unique products, artistic creations, and new media.
Anyway - enough with being a fanboy. Let’s learn.
Read this post if you want to pick up at least one way to improve the user experience of your app; hopefully you’ll come away with many more. I highlighted the most salient points to make skimming easy. Please share this article widely!
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Recently, Kickstarter had its 3rd million dollar project (a click-and-point video game from Double Fine Studios in SF). In fact, it’s now past $2 million. That’s amazing.
But could any ol’ site that allowed this platform functionality help this project do what it has done? Doubtful. And maybe even Kickstarter itself could not have done this without the recent press and word of mouth it is has generated. Indeed, IndieGoGo has existed for longer but hasn’t blown up like Kickstarter did recently. Either way, one thing is for sure:
Without an incredible user experience (driven also by a very compelling project and promotional campaign), it is highly unlikely people would willingly give their hard earned money away without immediately, or previously, receiving the actual good or service.
Therefore, the question is, what can we learn from Kickstarter’s UX?
(Note to frequent readers and new ones alike: I’m adding an ‘Apply to Yourself’ section to various parts of the posts since I want to help people remember to apply these lessons to their own applications. These ‘Apply to Yourself’ sections will just ask you questions to frame the #UX lessons back into actionable introspection. And allow me to use hashtags #excessively.)
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Most projects have some initial backers: family, friends, maybe even the Kickstarter team itself. These backers will promote for you: word of mouth or social media generally. Here are some tweets that were likely useful for this particular campaign run by Double Fine Studios:

Zoomed in on a couple of them -

(The point of this particular section is to drive home how Kickstarter is a platform VERY WELL positioned for viral sharing. Jump past it to focus only on the on-site UX).
Notice the second tweet (by @fortyseven). It appears that when you give on Kickstarter, you are encouraged to share on Twitter (and Facebook + other social networks in all likelihood).
Some applications attempt to “bake social in” by pushing social sharing on users when doing so is not something a user wants to do. Almost always the successful instances of social sharing are when the application is enabling the user to build social capital.
In each case, sharing is good for the sharer AND the “sharee” (if you’ll excuse my made up language).
One of the beauties is that applications are serve as this new, neutral third party for bragging, and the way the share messages (e.g. tweets) are phrased makes it typically sound like you just had to click Tweet to broadcast this pseudo-bragging message. Had you typed out a bragging message yourself, that would be uncool. But Tweeting something that happens to promote you is … less bad, and in fact, borderline acceptable. Applications leverage this bragging to drive traffic to themselves.
For example, Klout lets you Tweet out when your Klout score goes up. The text of the default Tweet: My @Klout score is 46. I improved it by 1 point over the past day! http://klout.com/user/jasonyogeshshah/score-analysis?n=tw&v=daily_welcome
or the visual -

But imagine if I crafted my own Tweet, unprompted by or promoted via Klout, and it was something like:
“Nice - my Klout score is now 46. That’s pretty awesome. I must be tweeting some really awesome content. Go me! I’m better than you”.
…that would be horrible. It would seem self-promoting, and I wouldn’t even send it out because it would make me look bad (and I don’t think I am that great.)
But in a weird way, when it strikes a balance between commercial and personable the way the Klout default tweet does two things:
This more positive perception of these standard messages that the application generates is key because it is more inviting than off-putting (when you craft your own boastful message). If it were offputting, people would have a negative association with YOU and the application.
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In the case of Kickstarter, they let you brag about your altruism AND share pretty interesting, novel projects. Hooray - you’re a patron and a hipster! Either way, there’s clear motivation for you to share that you just supported an exciting project with a $50 contribution. Also, your friends/followers will discover otherwise unknown projects which are exciting to browse. So this passes my heuristic of social sharing needing to provide value to both the sharer and those being shared with in order for users to want to share content.
As I said, the point of this particular section is to drive home how Kickstarter is a platform VERY WELL positioned for viral sharing.
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[Apply to Yourself: How can your application enable people to build social capital? Valuable info, engaging media, broadcast a message the user can’t broadcast themselves?]
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(Jump here if you don’t care to read the section above on Kickstarter’s virality. If you read that section, and are just continuing on, you are officially awesome.)
Moving on, let’s check out the actual page that really clinches so many people.

