The idea behind ItList is simple. Content creators and online experts struggle to monetize while retaining their authenticity due to brand deals which require them to push product recommendations that their audience may not care or resonate with. At the same time, audiences are struggling to find relevant, trustworthy information as more and more search results ‘sponsored’, and social platforms discourage efficient search in order to keep people scrolling. We wanted to bring to market a new solution that enabled creators to make interactive guides that were quick to make, authentic to the creator, and that audiences would actually pay for and benefit from.
At the core of it all is the design of the proprietary ItList Editor which has 98% positive user feedback, gets 1.2 hours of usage per session on average, and has driven 10x revenues for creators selling ItLists relative to past digital offerings.
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I’d become involved in ItList’s development from the very conception of the idea, as my sister (who is the founder and CEO) struggled to solve a very personal problem for herself after her PCOS diagnosis.
She desperately sought help by searching for trusted domain experts on social media to understand how to treat her condition, but she became frustrated and disillusioned by how difficult it was to sort through and find the relevant content ‘needle’ in the social media ‘haystack’.
She suspected that she was not alone. She had a hunch that other audiences would be happily willing to pay for a bundles of content, product and resource links with personal commentary from experts and creators that authentically guide, endorse, streamline and provide invaluable context on each of the many topics they tend to talk about often.
So after confirming the instinct via interviews with dozens of potential creators AND consumers, and a modest pre-seed capital raise based on a prototype and a vision, I joined the project full-time and it fell to me to take this blue-sky idea that’s never been tried before, define and de-risk the scope, UX design strategy, and execution to ensure we built a category-defining product that users fell in love with, on time and on budget.
My work on ItList encompassed scoping, designing, researching and writing tickets and specs for a dozen epics (payments, payouts, analytics, presale pages, settings, mailing list exports, etc.). But this case study will only be focused on how my approach to designing our proprietary ItList Editor which is the heartbeat of the product.
Being a design-lead company, we wanted to set a high bar for what an startup MVP could be, within the constraints of our timeline and budget.
We had prototypes of what an ‘ItList’ could look like. Content creators and would-be consumers responded very positively to our early vision prototypes, and so we could work backwards starting from what creators said they wanted to make on ItList, to define the ‘what’, ‘how’, and ‘why’ of editing and publishing an ItList.
I personally believe much disfunction in product, design and engineering collaboration stems from the simple fact that people are generally MUCH less explicit than machines. When we do not apply rigor up-front to define EXACTLY what’s included in the scope of work, and provide as much clarity as possible, we leave room for scope creep, incorrect or inefficient implementations, re-work, and general confusion.
So in designing the editor, which in the end was comprised of nearly fifty tickets, our initial scope doc served as the chopping block to debate all the possible requirements and features we’d need. Only once me, the CEO, COO and CTO agreed on an explicit scope doc did we continue on to the next phase.
Some may take issue with defining the scope before doing design research, testing, etc. But the scope document is NOT the artifact from which the final software solution is built, It’s simply a way to define guardrails on what was most important to include in the design explorations and testing in order to build an experience that would be ‘minimally lovable’, without going off on too many side-quests that would not get us from zero to one.
We knew that the product we wanted to build had no direct comparison, however, conceptually various other products had some elements of what we knew we’d need to build. For instance, we knew that LinkTree and other link-in-bio tools would have a link adding/editing experience, GumRoad would have a digital product editor of their own, and others such as Medium would have publishing flows.
I wanted to understand how other companies approached each of these disparate experiences in order to help define a UX strategy for how to unify them into a coherent, intuitive, and responsive design for ItList creators.
After gathering many observations from other products on the market, I began to explore various approaches to the editor. I like to approach explorations by using statements like ‘how might we...’:
I typically like to incorporate a lot of cross-functional input during the exploration phase, especially for a project like this which is more time and budget sensitive and experience aspirations need to be balanced with what is reasonably possible.
For example, you’ll notice that in the above wires, there is a large image taking up half of the editor. This was due to the fact that our CTO initially pushed back against displaying a live preview of the creators progress. But this never sat right with me because I knew that the ‘Presale’ and ‘Purchased’ states of an ItList were obviously in scope to build for the MVP. And knowing that preview state would simply be a data-driven rendering of either of these two states, he agreed that it would in fact be simple enough to build after all.
The reality was that without a great ItList creation experience, it would be very difficult to get creators to spend their precious time building something on our platform. I always evaluate the UX research fidelity as a function of risk.
This is even more true on a small, nimble team like ours, where the cost of iterating on the shipped code would actually be cheaper than the time spent trying to recruit, interview, synthesize, and revise the design - a process that could take between several weeks to a month.
But in the case of the editor, it was simply too big, too new and too unknown to risk building something that users wouldn’t understand or find frustrating.
With a pool of 20 or so creators that were with us before we even had a product, I created a UX research plan for them to use an interactive prototype.
For UX research, I like to start by drafting high-testing objectives, for example:
Then, work backwards to ‘what we want to know’ under each objective:
And finally, write the actual interview questions that will elicit answers which roll up to each research objective: