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OKRs for UX and Conversion — How to Set Goals You Can Actually Move

UX and conversion goals often fail because they are vague or outside the team's control. Learn how to write objectives and key results for user experience work, with examples, baselines, and the measurement to support them.

Purushottam Kumar Suman
Purushottam Kumar SumanSeptember 22, 20266 min read
Founder & CEO, DeepSync
Team setting objectives and key results for user experience

Short answer: a good UX key result names a specific step, a specific segment, a baseline, and a target, such as "raise mobile checkout completion from 41% to 55%". It is an outcome the team can influence, measured the same way throughout the quarter. Avoid outputs ("redesign checkout") and avoid totals the team cannot control ("increase revenue 20%").

Table of Contents

  1. Objectives and Key Results
  2. Outputs and Outcomes
  3. Writing a Key Result
  4. Examples
  5. Common Failures
  6. Key Takeaways

Objectives and Key Results

  • Objective: what you want to achieve, in words. Qualitative and motivating.
  • Key results: how you will know. Measurable, usually two to four.

"Make it easy to buy on a phone" is an objective. "Mobile checkout completion from 41% to 55%" is a key result.

Outputs and Outcomes

OutputOutcome
Ship a new checkoutMore shoppers complete checkout
Publish ten help articlesFewer support tickets on that topic
Run five A/B testsHigher conversion on the tested page
Redesign onboardingHigher activation rate

Outputs are things you do. Outcomes are changes in user behavior. Key results should be outcomes, because an output can be delivered in full and change nothing.

Outputs belong in the plan underneath: the initiatives you believe will produce the outcome.

Writing a Key Result

A key result needs five things.

  1. A specific metric. A funnel step, not "conversion".
  2. A specific segment. Mobile, new visitors, trial users.
  3. A baseline, measured the same way you will measure the result.
  4. A target.
  5. A fixed definition. Written down, unchanged during the quarter.

Vague: "Improve the signup experience."

Usable: "Increase signup form completion among mobile visitors who start it, from 48% to 60%, measured by the started and submitted events."

Take the baseline over at least four weeks, by segment (benchmarking). A baseline from one bad week makes any quarter look like a success (regression to the mean).

Check the team can influence it. A UX team can move checkout completion. It cannot move total revenue, which depends on traffic, pricing, and season.

Set up the measurement first. If a key result needs an event that does not exist, add it before the quarter starts:

deepsync("track", "signup_form_started");
deepsync("track", "signup_form_submitted");

Examples

Objective: New users reach value quickly.

  • Activation within 24 hours of signup: 22% → 35%
  • Median time from signup to first core action: 3 days → under 1 day
  • First-session sessions with a JavaScript error: 6% → under 2%

Objective: Buying on a phone is effortless.

  • Mobile cart-to-order completion: 41% → 55%
  • Mobile payment success rate: 86% → 94%
  • Rage-click rate on mobile checkout pages: halved

Objective: Visitors find what they need.

  • Zero-result site searches: 18% → under 8%
  • Share of product listing sessions clicking through to a product: 34% → 45%
  • Sessions ending on a 404 page: halved

Objective: The product feels fast.

  • Share of mobile page views with good LCP: 61% → 80%
  • Share of mobile page views with good INP: 70% → 85%

Each can be measured from funnels, goals, error reports, and real-user performance data.

Include a guardrail with each objective: a number that must not get worse. For checkout completion, the guardrail might be return rate or support contacts (counter-metrics).

Common Failures

  • Too many. Three objectives with three key results each is a ceiling.
  • Outputs disguised as results. "Launch the new dashboard."
  • No baseline.
  • Blended metrics that move with traffic mix (mix effects).
  • Targets pulled from industry averages.
  • Definitions changed mid-quarter.
  • Sandbagging, setting targets certain to be met.
  • Gaming. Hitting the number in a way that harms users. A guardrail and a look at real sessions catch this.
  • Set and forgotten. Review weekly.

Review weekly with the number and a few recordings. The number says whether you are on track. The recordings say why, and what to try next (weekly review).

Missing a target is information. If you shipped everything planned and the outcome did not move, your theory about the cause was wrong, which is worth knowing.

Write the baseline before the target

If you cannot state today's number, by segment, with a definition, you are not ready to set the goal.

Key Takeaways

  • Key results are outcomes: changes in user behavior.
  • Each needs a metric, segment, baseline, target, and fixed definition.
  • Choose results the team can influence, with a guardrail.
  • Review weekly with numbers and recordings.

Conclusion

A UX goal you cannot measure is a wish, and one you cannot influence is a forecast. Pick a step, a segment, and a number, and work on that.

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