very few customers get on-boarded and primed to the point where they know three things: (1) why they’re there, (2) what they can accomplish, (3) and what to do next (note: users don’t need to know how to use your product at the beginning, they just need to know what to do next!). Once a new user knows these three things, they have reached “The... See more
"innovation is about designing customers, not just new products"
The most challenging products must EXPLAIN how something should be done (think Adobe Photoshop, where users must be find training on YouTube or elsewhere to engage — even initially—with the product). Having to explain your product is the least effective way to engage new users (and explains why products like Photoshop struggle to attract non-Pros).... See more
Every product needs a solid activation experience.
Done well, they can mean hugely successful conversion from discovery to sign-up for your app.
Here's a breakdown of Duolingo's legendarily strong activation experience.
Complete activation experience breakdown in... See more
The next area where I think games have a lot to teach product designers is in onboarding . Many games follow the path of slowly revealing the complexity of a system over time, giving the player just enough to do that they're engaged but not overwhelmed. Often this is a continual process that happens across the entire span of the game. Multiple... See more