You can visit it directly here - http://www.kickstarter.com/projects/66710809/double-fine-adventure?ref=live
Let’s move from top down -
Consider where your users came from and welcome them accordingly.
Kickstarter has users coming from the Kickstarter home page, other Kickstarter projects, their blog posts about popular projects, email links, Facebook likes, Tweets, etc. Each has their own unique context, and the message to a visitor could be tailored accordingly.
However, at a base line, Kickstarter always has this blue banner (see below) across the top of its pages and lets you get familiar with it as a platform. Given that most users may very well come from social networks (rather than directly to kickstarter.com) where they know their friend promoting the Kickstarter link better than Kickstarter itself, it’s important that Kickstarter gives the new visitor a chance to acquaint themselves with Kickstarter. Contributing money without understanding the platform facilitating a financial transaction is unlikely. One could argue that this banner and the ensuing overlay actually reduce bounces, increase time on page, and drive more contributions.

Notice a couple of things
[Apply to Yourself: How can you tailor your app to engage traffic based on the referral URL/origin? See my post on ‘Targeted Requests for Social Sharing’ for more on this. I built a Javascript plugin for this; if anyone’s interested - email me.]
If providing “Learn More” info - do it ON the same page from which a user clicks the link. Don’t bounce a user elsewhere.
I can’t emphasize how supportive I am of overlays. A key difference from pop up boxes (a common, flawed analogy for overlays/light boxes) is that people may have OPTED IN to bringing up an overlay; popups were entirely unwanted (not to mention the content was often for a third party, and a spammy, seedy third party at that rather than the source being the very site that a user is currently on).
Check out their awesome overlay -

Zoomed in -

Treat the “Learn More” overlay like your once-in-a-lifetime chance to land a big client. Answer the major questions. Kill it with design. Evoke powerful emotion.
Here’s how they do it -
Open the funnel to almost any desirable action with an ironically selective set of options. (i.e. Many options for action; few elements)

Zoomed in -

A few things done well here -
OK, now we will finally get to the actual details of the project page beyond Kickstarter’s standard UI elements.
Make your main content stand out from adjacent element and make it POP!
Check this out -


Notice that for the ‘send message’ feature, when login or sign up is required, Kickstarter doesn’t bounce you to another page.
But more importantly, and uniquely, they also don’t just show a standard login or sign up overlay. They note which action you were trying to complete, to connect the need to login/sign up TO that action (see top of overlay). It makes me feel less hopeless in the way that a general sign up forced on me would make me feel hopeless. It’s also specific to the particular project. Good stuff. It also is probably a standard overlay BUT they just have a dynamic element there to keep it seeming unique and tailored to you. This means a low engineering cost but high interaction design pay off.

OK so back to the full page

Giant, attractive image. The value here is obvious. It’s engaging. Exciting. But more importantly, note what Kickstarter does not GET WRONG. They have the image set so that the whole thing fits ABOVE the fold. Letting someone get the whole picture is important IMHO. The effect of a powerful image is lost if browsers factor in and affect the emotion an image can otherwise evoke. Notice, too, that the image has text onset, so that the image itself continues to explain, or introduce, the project even if the visual itself is ambiguous. Perhaps an image with no text whatsoever would be similarly effective, or more visually powerful, but in this case where the project needs to be explained and the user comfortable with the people behind it, some explanatory words are totally fine.
Note - it’s actually NOT an image. It’s a video. So click as you may, and you’ll be greeted with a useful, punchy intro video to the project. People like clicking things. The less people click and get disappointed by a lack of a response - the better. So increase your page’s responses without cluttering things. Notice that the first time the page loads, I was given no indication that this was a video. Only after refreshing the page and clicking around the other tabs is the familiar ‘Play’ button centered in the media element. That is clever. See below.

