6 ms·
No no no no no. Design your product to be understandable at first pass. Apple famously doesn't do any of this with your iPhone, while Sony forces you to do it
by local_issues 3y ago
No no no no no.
Design your product to be understandable at first pass. Apple famously doesn't do any of this with your iPhone, while Sony forces you to do it on every new device.
Let the onboarding be a forcing function for usability. This isn't a crutch, it's something worse and damaging.
- sebastianconcpt 3y agoYes to the pretend you can't have this as forcing force for usability but I'm good for adding it if the user answers "Yes" to have a tour.
- smt88 3y ago> Apple famously doesn't do any of this with your iPhone You're arguing in favor of a product tour. iOS usability is garbage. There are no affordances. Nothing is discoverable. There are a million inputs (mostly gestures) that no one ever finds out about unless someone tells them or they Google it, and they're not consistent across apps, even first-party apps. Sometimes "swipe the row left" means "remove," sometimes it means "more actions". It's just a jumble of inconsistent nonsense. Watch a non-tech person use their iPhone. They have no idea that they can do 50% of the things that they can do. Ever see anyone use "shake to undo" for example?
- MrBodangles 3y ago“Shake to undo” also doesn’t work more often than it does. You’d assume an OS-specific keyboard interaction would work anywhere there’s text input, but no!
- enraged_camel 3y ago>> iOS usability is garbage Yes, that must be why my technologically illiterate 90-year-old grandpa was able to figure out how to use an iPhone after being shown a single swipe gesture.
- tekchip 3y agoMy 65, at the time, year old father figured out Android just fine. What point was your n of 1 example trying to make? Please try to keep in mind there is a wide breadth of technical prowess, thought patterns, and comprehension out there. What works great for some people doesn't for others. Also something to keep it mind being able to "figure something out" or "use it" doesn't necessarily make it a good experience, or an ideal one.
- superdug 3y agoPlease excuse the last remnants of the technology debate of “Are Apple products worth the higher price tag of their very capable competitors?” It’s been happening since Apple came into existence with people defending or arguing against Macintosh computers to where it is now with cell phones and the higher cost of entry priced iPhones. The ecosystem Apple created is the great divider. It’s a closed garden in every sense of the word, but still a great garden where if you’re okay with the HOA, you can live right on top of.
- Etheryte 3y agoPeople not knowing some of the features is not really a problem, because it doesn't matter. Every single one of my elderly relatives can use an iPhone after a quick intro and they don't need help afterwards. The device is essentially self-serve once you understand one or two core ideas. Them not knowing about some features is not a problem, they can do all the important things without someone helping them out. No other smartphone platform has delivered that.
- sgc 3y agoCome on, iOS is not so special. Grandmas all over the world get by just fine on an Android as well. If you don't do much with your device, you don't need much. At the same time, it is obvious that gestures should be consistent, and the documentation should be clear, on device, and easy to find.
- Etheryte 3y agoI think this is a point where we'll fundamentally disagree, for all practical intents and purposes, no regular user ever has or ever will read the manual for their smartphone. Your phone comes with one, have you read it? Documentation is a crutch for complexity and it's only acceptable for hard topics and advanced users. Most people don't even touch the manuals for all the appliances they own, never mind your elderly relatives. If they run into a problem, they'll ask someone to help, not look for the manual.
- superdug 3y agoI think you’re missing a key fact about who cell phone users _can_ _be_. The dumbest people on this planet can still pick up any iPhone anywhere and be able to use it even if they’ve never used the device itself once. It’s muscle memory to people who wouldn’t know what to do with a manual in the first place. You have to accept that there is no barrier to advanced communication technology to anyone with the means to procure said devices. While I appreciate a finely tuned platform for my technology uses, I still carry an iPhone in particular so that I don’t need to do all of that advanced tweaking and personalization by sacrificing maybe 5% of my overall performance by using an unmodified iPhone running iOS in particular. Sacrificing that 5% of performance means the device has no barrier of entry for 99.9% of humans old enough and cognizant enough to procure a similar technology and be able to fully interact with me on a digital medium. Bringing it back to the topic at hand, those 99.9% of people includes family members who didn’t grow up with electricity let alone technology.
- brazzledazzle 3y ago> They have no idea that they can do 50% of the things that they can do Maybe even more than that. I know people that have used iOS for years and don't know they can copy/paste text or drag down to search in messages, mail and settings.
- jahewson 3y agoThese are basically power user features. You don’t need them to get by on everyday tasks. They just help. Just like right-click on the desktop.
