ShopeePay Redesign

UX Research
UI Design

As part of a 4 month internship at Shopee, I was fortunate to be given the opportunity to be involved in a redesign project of Shopee's digital payment application. This project lasted 3 weeks.


Zhaoping Wei, Mentor
Choo Yuan Jie, UX Designer

What I did

Research Plan
Facilitate A/B Tests
Competitive Analysis
High-Fidelity Prototyping
UI Design


Research plan became a template for future studies within the team.

Uncovered qualitative insights that validated existing data(from data-analysis team).

Synthesised data and re-designed UI components.


ShopeePay is an app that enables digital transaction, with multiple incentives such as in-store vouchers and redeemable currency.

As the team responsible for the design of ShopeePay, the goal of this project was to make UI components more effective, to improve the efficiency of how digital transactions can be done in ShopeePay.
1. Competitor Research

I experienced the payment journey with a fresh pair of eye, to experience any pain points myself.

We also compared the differences of 6 other competitors in SEA.

2. Defining Opportunities

We categorised each notable difference and made sense of trends. Inferring from each competitor, we drafted similar components in our prototypes.

3. A/B Test & Analysis

We prepared 2 different high-fidelity prototypes (original components vs new components).

Upon testing the prototypes with an A/B test, we gathered data such as time taken and completion rate.

4. Synthesis

We made a sensible conclusion and a final prototype was prepared for the PMs.

We realised that...

In ShopeePay, multiple options bring the user to a separate page.

There are a lot of extra pages that account for a huge time spent on each decision making process (such as vouchers and coins) as compared to competitors, who let their users decide on the same page.

ShopeePay: 3 pages.
Competitor G: 2 pages.
Competitor L: 1 page.
Competitor J: Same page.
We also realised that...

ShopeePay has plenty of categorised options.

Two common methods of display payment methods exists, one of which expands all options and another (which ShopeePay uses) categorises them to their medium.

Will these changes make payment more effective*?


By reducing the amount of times people change pages, we can reduce the time spent on selecting and confirming options.

In specific, we think that half-screen modals should create ample methods of exiting and entering the screen.

By introducing categories to the payment method, users are able to find specific method faster and more reliably.

Beyond that, listing down all the payment methods might increase chances of making a mistake when two methods are similar, like “UOB Card and UOB Bank”.
Method 1 — A/B Testing

A/B testing allows us to clearly visualise the contrast between the control (without new UI components) and the prototype.

Since we could record the screen interaction, we could also uncover even more pain points of our current UI.

Method 2 — User Interviews

"Out of all the tasks, which one did you feel was the most difficult? Why?"

"Out of all the tasks, which one can you still remember the steps for? Why?"

In order to measure effectiveness* of our UI, we recorded different types of data, such as:

Quantitative — Time taken for users to complete each task. Completion rate of the tasks. Occurrence Rate of Common Problems.

Qualitative — On-screen Actions/Decisions. Post-Activity Interview.

A balance between speed and fidelity.

A near online experience could increase the accuracy of data collected. Origami Studio was used for its super high-fidelity capabilities, and knowing that I could develop it with speed.

Usability Testing

Participants were tasked to complete 7 tasks that simulate the payment process.

We recruited 10 participants, from family to friends. We also took into consideration COVID-19 measures and went down to them for each test.


Across all age groups.
Must be blinded (only record timing for first prototype tested).

Quantitative views tell us where, and our curiosity led us to find out why.


We concluded that there were no significant differences between a full-screen and a half-screen modal, in efficiency of completing the user flow.

Amount of screen entry/exit points in the modal is not correlated to the efficiency in task completion because these entry/exit points might not necessarily have conveyed its intended meaning. A back button cannot be assumed to reliably confirm a user’s choice.

Non-categorised payment method took less time (average of 3.6s) than categorised payment method (average of 12.25s).

Users would tap both options before hitting on one, increasing the amount of time taken. Some users are also unsure about the banking terms used as category headers.

We took notice of high occurance problems first and took our interviews to understand why it happened. However, we kept in mind not to forget low occurance problems as well.

Synthesis #1

Despite its importance in a purchase, writing a description was not a habit found in our users.

We noticed that the significance of a description was not conveyed well in the UI, especially with the term "description".

HMW slowly cultivate a habit of describing a purchase?

Our data shows that...

Most users took a long time to find the description box. (26s)
Some mentioned that it was not noticeable and they skipped past it.
Some didn’t know what a “description” meant in a purchase.

Synthesis #2

Entry/exit points should always have a clear feedforward - an indicator that tells users what will happen next.

Unlike regular users, designers in Shopee are used to the clicking the grey empty area for “confirming” and “exiting”. In hindsight, this meant that the screen had 3 entry/exit points, none of which was easily noticable by our users.

Interestingly, some users may also think that clicking the "back" button would reset their choice.

Our data shows that...

Users double tapped the option in an attempt to confirm the choice.
Many users hesitated in trying to exit the modal.
Users think that by clicking “back”, they would reset their choice.

Synthesis #3

There is a high level of cognitive load on this page as most people calculate their savings, this increases misclicks.

The large amount of information on the voucher does not guide decision making because users think that monetary value is more important than discount percentages.

The repetitive action of going back and forth increases mis-click when menu items are of same visual hierarchy.

Our data shows that...

Buttons on a "list" might not be immediately noticeable.

Some users thought that voucher reward was the entry point to choose vouchers. (They notice the word voucher and clicked it)

It takes about 9s for users to select the optimum voucher.

People actually spend time to read descriptions of vouchers, but some of them fail to understand it.

Synthesis #4

Users are not bankers and they do not need to be?

We noticed that there was a lack of understanding of banking terms in our categories, especially within younger age groups. This is because they were not frequently exposed to payment methods such as direct bank deduction.

Should we educate users to use this category in the future or disregard the categories as a whole?

Our data shows that...

Users took a longer time to find UOB Bank, when given categories. (12.6s vs 3s)

We noticed that some users do not know the difference between Banks and Debit/Credit Cards.

They would also often check both options, before landing on the final choice.

In hindsight, this was a short but valuable project.


There is no need to force a conclusion (experiments can be inconclusive), but we should find out some reasons why it might not be conclusive.

Not all hypothesis are conclusive directions, experiments can be exploratory in nature.

It is important to stage a controlled environment for the experiment.

We could have coordinated questions and tasks, including what we do on actual ground. (e.g Pointing out where to stop and start timing a task? What to tell the participants. Maybe some participants have experience using an iPhone while some do not?)

We should only take the data we need, and not over collect and analyse extra data which might confuse us.

For example, total time and time spent on each screen might not have necessarily helped us in our synthesis phase.