Digital currency exchange Coinbase has probably done more than most to push cryptocurrencies closer to the mainstream, earning an $8 billion valuation by private investors along the way. The company is reportedly eyeing a public listing next year, and is inarguably doing a lot of things right. However, that doesn’t mean its product experience is perfect. In fact, far from it.
In our latest UX teardown, with the help of Built for Mars founder and UX expert Peter Ramsey, we highlight some of Coinbase’s biggest user experience failings and offer ways to fix them. Many of these lessons can be applied to other existing digital products or ones you are currently building, including the need to avoid the “Get Started” trap, the importance of providing feedback, why familiarity often wins and other principles.The ‘Get Started’ trap
Only use CTAs like “get started” or “learn more” if you’re actually teaching users something.
The fail: Coinbase doesn’t actually have any onboarding — but it looks like it does. It has a very prominent “get started” CTA, which actually just puts bitcoins in your basket. This isn’t helping you get started, it’s nothing more than an onboarding Trojan horse.
The fix: It’s simple: Don’t lie in your CTAs. You wouldn’t have “Email Support” as a CTA, and then just show the user a bunch of FAQs.
Steve O’Hear: This feels like another classic “bait and switch” and reeks of dark pattern design. However, what if it actually works to get users over the line and purchase their first bitcoin? Growth hackers, rejoice, no?
Peter Ramsey: You’re absolutely right, this may convert better. From a business point of view, this could be a brilliant little growth hack. However, something converting well doesn’t mean it was a good experience for the user. Look at clickbait-y journalism — it gets more eyeballs, but people aren’t generally happy with what they read.
I’m convinced that in the long term having a great product will perform better than frustrating short-term growth hacks.Feedback architecture
As a general rule of thumb, all “states” — e.g., success/failure of an action — need to provide feedback to the user.
The fail: After adding a card, you click “Add Card,” and … it takes you back to the homepage. There’s no notice if it was successful or not. The user has no awareness if the action they were trying to do failed and they need to do it again. This is a real problem with digital products: All feedback needs to be thought of and built.
The fix: During the design phase, consider statuses and what the user will want feedback on. For example, if they’ve just added an item to their “wishlist,” how will you show them that the action was successful?