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You will have used one of these four payment systems, even if you don’t recognise their names. Their purpose is simple: to allow merchants to accept card payments.
But getting a device like this hasn’t always been simple. It often required multi-year contracts, and purchasing—or leasing—all the required hardware could cost thousands of dollars each year.
Then, with the growth of cloud computing, Square (2009), iZettle (2010) and SumUp (2012) challenged the payment duopoly that Verifone and Ingenico had built.
I’ve signed up to all of these devices, and have forensically benchmarked, analysed and compared the experience of each one.
If you’re wondering why Ingenico isn’t included—they never bothered to return my sales calls or emails. But luckily, their offering is so similar to Verifone, that Verifone can be a proxy for both of the ‘incumbent payment systems’.
Right then, let’s get stuck in.
Summary: The challenger providers were cheaper, simpler, faster and more efficient. And not just a little bit—considerably so.
💨
The negative effects of ‘dead air’.
⚓️
How SumUp uses payment as an anchor.
🧠
How iZettle helps create ‘flow’.
🚧
Building for the subconscious.
📬
Why a delivery company may be letting you down.
📦
A symptom of inefficiency.

A behind the scenes look at how I redesigned the Built for Mars sign-up flow, and iterated from early feedback.
The two "obvious" fixes that did nothing
Why you shouldn't always force an input
Why limiting the user's choices can be beneficial
Hinge built its reputation on a single promise: it's the dating app that wants you to leave. This is a breakdown of how the interface is actually engineered to make sure you don't.
How dating apps keep you engaged (not romantically)
The design equivalent of clickbait headlines
How Hinge leverages social scarcity
The challenge for a navigation app isn't to efficiently show you the best route, it's to make you believe that you've found the best route.
How strategy influences design
Waze is cornered, and slowly shrinking
What Apple's strategy appears to be

From rat mazes to coffee apps: why the motivation to reach a reward increases the closer your users get to their goal.
How to use the Goal Gradient Effect
Spinning the flywheel of purchases
Why your rules need to be clear
Sometimes, the best onboarding is no onboarding, and simple products get bogged down with unnecessary explanations. This case study on Waitrose, Sainsbury's and Asda demonstrates when to just let the user try it for themselves.
Sometimes the best onboarding, is no onboarding
“Show, don’t tell” often beats education
Data can’t always tell you when onboarding is wrong

An analysis of Monzo’s 1p challenge, focusing on the middle slump, where progress slows and motivation quietly fades.
Delight can replace progress, but only temporarily
"The middle" is the real retention problem
Motivation needs contextualised reference points
You will have used one of these four payment systems, even if you don’t recognise their names. Their purpose is simple: to allow merchants to accept card payments.
But getting a device like this hasn’t always been simple. It often required multi-year contracts, and purchasing—or leasing—all the required hardware could cost thousands of dollars each year.
Then, with the growth of cloud computing, Square (2009), iZettle (2010) and SumUp (2012) challenged the payment duopoly that Verifone and Ingenico had built.
I’ve signed up to all of these devices, and have forensically benchmarked, analysed and compared the experience of each one.
If you’re wondering why Ingenico isn’t included—they never bothered to return my sales calls or emails. But luckily, their offering is so similar to Verifone, that Verifone can be a proxy for both of the ‘incumbent payment systems’.
Right then, let’s get stuck in.
Summary: The challenger providers were cheaper, simpler, faster and more efficient. And not just a little bit—considerably so.
💨
The negative effects of ‘dead air’.
⚓️
How SumUp uses payment as an anchor.
🧠
How iZettle helps create ‘flow’.
🚧
Building for the subconscious.
📬
Why a delivery company may be letting you down.
📦
A symptom of inefficiency.

A behind the scenes look at how I redesigned the Built for Mars sign-up flow, and iterated from early feedback.
The two "obvious" fixes that did nothing
Why you shouldn't always force an input
Why limiting the user's choices can be beneficial
Hinge built its reputation on a single promise: it's the dating app that wants you to leave. This is a breakdown of how the interface is actually engineered to make sure you don't.
How dating apps keep you engaged (not romantically)
The design equivalent of clickbait headlines
How Hinge leverages social scarcity
The challenge for a navigation app isn't to efficiently show you the best route, it's to make you believe that you've found the best route.
How strategy influences design
Waze is cornered, and slowly shrinking
What Apple's strategy appears to be

From rat mazes to coffee apps: why the motivation to reach a reward increases the closer your users get to their goal.
How to use the Goal Gradient Effect
Spinning the flywheel of purchases
Why your rules need to be clear
Sometimes, the best onboarding is no onboarding, and simple products get bogged down with unnecessary explanations. This case study on Waitrose, Sainsbury's and Asda demonstrates when to just let the user try it for themselves.
Sometimes the best onboarding, is no onboarding
“Show, don’t tell” often beats education
Data can’t always tell you when onboarding is wrong

An analysis of Monzo’s 1p challenge, focusing on the middle slump, where progress slows and motivation quietly fades.
Delight can replace progress, but only temporarily
"The middle" is the real retention problem
Motivation needs contextualised reference points