Re:Designing a Mobile App for Maximum Growth
by nostrademons on Wednesday October 28, 2015 @03:06PM
(#10466548)
I like the tooltips better than either of the approaches you've suggested. If I'm confused, I glance at them and then am less confused. If I'm not confused, I just dismiss them, not feeling guilty.
I hate "help" mechanisms that keep popping up in normal operation, because usually I know exactly what I'm doing in normal operation.
Re:Designing a Mobile App for Maximum Growth
by dv_says on Wednesday October 28, 2015 @03:14PM
(#10466602)
You're on point, these help mechanisms should be rare and few, or they would be a nuisance as well.
The problem with forced screen of tooltips in the very beginning is that you haven't had a chance to explore the app yet, and so it's hard to mentally assign importance to them. And later, they're gone.
Re:Designing a Mobile App for Maximum Growth
by wlesieutre on Wednesday October 28, 2015 @05:36PM
(#10467606)
This is my issue with them. Maybe I do need a tooltip to figure some feature out. But I certainly don't know which one I need yet.
If you bombard me with "Hit the + button to make a new document!" on first launch, of course I'm going to dismiss the tips. It's 2015. Figured that one out on my own.
Better to design an app where functions aren't hidden in secret menus and I can explore without accidentally screwing things up. Is that too much to ask?
Re:Designing a Mobile App for Maximum Growth
by nostrademons on Wednesday October 28, 2015 @03:18PM
(#10466624)
Offer a "Help" action that brings them back for whatever screen you're currently on.
Actual games (such as GTA or Cut the Rope) do a great job with onboarding, and apps tend to take the simpler show-everything-in-the-beginning way.
Two alternatives I've tried as an indie dev:
- Gamification, where you ask the user to perform one task, such as "drag X to Y." Only after they performed the action move on to the next prompt, and perhaps not even immediately.
- Utilizing badge counts or "bouncing" animations to indicate some action that needs to be performed. The benefit is that the user can try it on their own time, and you're not rushing them. The downside, though, is that some users may never actually click.
On the flip side, these approaches can add complexity in both code and how you structure your UI.
[1] http://s3.amazonaws.com/marquee-test-akiaisur2rgicbmpehea/R9...