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