It’s an article from 2012, but it deliberately walkthrough how to hook up users who use your product for the first time.
Here is the excerpt:
This app does a few things to make its introduction short, sweet, and interactive. Here’s how other apps can do this as well:
Limit content and communicate number of steps Stick to one thought/illustration per panel to make sure content is digestible. Use navigation marks or numbering to make it clear how many steps, or screens, are involved.
Avoid using transition animations Don’t delay the user from moving forward by making them wait for animations between walkthrough panels.
Make it available in help or settings If an introductory walkthrough includes important instructions or user preferences, make sure they can get back to it at any time. The help section is a great alternative location for extended walkthroughs, offloading them from the FTUE.
Provide an escape hatch The Eatery app allows people to skip the tour* *warning: having a “skip tour” button may make people wonder why the tour was necessary in the first place.
Engage the user early Try to incorporate some user interaction so that people feel like a part of the show. The Eatery does this with the “What do you eat?” checklist at the end of the intro.
Many design principle-sets scattered around web in one place. Good stuff.
Online education system: Deliberate transcript and highlighting feature
One thing I really love about Lynda.com is this feature. The user can see whole transcripts for online classes. As a video proceeds, transcript is updated real-time and a part a tutor is talking right now is highlighted.
This feature definitely make this media available to people with hearing disorder and also people who is not good at English listening. Even for native speaker, it is very useful to review what was explained and said in precise manner.
It’s a very good summary for you to remember what basic things user experience designer should do. The good thing about this article is it’s really focusing on EXPERIENCE design rather than UI or interaction design alone.
A good memory refresh.
UX: Direct interaction between company product and users
CX: All connection points between company and customers including ads, social media, discussion board, etc.
This makes CX a large part of branding strategy.
My memo and implications from this presentation by Kaaren Hanson, Intuit:
There are a few things I would like to mention:
1.Why the heck logitech still uses this bulky dongle in the age of mobile?
2.Why the heck is this thing so fragile?
3.Why did I buy this in the first place?
4.And why the heck am I still using this mouse?
5.The designer without his mouse or pen tablet is effectively useless
Inception map NY
I’ve been Mac user since 2008. Before that I was Windows user all the way since 1993. I wasn’t a big fan of Microsoft UIs back in the day. It was just ok design and visually not interesting at all.
Now that Microsoft made the biggest UI design on their leading OS, Windows, I have to say it’s actually quite interesting change. Yes, I know some people had a very hard time finding how to turn off the computer or other very basic functions. That was quite messed up. However, it doesn’t simply mean the design itself is bad. If you look closely, there is many interesting designs in it and you can absolutely learn from it.
It’s more educational for UX practitioners to think about WHY they designed this way and WHAT intention was behind it. I recommend to do it, It’s quite a good practice.
Related note: Look at UI and interaction design around Control Panel. It was most painful part for most of users. See how they managed this part. It is not perfect at all, but you see lots of effort.