about on-boarding: a thread based on examples in Theresa Neil’s great Mobile Design Patterns book. While the older design style doesn’t hold over up the years... the takeaways certainly do. (1/8)
If you just drop people into a user interface, chances are you’ll hear a lot of comments that make it clear they don’t know how to get started. (2/8) Image
So in response, teams turn to guided tutorials or intro screens that attempt to explain what people can eventually do with an app. You’ve likely seen many such tours. (3/8) Image
With this version, the team consistently observed two things: 1) no one read the screens 2) people would try to skip them right away. So what gives? First people say they are lost & need help. Then you give them help and they ignore it. You just can’t win, right? (4/8) Image
At this point, the team thought: maybe we’re just not showing the help people need in the right way. Perhaps it will work better if it appears “in context” with the type of overlaid set of instructions you see in other mobile apps. (5/8) Image
But when testing these designs, people generally responded with “please make this stop.” So now what? Being dropped into an app didn’t provide enough direction. Intro tours were skipped/ignored and the robot needed to go away. (6/8) Image
Next they simply added a tip that called out a good first step for their users. Since the core action/purpose of the app was paying your workers, that was the tip. With this, people coming to the app knew what they could and should do to get started. No intro tour needed. (7/8) Image
The initial tip was all about getting people to the core value of the app. Which required adding some employees -how else do you manage an employee payroll?

So successful onboarding comes down to this: "getting to product value as fast as possible — but not faster."
(8/8) Image

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More from @LukeW

29 Aug 19
how can we maintain great user experiences on the Web in the face of business pressure? let's look at app install promos as an example... 1/6
a full page app promo that blocks people from entering a site can appear successful. "look 9% click-through on the button!" but a whopping 70% of visitors abandon it completely: no click on install & don't go to Web site.
2/6
removing the promo led to a 2% drop in app installs but a 17% increase daily active mobile Web users, which is a metric most businesses would love to move so dramatically. 3/6
Read 6 tweets
8 Feb 19
it's very common/easy/exciting to start the process of adding new content or functionality to a UI by designing a new interaction/or style. most designers start this way but every new interaction model and/or visual style adds cognitive load...
... "why/how is this different? how do I use it? etc" instead it's best to start with existing interaction models and treat new ones as a last resort. here's a simple way to enforce that yourself:
1. list out the interaction models in your product
2. explain what each one is there for; justify its existence in words
3. when asked to add something new, go through this list and see what is most appropriate
4. if none fit, try cramming into to the closest one
...
Read 4 tweets

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