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UX Atlas

Design problem

Nobody finds the feature

The capability exists, works well, and almost nobody knows it is there.

How you know you have it

  • Usage is concentrated in accounts that were onboarded by a human.
  • People ask for a feature that shipped months ago.
  • The entry point is an icon with no label, or lives behind a gesture.
  • The announcement drove a spike, then usage returned to its old level.

Do these first

  1. 1Put a visible control next to the task the feature helps with.
  2. 2Give every gesture a visible equivalent.
  3. 3Teach at the point of need rather than on first run.
  4. 4Use the empty state as the teaching surface it already is.

Why it happens

No signifier at the moment of need

A feature discovered through a changelog is discovered once. A feature signposted where the relevant task happens is discovered by everybody who needs it.

Gesture-only or hover-only entry points

Invisible until performed, and invisible entirely on touch or with a keyboard.

Teaching separated from doing

Tours front-load information before it means anything, then are never seen again.

What to read, and why

Discoverability is an affordance and timing problem, not a marketing problem, so these entries cover signifiers and contextual teaching rather than announcements.

Why it behaves this way

6

The mechanism underneath the symptom. Read these when the fix needs justifying to somebody else.

  • Discoverability

    A capability that users cannot find does not exist, no matter how well it is built.

    PrincipleExpert heuristic

  • Affordances and Signifiers

    An affordance is what an object makes possible. A signifier is the cue that tells you so.

    PrincipleExpert heuristic

  • Paradox of the Active User

    Users start acting immediately rather than reading, even when reading would be faster, so design has to teach through doing.

    PsychologyEstablished research

  • Recognition Over Recall

    Recognising something on screen is far easier than remembering it, so keep the information visible.

    HeuristicExpert heuristic

  • Banner Blindness

    People learn to ignore anything that looks like an advertisement, including your own content when it looks like one.

    PsychologyEstablished research

  • Curse of Knowledge

    Once you know how something works you cannot accurately imagine not knowing, which is why teams misjudge their own interfaces.

    Cognitive biasEstablished research

The craft decisions

4

The visual and structural levers that produce or relieve this problem.

  • Iconography

    Icons speed recognition for concepts users already know and create guesswork for everything else.

    UI foundationCraft convention

  • Emphasis

    Making one thing stand out, which only works if most things do not.

    UI foundationCraft convention

  • Visual States

    Every interactive element needs a defined appearance for every state it can be in, and most designs specify only two.

    UI foundationCraft convention

  • Motion

    Animation should explain a change, and anything that does not explain something is delay.

    UI foundationCraft convention

Patterns that address it

4

Recognised solutions, with the conditions under which each earns its place.

  • Empty States

    The screen before there is anything to show, which is a teaching opportunity rather than a gap.

    PatternCraft convention

  • Onboarding

    Getting someone to their first real outcome, which is a very different goal from explaining the interface.

    PatternCraft convention

  • Command Palette

    A searchable list of every action, which serves novices as discovery and experts as an accelerator.

    PatternCraft convention

  • Notifications

    Telling users something happened, where the default should be not to interrupt.

    PatternCraft convention

Components involved

3

States, behaviour and the accessibility contract you will need to specify.

  • Tooltip

    A short description on hover or focus, which must never be the only place information lives.

    ComponentCraft convention

  • Popover

    A small panel anchored to a trigger, for interactive content that does not deserve a modal.

    ComponentCraft convention

  • Badge and Tag

    A small marker of status, category or count, which must not look like something you can press.

    ComponentCraft convention

Language

2

Where the words carry more of the fix than the layout does.

  • Microcopy

    The small pieces of text that do most of the work: labels, hints, empty states, errors and confirmations.

    UX writingCraft convention

  • Content Design

    Deciding what content a user needs and in what order, which is a design activity rather than a writing one.

    UX writingCraft convention

Accessibility requirements

3

The requirements this problem raises, mapped to the decisions that produce them.

  • Accessible Names

    What assistive technology announces for a control, which must match what a user would call it.

    AccessibilityCraft convention

  • Content on Hover or Focus

    Content that appears on hover or focus must be dismissible, hoverable and persistent.

    AccessibilityCraft convention

  • Keyboard Navigation

    Everything must be operable with a keyboard alone, which is the single most load-bearing accessibility requirement.

    AccessibilityCraft convention

How to find out

3

Methods suited to confirming the cause before you commit to a fix.

  • Usability Testing

    Watching people attempt real tasks, which is the most direct evidence available about whether a design works.

    Research methodEstablished research

  • Product Analytics

    Measuring what people do at scale, which tells you where problems are and never why they exist.

    Research methodCraft convention

  • User Interviews

    Structured conversations about what people actually did, which is far more reliable than what they say they will do.

    Research methodEstablished research

Check your work

2

Interactive review passes, with progress saved in your browser.

  • Onboarding Checklist

    Whether a new user reaches real value, and how much you make them do before they get there.

    ChecklistCraft convention

  • UX Audit Checklist

    A structured pass across the whole product, organised by the same categories as the audit tool.

    ChecklistExpert heuristic

Decisions other teams made

1

Worked cases, including the options that were rejected.

Where this usually shows up

The same material, organised around the surface you are building rather than the symptom you are fixing.