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GenEditor

One editor instead of two

How we merged Creatopy's single-design editor and the multi-size Generator into one editor.

TL;DR> tldr.txt

Problem
Creatopy had two editors, one for single designs and one for multiple sizes, so every feature was designed, built and tested twice.
Solution
We merged them into one editor, with sizes grouped into square, vertical and horizontal layouts, master sizes, layout filters and a timeline that edits all sizes at once.
Result
Finishing the 3 master sizes completes every other layout in one action at a 95% success rate, up from about 50% across layout types. The prototype was tested with heavy users in May and June 2021, with very positive feedback.
My role
Defining user problems, mapping flows, ideation, working prototypes for user testing and the design system.
Company
Creatopy (formerly Bannersnack)
When
March 2021, about 1 year
Team
This project was a huge team effort. We had countless meetings and feedback sessions within the UX team. Together with our team leader Gery Meleg, the rest of the UX team (Razvan Bei, Corneliu Copacean, Tamas Kiraly) and the UX research team (Maria Visanoiu, Roxana Margarit), we managed to ideate, test and validate prototypes and design the solutions for the whole project within about a year.
My contribution
  • Defining user problems
  • Mapping user flows
  • Ideation
  • Prototyping
  • Working prototypes for user testing
  • Design system

In Creatopy (formerly Bannersnack) we had 2 separate editors: the Single editor, where you could make only 1 design, and the Multiple editor, called the Generator. With the Generator you could generate multiple designs at once (the cool one). We needed to merge them to solve 2 main problems:

A little history

The Generator started as a hackathon project, where we ended up with an editor where you could edit multiple elements at once. No drag and drop, no on-stage editing, just some basic bulk editing. It was very well received, users started using it, and we got a lot of feedback on it. But it was far from perfect.

In 2018 or 2019 we managed to build a “bridge” between the 2 editors. Starting from one size in the Editor, you could make 2 more layouts in a simple process and end up with 30+ display ad sizes.

But after this update we didn't really touch the algorithm or make any big updates to it. Other functionalities and features were added along the way, but the generating algorithm itself wasn't updated anymore.

In 2019 we started thinking about how we could improve all this: make some tweaks so it's much more user friendly and eliminate a lot of the back and forth users were struggling with.

So we started mapping out the problems and came up with ideas and solutions around them.

The problems and how we solved them

1. The sizes weren't arranged in a logical way

The old arrangement of ad sizes

Solution: we realized that all ad sizes can be grouped into 3 layouts: square, vertical and horizontal. After many variations, we came up with a solution that was logical and much easier to overview. Showing the designs in 3 columns, one column per layout type, made it much clearer.

Ad sizes grouped into square, vertical and horizontal columns

2. After you placed an element on the stage, you couldn't move it in bulk anymore

Solution: change the flow. Don't ask for the positioning before the placement, but after the element is placed. This way, you can still move the element after placing it.

Positioning options shown after placing an element

3. Adding elements to specific layouts

For example, adding a vertical logo to vertical sizes and a horizontal logo to horizontal sizes. This was only possible with a workaround: add 2 elements to every size, then delete one of them from each design.

Solution: we added layout filters, so users can select which layout type they want to work on. With a filter for specific layouts (for example, only horizontals), users can place an element on those sizes only. The idea was partly inspired by web design tools, where you switch between desktop, tablet and mobile views.

Layout filters for adding elements

4. Creating master sizes

We knew our algorithm could resize a design very well within the same layout type (about 90% success, with only small adjustments). But from a square to a vertical or horizontal layout, the success rate was much lower (about 50%), and you had to edit a lot afterwards.

So we thought about a “main” layout. Once the main layout is complete, you can push all the edits to the other similar layouts. When we tested it with the developers, we were happy to see it worked like a charm.

We added 3 main sizes: square, vertical and horizontal. If users focus on and finish these, all the other layouts are completed with one action at a 95% success rate. So the solution was to show the main (master) layouts on top, with actions to trigger once the main size is ready.

Master layouts on top, with resize actions

5. The timeline and animations problem

In the Generator we had a “focus mode”, where you could enter each size separately and make changes only to that design. You could add animations in focus mode as well. The problem was that you couldn't edit animations on multiple sizes at once.

We did have a way to “send” animations from one size to other layouts, but it was very hidden: make a “build in” animation, go to advanced mode, copy and paste it with a dropdown, and select where to paste it. User friendly, right? And after pressing “Paste to rectangle layouts”, nothing happened. There was no visual feedback. It wasn't a good experience at all.

The hidden paste-to-layouts menu

Solution: bring the timeline into the view where all the designs are visible, and edit them in bulk right there. With the layout selector, users choose where the animations apply.

Select square layouts and boom: everything you do is added to all square layouts! No more hidden-feature treasure hunt 😅

Timeline editing all square layouts at once

Testing the ideas

After we mapped out all these problems and found ideas and solutions for them, it was time to test them. We formed a small team of 3 developers and me to build these ideas into a working prototype, a kind of MVP.

After 3 to 4 weeks of working closely with the developers, we had a limited working prototype. Some of the complex functionality was left out; we kept only basic elements like text, images, buttons and shapes, which worked fine.

Now the good part 🙂 We began testing it with some of our heavy users. The user testing went phenomenally well. We received a lot of positive feedback, plus many other ideas we could build on next.

We gathered all the feedback in Miro.

Feedback board in Miro
Feedback board in Miro
Feedback board in Miro

User testing, May 10 to 14, 2021

User testing notes, May 2021
User testing notes, May 2021
User testing notes, May 2021
User testing notes, May 2021

After receiving the feedback, we iterated and tested again in June.

User testing notes, June 2021
User testing notes, June 2021
User testing notes, June 2021
User testing notes, June 2021

Mind map

Mind map of the findings

A fresh interface

After several rounds of user testing, we started focusing more on the UI elements. We wanted to refresh the interface at some point anyway, so this was the right time.

We started building a new design system with smaller components and a more professional look. As the app grew over the years, we added a lot of functionality, but the components were large for ease of use (36 and 42 px). We wanted them smaller for better use of space.

While working on the new UI and layouts, we also tried to integrate updated functionality and find better solutions for areas like the layer list, the animation timeline and the properties bar, including a floating properties bar that works for both the Editor and the Generator.

What happened so far, 2021
The plan for 2022
New interface explorations
New interface explorations