There’s a clear trade off between how slick the image looks and *not* distracting it is, vs. getting the user to complete the action (which may be watching the video). It appears that Kickstarter, or the poster, is, by not emphasizing the video/its controls, optimizing for getting a user to navigate elsewhere on the page and consume textual information about the product — rather than having them sit and watch a video.
I wouldn’t be surprised if a high percentage of users who start watching a video actually bounce from pages unless it’s a really really engaging video. And if the volume control is up and they’re somewhere where they should not be watching a video, then they’ll definitely X out your window ASAP. So use video carefully, and perhaps expose the video controls when you anticipate the user wants to watch it, rather than by default. You may improve conversions and action taken on other content by de-emphasizing the video element.
It goes without saying that the thumbnail (or the default image of the video that a user sees if they do not watch it) should be chosen carefully. It should communicate what you want the video to communicate, in an image. Be careful when embedding a YouTube video on your site that you capture and display the best thumbnail possible - consider even A/B testing it you can with a success metric being 1) overall engagement 2) clicks on the video for starters.
Enable virality when virality is natural. Place social sharing functionality close to the content that will trigger the desire to share. It’s like selling gum and magazines at the checkout aisle: immediate gratification.

You can Like it. You can Tweet it. You can embed the content. You can copy/paste the URL. That’s cool. Notice how KS must know that these projects are often Liked at a very high rate, so displaying the number of Likes makes sense. However, the number of Tweets is not exposed. This could be for a variety of reasons. My gut says it’s not because they just don’t get a lot of tweets. It may be too much to show so many numbers in this element. It may just be by ‘accident’ or ‘just because’. Either way, something to note.
I wonder if soon you will be able to “Pin It”.
Observe how these share options are right below the hero media (the big media that occupies prime (screen) real estate). This is probably the element that evokes the most emotion and sense that this is something cool, so this is the best place to have someone share content. Similarly, this is why people place a ‘Share’ elements at the top and bottom of articles: either you read the headline and know this is something to share, or you made it to the bottom (clearly you found value in the article) and now want to share it with the world after vetting it as a high quality piece of content. It would be silly to interrupt the flow of an article and insert a tweet button after the first paragraph or something. That would be a suboptimal moment to present the share options.
Social proof and traction displayed adjacent to the evocative image. Make ‘em feel, then seal the deal with data. Images and numbers are opposite in many respects. Kickstarter appeals to both your left and right brain with this one-two punch, so no matter who you are, either you’re pulled in by the image, or drawn in by how much traction this project has.

Cover all bases of proof that are relevant. Emphasize people before money. It’s about the people. Notice how the # of backers is shown above the # of dollars contributed. I think Kickstarter has to maintain an emphasis on the people - the ones building, the ones contributing, and the ones doing both. Money can be dirty. Being all about how much bling this project is accumulating would be wrong. So in 3 big numbers - with people being first - Kickstarter tells you how many people are in, how generous they’ve been and how much money this project has raised, and how much time you have left to get in on the project and be a part of this revolution. They simultaneously suggest legitimacy (with people and money), and create a sense of urgency (with the days left).
Let’s look a bit closer at this informational element -

Let’s not ignore how they show how much the pledge goal was. By doing this, you either prove 1) this project is awesome because it exceeded the necessary amount 2) the visitor’s contribution is REALLY needed because the project is either ‘THIS CLOSE’ to getting funded, or it’s so miserably underfunded that you need to take pity and pitch in. No matter what, I want to give!
Moreover, there’s a very precise declaration of when the project will be funded. This helps further a sense of precision and legitimacy. And urgency. The dark grey ribbon is also a nice little design touch. Notice the ribbon theme - consistency. Trust.
Lastly, the large green ‘BACK THIS PROJECT’ is great. It stands out because that green is only otherwise used for the ‘STARTER’ in ‘KICKSTARTER’ so there are no adjacent elements with which this particular action button can be confused. On a deeper level, ‘Starter’ is then associated with this button as the only other element sharing this color. The button has baked into it meaningful action. When I clicked…I become a Starter. Yes. That’s what I want.
(And note the subtle, inset horizontal rule below this and the start of all the ‘rewards’. This is a necessary but non-obtrusive way to distinguish elements, without needing a separate background color or entirely different element. ).
If you’re asking for money, 1) always remind the visitor what they get 2) remind them as visually close to where they click to take action as possible.
A subtle point of UX brilliance here is placing the lowest viable contribution right below the button to contribute.

