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UX Atlas

Tag

onboarding

Entries tagged onboarding, drawn from across the library. Tags cut through the section structure, which is where most of the useful connections are.

18 entries across 5 sections

Type
Category
Level

18 entries

Decision time grows logarithmically with the number of equally likely choices, so the tenth option costs far less than the second.

Law · Decision making

People judge an experience by its most intense moment and its ending, not by the average of the whole thing.

Law · Memory

Unfinished tasks stay mentally active, which is why visible progress pulls people back to complete them.

Law · Motivation

Effort increases as a visible goal gets nearer, and artificial early progress accelerates the whole journey.

Law · Motivation

Aim for a product that needs no explanation, then write help for the cases where that is impossible.

Heuristic · Nielsen heuristics

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

Principle · Interaction

People value things more once they own them, and more still once they have put work into them.

Cognitive bias · Judgement

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

Psychology · Learning

Learning spread over time is retained far better than the same amount of learning crammed into one session.

Psychology · Learning

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

Pattern · Content states

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

Pattern · Adoption

Communicating how far through something the user is, which requires honesty about what you can measure.

Component · Feedback

Measuring progression through a sequence, where the largest drop is rarely the biggest opportunity.

Research method · Quantitative

Participants record their own experience over time, which captures things a single session cannot.

Research method · Generative

Say why it is empty, and give exactly one thing to do about it.

UX writing · UX writing

Teach one thing at the moment it is needed, in the reader's words, and get out of the way.

UX writing · UX writing

A payments product added security badges and lost conversion, then recovered it by removing them and explaining what actually happens to the money.

Case study · Fintech

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

Checklist · Adoption

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