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Brand

In (Focus)

Timespan

4 Weeks

4 Weeks

Service

Interaction Design

Interaction Design

The data said users were leaving. The design said it was obvious why.

The client came in with a conversion problem that their internal team had been trying to solve for six months. They had run A/B tests on button colors. They had rewritten the headline four times. They had moved the pricing section up, then down, then back up again. Nothing had moved the number in any meaningful direction.

The actual problem wasn't any single element. It was the interaction model. The way users were expected to move through the product, make decisions, and arrive at the point of action had been designed around what made sense to the team that built it — not around how a first-time user actually thinks and moves.

The first two weeks were entirely observational.

No design work. We watched session recordings. We ran five moderated user tests with people who matched the target profile. We mapped every point where users hesitated, scrolled back, or abandoned entirely. The pattern that emerged was consistent: users were hitting decision points without enough context to feel confident proceeding. They weren't confused about what to do. They were unsure whether they were making the right choice. That uncertainty was the friction.

The insight reframed the entire project. The solution wasn't to simplify the flow — it was to enrich the moments that mattered. Give users what they needed to feel certain at each decision point, and they would move forward on their own.

The interaction redesign touched seven key moments across the product.

Each one was rebuilt around a specific question a user would have at that point in the journey. The visual design supported the interaction model rather than competing with it — reducing decoration in passive sections and increasing information density at the exact moments users needed more to proceed.

Microinteractions were rebuilt from scratch. State changes that had previously been instant were given enough duration to feel responsive without feeling slow. Error states were redesigned to explain rather than simply alert. Empty states were turned into orientation moments — places where a new user could understand what they were looking at and what to do next.

The redesigned flows were tested before development began.

Two rounds of prototype testing with fresh users, iterating between sessions. By the time the designs went to the development team, every interaction had been validated against real behavior. There were no surprises in QA and no major revisions post-launch.

The results compounded over the first 90 days.

Checkout completion improved by 61%. Average session depth increased by 2.4 pages. Support tickets related to confusion about the product flow dropped by 44% in the month following launch — a metric the client hadn't thought to track before but that reflected the real impact of the work more clearly than any conversion number.

The lesson the client took from the project: the problem is almost never where it appears to be. The button color is never the problem. The interaction model is the problem. Fix that, and everything downstream improves.

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Ready to elevate your web presence?

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Meruem®

Meruem®

Meruem®

Made by Perthro
Made by Perthro
Made by Perthro

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