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If you see a UI walkthrough, they blew it

blog.maxrudberg.com

21–30 of 71 posts

Re: If you see a UI walkthrough, they blew it

#21
post #8

If you have to be taught how to drive a car, they blew it.

Car is a much narrower use case than app.

Could you explain this statement? Do you mean that more people drive cars than use a particular app, or do you mean the opposite? Something else entirely?

Re: If you see a UI walkthrough, they blew it

#22
Overly confident, generalizing headlines are pretty good for capturing attention. But it does poorly at making your point.

Your reader's mindset is contentious from the get-go, and they're going to want to prove you wrong if statement is controversial. It doesn't bode well for your point if you can't convincingly back it up.

The true point in this article is that visual cues within UIs are great and nice. It's a huge victory when you can educate your user naturally (see: the popular Super Mario Bros example), but it just doesn't apply to everything. Not everything is innate; some new things need to be taught. How do we learn most things? We observe someone doing the same thing.

Re: If you see a UI walkthrough, they blew it

#23
post #6

This is utter nonsense. Spend even a small amount of time with someone who works outside of the computer hardware/software industry and observe how and why they use a smart phone or computer. UI walkthroughs are not only necessary, but desired. They act as the equivalent of standing next to someone and "showing" them how something works. As the OP correctly notes there is a very heavy reliance on mimicry for most lea…

Agreed. It's a fast-track to understanding. Not all behaviours that are beneficial are or can be immediately learned, nor would you expect or want them too - that would very likely be overwhelming.

Re: If you see a UI walkthrough, they blew it

#24
I can see lots of other people disagree with the OP, I thought I'd chime in too:

Self-evident interfaces (i.e. lots of affordances, very little tutorial needed to get started) can be good for people who just want to pick up an app and understand it.

BUT, there are also people who want to interact with something in the fastest, most efficient way possible. If a novel new UI can shave even milliseconds off of common repeated tasks, a 60 second tutorial is definitely worth it.

Re: If you see a UI walkthrough, they blew it

#25
completely agree!

If you need to teach people how to use your product you failed at UX. And the time spend on walkthroughs and quick tips would have been better spend on rethinking the whole interaction model.

That being said, it doesn't mean your product is going to fail just because your UI sucks! Sometimes the problem a product is solving is so big that users don't care how clunky it is to use...great examples: Banking, Cars and most Email clients for example.

Re: If you see a UI walkthrough, they blew it

#26
We're literally betting our business on Max being wrong here (www.kera.io). We believe the opposite, that the best way to learn something is to sit down and have someone show you. Perhaps in the narrowly defined 'mobile app' space where your app does 1 single thing (ie: take pictures) you can have obvious design but check out something like Siebel (http://www.selectorweb.com/images/siebel1.gif) or any sufficiently complex software and you realize there are huge opportunities for UI walkthroughs.

Re: If you see a UI walkthrough, they blew it

#27
post #10
post #6

This is utter nonsense. Spend even a small amount of time with someone who works outside of the computer hardware/software industry and observe how and why they use a smart phone or computer. UI walkthroughs are not only necessary, but desired. They act as the equivalent of standing next to someone and "showing" them how something works. As the OP correctly notes there is a very heavy reliance on mimicry for most lea…

One of irks I have with "slight visual cues and subtle animations" is that they assume all users will give the same amount of attention and have the same reasoning process as the designer does. They then call the design "obvious", as if that is an objective quality---but even a short conversation (or usability study) with a sample of their users will tell them it's anything but.

Exactly.

The 'obvious' lock screen camera thing on the iPhone is a perfect example of something that I haven't seen anyone figure out on their own. It doesn't look or behave like anything else on the iPhone, including the only other interactive element in that same lock screen. Once you DO know, the cues are nice reminders.

The Pudding Monsters example is terrible too, as it precisely a UI walkthrough. Minimal, because well, the UI in that game is minimal, but it is explicitly telling you what to do and how to do it. (BTW the game is wonderful)

Re: If you see a UI walkthrough, they blew it

#28
Games that were clearly 'blown' by this standard: Bike Race Tiny Wings Angry Birds (1, 2, 3, 2000, space, Christmas, festivus, Halloween, whatever else they make...) Jetpack Joyride Tank Hero Temple Run Cube Runner NinJump

I never realized how many apps on my iPhone was such shit :(. FML.

Re: If you see a UI walkthrough, they blew it

#29
post #6

This is utter nonsense. Spend even a small amount of time with someone who works outside of the computer hardware/software industry and observe how and why they use a smart phone or computer. UI walkthroughs are not only necessary, but desired. They act as the equivalent of standing next to someone and "showing" them how something works. As the OP correctly notes there is a very heavy reliance on mimicry for most lea…

People skip tutorials and walkthoughs just like people don't read the Help.

Discoverability needs to be layered. Come over and watch my Dad use your app. It's astonishing how much we take for granted.

Re: If you see a UI walkthrough, they blew it

#30
post #8

If you have to be taught how to drive a car, they blew it.

Car's share 90% of their UI (apart from that damn Fiat hire car that invented a new way to get to put itself into reverse).

The reason why UX has to be so much more discoverable on apps, websites etc. is that there is a hell of a lot more of them and they often are created by clever fucks that decide to do things in novel ways.

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