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Limits

Setting a campaign limits gives the user the ability to control the results of the campaign better. 

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The feature was developed as part of Veritone (Pandologic) hire platform.

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Background

The feature was developed for an AI-powered hiring tool designed to enhance recruitment processes. This platform enables businesses to post job openings and optimize candidate delivery. Users can effortlessly track and analyze their recruiting campaigns.

The problem

Users frequently requested more self-service tools, feeling like outsiders when algorithms made all campaign decisions. The users wanted greater control and influence over campaign outcomes.

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The solution

A feature to set a cap, limiting the performance of the jobs within a campaign. These caps can be applied to both spending and candidate delivery.

Originally an internal tool, this feature was adapted to be user-accessible, addressing the need for greater user autonomy.

My input

Although I wasn't the designer initiating this project, and had the ownership of it transferred to, I learned a lot from this project:

  • Many back-and-forths during the project, between product manager, development and other stakeholders.

  • Usability tests have revealed meaningful insights that were translated into action items..

  • Opportunity to delve into small resolutions.

  • The need of knowing in the project when to stop iterating the design and make decisions.

The process

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Usability #1

Improvements marked to be done after usability-

  • Explain monthly recurring counting.

  • Highlight overlapping when setting two caps.

  • Overflow of result (Stopping publish latency).

  • Removing a limit (setting as unlimited).

  • The different meaning of goals vs. limits.

  • UI- touch target for stepper.

New versions

Different versions to test the meaning and location of buttons.

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New layout versions

In the process many different versions of the card structure were created in order to test the best solution.

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New versions

the refinement work included testing touch target for the stepper component and typography changes to make the user read more

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Usability #2

After trying a different layouts we decided to stick to the first layout and make small changes to solve the problems identified

  • Users were only reading the beginning of the description

  • The users didn't understand that cleared field mean unlimited spendings. 

  • There were too much text in the fields labels. 

Final design

After the second usability test we had to push the design into development and had no time for additional testing. 

Minor changes were made in the copy and the typography in order to use the second usability findings and improve the design. 

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