Decision time grows logarithmically with the number of equally likely choices, so the tenth option costs far less than the second.
LAW·001Law · Decision making
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
Decision time grows logarithmically with the number of equally likely choices, so the tenth option costs far less than the second.
LAW·001Law · Decision making
People judge an experience by its most intense moment and its ending, not by the average of the whole thing.
LAW·007Law · Memory
Unfinished tasks stay mentally active, which is why visible progress pulls people back to complete them.
LAW·010Law · Motivation
Effort increases as a visible goal gets nearer, and artificial early progress accelerates the whole journey.
LAW·014Law · Motivation
Aim for a product that needs no explanation, then write help for the cases where that is impossible.
HEUR·010Heuristic · Nielsen heuristics
A capability that users cannot find does not exist, no matter how well it is built.
PRIN·005Principle · Interaction
People value things more once they own them, and more still once they have put work into them.
BIAS·007Cognitive bias · Judgement
Users start acting immediately rather than reading, even when reading would be faster, so design has to teach through doing.
PSY·007Psychology · Learning
Learning spread over time is retained far better than the same amount of learning crammed into one session.
PSY·008Psychology · Learning
The screen before there is anything to show, which is a teaching opportunity rather than a gap.
PAT·010Pattern · Content states
Getting someone to their first real outcome, which is a very different goal from explaining the interface.
PAT·014Pattern · Adoption
Communicating how far through something the user is, which requires honesty about what you can measure.
CMP·026Component · Feedback
Measuring progression through a sequence, where the largest drop is rarely the biggest opportunity.
RES·011Research method · Quantitative
Participants record their own experience over time, which captures things a single session cannot.
RES·013Research method · Generative
Say why it is empty, and give exactly one thing to do about it.
WRT·010UX writing · UX writing
Teach one thing at the moment it is needed, in the reader's words, and get out of the way.
WRT·016UX 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·002Case study · Fintech
Whether a new user reaches real value, and how much you make them do before they get there.
CHK·005Checklist · Adoption