Flag

We stand with Ukraine and our team members from Ukraine. Here are ways you can help

Get exclusive access to thought-provoking articles, bonus podcast content, and cutting-edge whitepapers. Become a member of the UX Magazine community today!

Home ›› Content Strategy ›› How Lack of Empathy Impacts Conversion

How Lack of Empathy Impacts Conversion

by Maria Shaposhnikova
5 min read
Share this post on
Tweet
Share
Post
Share
Email
Print

Save

EmpathyConversion_Slider

While we often can’t control the circumstances, some impediments shouldn’t even happen in the first place.


Landing page

Landing page on ApartmentList.com

Screen 1
Screen 2

I got another question.

Screen 3

Wait, didn’t I already answer this one?

And then another.

Screen 4

And one more.

Screen 5
Apartment search

Pets, amenities, evictions, and other stuff

welcome page

Loading / welcome screen

Morning page

And then this happened:

popup page

progress page

A progress bar at the top lets user know at which stage of the process they are.

skip page

A secondary button allows user to close the survey at any time.

close page

Close icon should be distinct and should appear on the screen right away, in the top right corner.

post authorMaria Shaposhnikova

Maria Shaposhnikova

Masha is a product designer/developer from Boston, MA. She currently works at LogicManager, a SaaS enterprise risk management platform.

Tweet
Share
Post
Share
Email
Print

Related Articles

Learn why authentic gamification is rooted in game genres rather than just collecting badges.

Article by Montgomery Singman
Gamification 2.0. Beyond Points and Badges: Designing for Players, Not Metrics. Chapter 5: Implementation
  • The article says that successful gamification is picking a game genre that fits your app’s core activities and user psychology, building satisfying intrinsic loops before adding extrinsic rewards, and iterating nonstop, and that without these foundations, you don’t have gamification; you have a progress bar that has a terminal point.
Share:Gamification 2.0. Beyond Points and Badges: Designing for Players, Not Metrics. Chapter 5: Implementation
5 min read

Reveal the three-part kernel that separates real problem framing from simple description.

Article by Morteza Pourmohamadi
A Problem Framing Kernel
  • The piece argues that if you don’t have these three core elements: broadly collecting raw material, connecting elements to surface real tensions, and committing to a point of view, you don’t have a problem frame yet; you have a description.
Share:A Problem Framing Kernel
4 min read

Learn why your badges and streaks won’t wow kids raised on Minecraft.

Article by Montgomery Singman
Gamification 2.0. Beyond Points and Badges: Designing for Players, Not Metrics. Chapter 4: Special Considerations
  • The piece explains that young users, trained by thousands of hours of expert game design, can smell fake gamification at a hundred paces.
Share:Gamification 2.0. Beyond Points and Badges: Designing for Players, Not Metrics. Chapter 4: Special Considerations
4 min read

Join the UX Magazine community!

Stay informed with exclusive content on the intersection of UX, AI agents, and agentic automation—essential reading for future-focused professionals.

Hello!

You're officially a member of the UX Magazine Community.
We're excited to have you with us!

Thank you!

To begin viewing member content, please verify your email.

Get Paid to Test AI Products

Earn an average of $100 per test by reviewing AI-first product experiences and sharing your feedback.

    Tell us about you. Enroll in the course.

      This website uses cookies to ensure you get the best experience on our website. Check our privacy policy and