Target.com

Integrating physical-
digital guest checkout

Identifying and improving the digital guest checkout experience as a new customer

How might we bring integrated and immersive digital experiences to Target?

Target’s core value proposition is offering products that represent their customers’ shared values available at a 
great value. Target strives to provide ease and inspiration 
at every turn.

While Target’s business operations and strategies have earned the loyalty of customers in-store, the explosive online growth due to the pandemic highlighted there is still room for improvement for Target.com’s online ordering journey.

My team and I conducted mixed-methods research to understand:

  • How might we enable Target.com to provide a unique and branded shopping experience?
  • How might we help Target.com customers shop with more convenience? 
  • How might we bring integrated and immersive digital experiences to Target?

Research Methods

Heuristic Evaluation

Using Nielsen’s ten usability heuristics for user interface design, the team conducted an expert evaluation of the “Buy a Product” task flow required to complete an online order as a new customer. Each violation was assigned a severity score based on pre-determined factors.

Competitive Analysis

The team identified five direct competitors, two indirect competitors, and two influential competitors. We evaluated their business models, value propositions, and website user experience against Target’s to identify areas of opportunity that would improve the digital experience for shoppers.

Qualitative and Quantitative Usability Testing

The team built a card sort to learn more about what features consumers would prioritize when shopping online and where they would expect those features to appear in the task flow of buying a product on Target.com. The card sort informed the what and the how for the team’s prototype.

Expert evaluation activities include persona creation, task scope, and synthesis of screen annotations.
Expert evaluation activities include persona creation, task scope, and synthesis of screen annotations.
Competitive analysis activities include identification and comparison of competitor and Influencer features.
Competitive analysis activities include identification and comparison of competitor and Influencer features.
User evaluation approach included conducting card sort, quantitative and qualitative usability testing methods.
User evaluation approach included conducting card sort, quantitative and qualitative usability testing methods.

Research
Recommendations

Strategic recommendations

  1. Opportunity to provide online guests with similar exploration and discovery experience as in-store
  2. Extend guest satisfaction to online shopping by improving the flexibility and efficiency of guests’ goals

Product recommendations

  1. Highlight discoverability within digital experience
  2. Increase awareness and engagement of loyalty program
  3. Personalize digital shopping for returning customers
  4. Improve clarity around flexible fulfillment
  5. Provide more flexibility to product selection
  6. Add option to checkout as a guest
  7. Create Guest Concierge within Accounts
  8. Add more flexibility to fulfillment

Key Insights

To succeed in a digital world, companies will need to take advantage of new technology, not to copy what everyone else is doing but to advance their own mission by investing in the differentiating capabilities that allow them to deliver on their purpose.
— PwC’s June 2021 Global Consumer Insights Pulse Survey

Prototype testing outcomes

  1. 85% of all participants noted that they want flexible fulfillment options, and 60% of participants said they would use it right now if it were available.
  2. There was a 67/33% split between the preferred paths in the interface to select flexible fulfillment options. The split can be explained by differences in participant’s mental models when shopping online.

While it’s a challenge to toggle between the mindsets, it was critical to tackle problems from a designer, a business, and as a user from the different evaluation methods. This makes recommendations stronger as it takes advocating for the user while considering it within the business operations. A key learning from this project was learning to ask the right questions to gather data that is tailored to the business metrics and goals and to interrogate the data in synthesis.

Appendix

User Evaluation

Consolidated report recapping the key insights from Expert Evaluation and Competitive Analysis deliverables with a deep dive in the team's various User Evaluation activities: Card Sorting using Optimal Workshop, Quantitative Task-Based Testing conducted on Maze, and Qualitative User Testing using UserTesting.com.

Expert Evaluation

Using Nielsen's heuristic evaluation method, this Expert Evaluation report identifies areas for improvement. These areas discovered were used to inform a revised prototype.

Competitive Analysis

Competitive analysis report taking a broader look at Target and the competitive marketplace they operate in to uncover new opportunities for them to better reach their customers and stand out in the marketplace.

Iterated Prototype

Using combined insights from User Evaluation activities and learnings from the team's preliminary testing, this is an iteration of the original prototype to create a more refined clickable prototype in Figma. This prototype further explores features prioritized by the Card Sort and feedback regarding the original prototype's usability.