- dooraven 3y agoI think this is broadly accurate for consumer apps. However, a B2B app ,which is where most product demo tutorials are used, isn't like this. Good product tutorials are great for salespeople to walk the customer through the app and sell properly to prospective clients. When the contract sizes are in the 10,000s or 100,000s and the product is pretty complex then this is a good solution vs having your sales and support staff having to firefight issues.
- twen_ty 3y ago> Apple famously doesn't do any of this with your iPhone Maybe that's why 50% of iPhone users still don't know that they can use long press on they keyboard (or space bar) to gain cursor control - and this is just one example.
- logical_proof 3y agoiPhone user since switching from a Droid X. You just taught me something that I have been dying for… thank you and way to make your point.
- seanthemon 3y agoApple features famously taught in hacker news comments.
- pests 3y agoIf you press with a second finger anywhere on the keyboard after activating it will switch to selection mode.
- ericmcer 3y agoYou just changed my text messaging efficiency
- ibdf 3y agoWhat’s this black magic! Never knew it either.
- StockHuman 3y agoThis is featured the first time you ever bring up the software keyboard and then never again. You can see the behaviour by booting up a simulator. They do have an explainer, but it’s very easy to dismiss if you expected to just start typing.
- jallen_dot_dev 3y ago> This is featured the first time you ever bring up the software keyboard and then never again. In other words, a behavior that something like Driver.js can help you achieve.
- kristiandupont 3y agoHm.. I find that Apple products have tons of hidden features that I discover after years of usage. I appreciate the clean lines, I really do, but it does have a tradeoff when it comes to discoverability, so this policy is debatable IMO.
- WhatWorkingOn 3y agoThe difference is it's intuitive to discover. Once you discover this does something here, you start wondering where else could this happen? You might wonder if you can adjust the iPhone flashlight brightness. For me it was intuitive to long-press the icon in control center to find more options and I was delighted to discover that's exactly how it works. Those little moments of delight and synergy are why I choose the apple ecosystem.
- discussDev 3y agoHalf the time it does something, I don't know what I did, and I'm in a rush and so instead of sitting down and having a happy little moment I'm annoyed at having it do some unexpected, unrepeatable thing.
- WhatWorkingOn 3y agoI have never found that the case in iOS. Anything I click / do unexpectedly I can reliably repeat the steps 99% of the time, it's why I prefer iOS over Android with apps that can modify the OS.
- ebiester 3y agoThey have the "Tips" application that has all of the features. It's on the front of a new app. What is stopping you from discovering it?
- chadash 3y agoSorry, this isn't practical for everything. Sure, a phone should be intuitive. And more importantly, you don't have to know how everything works at first pass. You can build it over time. But, for example, I recently signed up for HubSpot as a CRM and while I think that overall, the product is well organized and intuitive, it's just difficult if not impossible to make it as intuitive as a smartphone. The product tours really help.
- bryanrasmussen 3y ago>Design your product to be understandable at first pass implies never deliver any product complex enough that a design cannot be made that is understandable at first pass.
- onion2k 3y agoIf you're on a Mac, open a Finder window, then click Help -> "New to the Mac? Take a tour". There's your OSX tour. It opens a web browser pointing to https://help.apple.com/macos/big-sur/mac-basics/ https://help.apple.com/macos/big-sur/mac-basics/ (or whatever version you're on).
- mindcrime 3y agoLet the onboarding be a forcing function for usability. Sure, you always want usability and discoverability. But to suggest that everything can always just be discovered seems a lot like discussion of the elusive "sufficiently smart compiler." Eg, an unattainable ideal that doesn't exist in the real world. I am not convinced that the current state of UX is such that it's possible to make a UI where there is zero need for product tours, documentation, video tutorials, etc. At least not for moderately complex products and beyond.
- popcorncowboy 3y ago> I am not convinced that the current state of UX is such that it's possible to make a UI where there is zero need for product tours, documentation, video tutorials, etc. Agreed. All software, like much modern design, is starting to look the same, which is heading to about as close as we can get here: that _conventions_ are baked into apps to such an extent that "everyone" "knows" what to do. But even these huge sacrifices to homogeneity won't ever sufficiently cover everything, or even close. At best we get common patterns, like games, where you can relatively quickly get to grips. But games are model worth considering. They don't smack you in the face like Driver.js does but they propose a congruent concept (progressive complexity). Anyway. I don't know. UI is hard. Abstractions are hard. "This button does this", "Click this to blah" is one approach. Driver.js has its place. And for apps I'm not sure the progressive complexity of games translates well (the app environment doesn't generally scale along the same progression vectors).
