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Sheesh, that's harsh This is shop talk, a term of art. He's talking about making your app pleasant to use and easy to understand quickly, not literally.. puff
by netcan 11y ago
Sheesh, that's harsh
This is shop talk, a term of art. He's talking about making your app pleasant to use and easy to understand quickly, not literally.. puff
This reminds me of the time everyone was up in arms about some article where US intelligence cryptographers were calling people "adversaries." You gotta take these things in context.
Of course, making useful things matters if your goal is to have people use your things. No sane person will argue with that. there are also people who blog about that. Also good.
This article is about when/how people drop off, given some level of inherent usefulness. How they decide whether your app is useful. It's saying most apps loose most users immediately, most of the rest shortly after then it stabilizes after a week or so. So, you need to convince users that this app is useful fast.
Obviously, in a lot of cases users download an app, see that its not useful and get on their way. Everything is a function of usefulness. No amount of attention to user on-boarding will make an app that gives you constipation popular. An app that makes gold drizzle out of the headphone jack will show you exactly how sophisticated all these supposedly tech-illiterate "late adopters" can be when properly motivated.
If your app falls in the range of apps that people might get some benefit from but don't drizzle gold, you are probably losing some potential users needlessly and to the benefit of no one.
The most obvious take away is "focus on what happens when users first open your app and make it nice." Give people a reason to come back" Why be angry about that? You'd think he was talking about a coffee shop where employees say see tomorrow, Jim. Those creepy neurolingocerobronic manipulators. I'll see you if I see you, OK! I know what you're up to and it won't work on ME! I'm on to you!!!!