Zoomed in -

Note how they could have placed the largest amounts at the top for various strategic reasons, but placing the lowest initial contribution makes the barrier to contributing seem much lower than if the largest contribution level were what they emphasized in the UI. $15 makes me look at the green button and consider. Seeing $10,000 below that button would have made me bounce away.
Again, they leverage social proof by showing how many existing backers there are. Notice that they COULD link ‘Backers’ to the backers tab but they don’t do that. It would throw a distracting action link into the mix, so close to the contribution button, at that. It’s like asking people at a checkout line if they’re sure they don’t want to shop down the street instead.
Also note how there is an ‘Estimated Delivery’ date. It’s interesting that this element exists, and how it is worded is also of note. “Estimated delivery” is reserved for something that will get shipped to you or somehow physically presented to you when we shop online. Many items on Kickstarter may very well be digital, but using this language helps make the item feel more real and inspire a sense of confidence that your contribution will result in you really and actually getting something. It draws on the mental model of when we buy clothes or other items online and receive an email with an “Estimated Delivery”. Admittedly there’s some negative connotations with shipping, FedEx, USPS, etc. — but the benefit of making a potential contributor feel like something will ARRIVE outweighs the negative here.
Alternative phrasing could be “Estimated Availability” - which would make a user feel like they’d still have to ‘order’ the item when it becomes available - or “Will be ready by” - which commits too much to a hard date and doesn’t leverage a mental model for product ordering and delivery.
Note how some of the pledge levels even indicate being ‘Sold Out’ (see below). Talk about driving demand. Nothing like not being able to have something that makes people want in.
This idea can be leveraged in the sign up process with concepts like ‘Invitation Only’ Membership. Even today sites like Pinterest continue to use this tactic. Years ago Gmail did this via its initial beta roll out through which a Gmail beta invite was required from an existing member.
While Kickstarter legitimately has sold out of this contribution level, designers can conceptualize other ways to express high demand for a product that drive users to feel a desire to get in to be part of the in crowd. Kickstarter could have instead not shown when an item is sold out, or it could have not shown the “(0 of 900 remaining)”, or it could have faded out this element. But instead, Kickstarter deliberately promotes the fact that this project is so hot that it won’t even ALLOW you to give money to it (at a certain level). This drives a sense of legitimacy and urgency (to contribute at a different level before that runs out, too).

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As for ‘About this Project’ - note that it doesn’t occupy the full width of the page, so that the elements with the different contribution levels is always in view, adjacent to the text and media content that is selling you on the project. This shortens the distance between appeal and action. Similar to impulse buys at the grocery store.

They have a range of text mixed with video and images. Good use of different media; provides the detail a user may want via text and the gripping, quick-glance sell that videos and pictures provide.
Notice how the text of this main element for ‘About this project’ is a lighter grey vs. the darker grey in the pledge element to the right. Distinguishing text via different font colors helps to make all of the text on the page less overwhelming than it may otherwise be. But yet the colors are not wildly different, so that a consistent color scheme remains and the page doesn’t denigrate into some sort of wild west of font colors.
Assume you scroll through everything, or just jump to the bottom. You will get to the FAQs. They’re especially well done for a few reasons.

Zoomed in -

And after clicking on one question and expanding -

Zoomed in -

So a few things are done right -
Bonus points - at the bottom of the page, there’s a cool effect. You can click an image of a scissor, and basically cut off the footer - see below for the series of images or check it out for yourself - http://www.kickstarter.com/projects/66710809/double-fine-adventure?ref=live.
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No clicks -

Clicked once -

Clicked twice -

Clicked thrice -

Some people may not appreciate it. But Kickstarter is for creatives. Paper, pencils, glue, scissors. It’s kind of a cool little interaction that makes someone smile a tad.
This sort of personality is huge in standing out in a sea of web apps that fail to be personable and ‘human’. Kudos, Kickstarter.
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Wrap Up -
Kickstarter has killed it. I can add criticism, and perhaps will do so in a follow up post. But on a high level they do a few key things -
I hope this post made you think.
What lessons do you plan to implement? What UX quirks did I miss? Did this UX really wow you, too?
Let’s discuss this in the comments and on Hacker News! GO.
EDIT -
This Tweet made my day today - pure awesome.
@FAKEGRIMLOCK @jasonyogeshshah @kickstarter I loved the article so much, that I am making it my first ever tweet.Thanks for sharing.
— Brian Gregozeski (@BrianGregozeski) February 29, 2012
Tweet Follow @jasonyogeshshah Vote on HN
Brilliant write up of the UX and concept of Kickstarter.
killer post on Kickstarter’s UX