- thyrox 3y agoYes I agree 100%. These type of demos teach me nothing and are annoying as hell. The only button I'm looking for is the skip button. For the rare cases when the UI doesn't make sense, reading the docs or watching a demo video is far easier to follow as you can skip to the relevant part much easily.
- ericmcer 3y agoThe one of these I don't hate was at Carrd. More of a toggleable full screen overlay with arrows and notes pointing to all relevant info. https://carrd.co/build/6881ccd20d634611 https://carrd.co/build/6881ccd20d634611
- jabart 3y agoHave you setup an iPhone ever? Literally the first time you setup an iPhone it walks you through onboarding and a guided flow.
- runako 3y agoCasual reminder that many (most?) assignments are to improve existing products, not to build from scratch. Whether or not one agrees with the sentiment of this post, there are certainly places where quick wins are, in fact, still wins.
- brigadier132 3y agoDo you have data to back your assertion it's damaging? Because I briefly worked in growth and the stats show these things work and help people. Apple gets a free pass because they have an army of unpaid bloggers willing to write articles on how to get around some of their terrible UX decisions (systems settings on iOS are impossible to navigate)
- adolph 3y agoApple does do product tours, example are animations here: https://www.apple.com/ios/ios-17-preview/ https://www.apple.com/ios/ios-17-preview/
- adrianparsons 3y agoI laugh when I see these because I've witnessed the process that leads to them. It goes something like: 1. Relatively confusing UX is designed and built. 2. User testing or executive review concludes the UX is relatively confusing. 3. Product Manager says "We'll build a slideshow/interactive tutorial!" to solve the problem. The process and end result is completely understandable. It's hard to rehash a design when you've already built it and gotten buy-in. I want to spend as little time as possible with most tools (especially enterprise tools), and so often these interrupt my work.
- wpietri 3y agoIt's understandable in some sense. But wow, the arrogance of designing and building something and then only doing user testing at the point where it's too late to do anything about it. I could even forgive it the first time, but this just happens over and over.
- another-dave 3y agoWhile this can definitely be true, I think it's OK that some experiences are geared towards power users. E.g. Photoshop is very powerful & you can be very productive but the controls aren't intuitive as a learner. Aeroplane cockpits are geared towards being easy to do all the complicated things need to fly a plane, rather than being geared towards being easy to learn for non-pilots. Feels like the "simple Vs easy" distinction.
- catapart 3y agoIf your product is simple enough to not need a tour, you should design it like that; MOST products are definitely simple enough to not need a tour. But if you're making Photoshop, or a deep-functionality video editor, or an enterprise accounting application, or a diagnostics utility or... If you're building any of those things (or something complex like that), don't be afraid to keep it complex and use a tool for building user familiarity. That's good design, actually. No 'one-size-fits-all' solutions on UX, I'm afraid.
- c-hendricks 3y agoGuessing you're not familiar with the question mark icon in first party Apple apps like Garage Band?
- willio58 3y agoThe "Hints" app is included with iOS, showing even Apple struggles with this. Most things should be obvious through using your product. For more complex things, it can be hard to rely on discovery.
- philvb 3y agoYou really need both: solid, intuitive product design and good new user onboarding. Even with a great product, new uses will still need help discovering and understanding how to get value from your product. Tooltips aren't always the answer though. Onboarding that's more seamlessly integrated into the experience are better, like Retool, Superhuman, or Intercom. You can see those experiences here: https://twitter.com/philvb/status/1617921908510699520?s=20&t=iZXXINfpXwTb6S3TI9KdMg https://twitter.com/philvb/status/1617921908510699520?s=20&t...
- joshmanders 3y ago> Apple famously doesn't do any of this with your iPhone I just got a new iPhone and set it up from scratch yesterday... They do this, and it's everywhere.
- lxe 3y agoThank you. I came here to make a similar comment. Anytime I see a "tour" I know the interface is going to be annoying to get used to. Don Norman's "Design on Everyday Things" is a must-read for anyone working with UX/UI. Also https://jnd.org/affordances-and-design/ https://jnd.org/affordances-and-design/ (Of course, these affordances change over time, so some of the conventions/examples are a bit dated, but the spirit remains)
- Redsquare 3y agoI guarantee 99% of iphone users dont know 50% of iphone features. You have drunk far too many apple marketing paragraphs.