Earlier quoted context omitted.
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.
Nothing wrong with being bold and trying new ideas but obvious is only really qualifiable via user testing. It's simple thing to do to see if your product is actually usable. My method is to get 3 random craigslist people and pay them $50 bucks to play with the app for an hour. Record them struggling and have them talk through their thoughts and how they use your app. You will learn more from that experience than any…
If you see a UI walkthrough, they blew it
61–70 of 71 posts
Re: If you see a UI walkthrough, they blew it
#62With an app like Clear, I have 0 trouble using it and love the minimalist approach and simple interactions. I have no trouble using the app or remembering which gestures do what. Some older than me, and likely most all younger than me would feel the same way (if they use or were to use the app).
When you are analyzing it, it is easy to point out things wrong with it, but when you use it, it just feels so right.
+1 for real life user testing
Re: If you see a UI walkthrough, they blew it
#63Then I came to the comments and everyone was complaining. I didn't know people liked hand-holding so much.
Re: If you see a UI walkthrough, they blew it
#64Earlier quoted context omitted.
To continue using the iPhone as an example, I realized that after two years, my Dad never realized that double clicking brings up the app switcher. I agree that it is better if you don't need a walkthrough, but I wouldn't say that you "blew it" if your app needs one. If a 30 second tutorial let's the user do very powerful and intuitive things, things that may save the user time over the long run, than maybe it is oka…
Not really. The app switcher is not the only way to switch apps. In fact, it is the more difficult of the two. It makes you click the home button twice, then tap the app you want once - versus click the home button once, and then the app you want once. Three clicks/taps versus two. As such, it is not a huge deal at all that it is not intuitive. Same thing with double-tap to zoom. Not terribly intuitive, but that's no…
Re: If you see a UI walkthrough, they blew it
#65Earlier quoted context omitted.
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, becau…
I think I had even read about it, but never bothered to try it until now.
Re: If you see a UI walkthrough, they blew it
#66They lack context.
They make things seem more complicated than they are.
They're often skipped.
People forget.
Folks think the screenshots are the app and try to interact with them (seriously!)
So basically, they're not a dependable way to teach stuff. On the other hand, they can definitely be helpful for quickly laying out an app's value proposition and, in some cases, can provide an important layer of instruction.
Apps like Clear purposely sacrifice discoverability for minimalism and fun. In some cases, progressive disclosure and visual cues might change the nature of the app and a walkthrough may be helpful. But Phill Ryu himself admitted that the walkthrough was a band-aid and I think we would all do well to think about how we can do better in the future.
The point is, I think there is a ton of room for innovation in the space of teaching UIs but we should keep all the chips on the table. Experiment, do user testing, but don't categorically exclude options from the table.
Re: If you see a UI walkthrough, they blew it
#67This 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…
Re: If you see a UI walkthrough, they blew it
#68This 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…
Re: If you see a UI walkthrough, they blew it
#69This 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…
> They act as the equivalent of standing next to someone > and "showing" them how something works. Yup. That's the point. In the best case you should not show how something works it should be obvious or very easy to discover.