Designing Mobile Payment Experiences
Principles and Best Practices for Mobile Commerce
Publisher: O'Reilly Media
Final Release Date: August 2014
Pages: 242

Now that consumer purchases with mobile phones are on the rise, how do you design a payment app that’s safe, easy to use, and compelling? With this practical book, interaction and product designer Skip Allums provides UX best practices and recommendations to help you create familiar, friendly, and trustworthy experiences.

Consumers want mobile transactions to be as fast and reliable as cash or bank cards. This book shows designers, developers, and product managers—from startups to financial institutions—how to design mobile payments that not only safeguard identity and financial data, but also provide value-added features that exceed customer expectations.

  • Learn about the major mobile payment frameworks: NFC, cloud, and closed loop
  • Examine the pros and cons of Google Wallet, Isis, Square, PayPal, and other payment apps
  • Provide walkthroughs, demos, and easy registration to quickly gain a new user’s trust
  • Design efficient point-of-sale interactions, using NFC, QR, barcodes, or geolocation
  • Add peripheral services such as points, coupons and offers, and money management
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1.0

Not enough depth to be used in the field

By Muzietto

from Milano, Italy

About Me Designer, Educator

Verified Reviewer

Pros

  • Easy to understand
  • Well-written

Cons

  • Too basic

Best Uses

  • Novice
  • Student

Comments about oreilly Designing Mobile Payment Experiences:

I am a developer and last July started working for a mobile payment company, having at that time very little experience of the specific matter. I bought this book and read it right away, in order to learn the tools of the trade, but I got disappointed to discover that most of the content was already known to me by just being a curious person living in this techno world, and that the exposition was absolutely insufficient to communicate effectively with my marketing/prodDev colleagues.
My daily work rotates around concepts like "transfer-in", "opt-in", "mobile-originated", etc. which are never to be found in the book: I found out that among practitioners (starting from the marketeers and product developers!!) it has been created and shared a structured view to classify and describe each payment flow. Product design takes place in a technically-laden ecosystem populated by several stakeholders (aggregators, ad-networks, carriers, merchants, financial institutions, sw/hw companies, etc.), according to clear-cut laws dictated by economics, regulations and technology boundaries & contraints.
Designing a payment experience without clear understanding of the structure of the flows and of the real ecosystem is bound to become an exercise in irrelevance.
I expect O'Reilly to provide me with useful tools for my real job and this book does not reach the levels I've come to expect from this publisher.
My take is that this book is too superficial to be useful for real product design/development field work and that at maximum it may be considered a starting block for young well-willing professionals and/or salespeople. I'd dread any manager, product developer or tech marketeer that would come to define product features, and consequently development goals, at the level of detail of what is to be found in this book.

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