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UI Walkthroughs: yes or no?

By Cesare Rocchi

Walkthroughs - still needed?

Photo Credit

The short answer, the one we all use, is: it depends. But the smart guy doesn’t stop there and asks: it depends on what? Here is my answer to that.

Introduction

I have built an app, should I put in a walkthrough? Probably many of you had to answer these questions. In my experience the sooner you address it (even at design phase) the better because it will inform other choices you’ll make along the path to shipping. Like many other debates (e.g. skeuo vs flat) it’s easy to fall in theoretical discussions and semantics. Here, I promise, I’ll stick to the pragmatic side of things, taking inspiration from other products, not necessarily software products. So, it depends on what?

Walkthough as a kind of manual

Shipping an application with a guided walkthrough is like selling a product with a manual. Think of the last time you have checked a manual bundled with a product. My answer is “around 10 years ago”. There is a reason for that: as a user, I am an explorer, and I will explain that later. Even Apple, known to be pretty minimal when it comes to manuals, ships the iDevices with a little booklet. I see it as a sort of “placeholder”, something to avoid the complaint: “why there is no manual?” You see where we are going: if you don’t provide instructions people will ask for them if you do – people won’t look at them. So the manual for products like TVs, fridges or cars has become an object, ignored by default, but with the function to reassure customers: if I need it, it’s there.

Things are a bit different when we talk about software. Those of you over thirty might remember the big manuals bundled with Microsoft Office, but we are talking about ages ago. In 2008 the introduction of mobile applications as we know them today was disruptive in many ways: the SDK, the distribution system and also the manuals. Has any of the apps bundled in iOS a walkthrough? No. Apple provides a support website where you can find all the manuals. This is a big switch with respect to bundled-with-huge-manuals desktop apps we were used to: the manual is online, check it if you need it and nobody shoves in your face a walkthrough when you start an application for the first time. When I started developing and doing research on mobile applications (it’s was 2003) there was a term that implicitly expressed the lack of a manual: “wake up and use”. The rationale behind this expression is: “the application is so intuitive that there is no need for a walkthrough”. Bullshit. I am afraid I have used the adjective “intuitive” in previous writings (even academic papers) but now I think it is too generic and pointless. Not to mention that people are so different at many levels (cognitive, social, cultural) that a universally intuitive UI is like a unicorn. So you don’t want your walkthrough to be considered as the manual of the fridge. What are the options?

Standing on the giant’s shoulders

You can build on previous knowledge or well-known patterns. There’s a treasure out there, use it. Let’s put aside walkthroughs for a second and talk a bit about icons of visual cues. For example, the “sandwich” icon, adopted by the Facebook app and many others, is so widespread and adopted in a mobile application that you can safely assume almost everybody would know the meaning of that and would expect a panel with sections to open up when you tap it.

Is it intuitive? No. It might stand for a pile of paper, a cake, a sandwich, and many more meanings. But so many applications use it that it has just become a sort of convention, much like the floppy disk icon was (and probably still is) a symbol to convey the “save” meaning. So if you build an application inspired to the UX patterns and icons of famous and well-known applications it is very likely you don’t need a walkthrough. Just be aware it is not about intuitiveness, it is just “standing on the giant’s shoulders”. People are used to it much like they are used to hold a fork because they have learned it from someone else. Intuitive encompasses way more wizardry. Something intuitive does not require conscious reasoning, you just use it as if you had always known how to use it, though in software intuitive is usually synonymous of easy to use. For example, the switch component in iOS is not intuitive, though people use it as if it were intuitive, because it resembles a real-world switch and they already know how it works. Paraphrasing: some components in iOS are “standing on real world’s shoulders”, that is exploiting a metaphor.

If the UX of your application builds on top of well-known patterns and visual cues, it is likely you do not need a walkthrough. But don’t take my word for it, if you want to be sure, test it.

The power of testing

This is the leitmotiv of any good UX designer: test it. You are not building an app for you, you are building that for people. Then why don’t you let people use it and collect some feedback? If you are an indie developer you can ask a few friends of yours to use it. Just don’t tell them anything, otherwise, you blow the test off. Think-aloud techniques are good to spot macro issues, e.g. something does not look “tappable”. If you have a budget you can even try A/B testing, showing two of a more alternative version of your UI and measuring which one is the most “successful”. In both cases you collect data, evidence to inform your design choices. Any opinion on UX out there is questionable, so – if you can afford it – I really encourage you to validate decisions with tests. To test something you need at least a beta version, with no data available. Instead of building something “in the dark” you can create something based on two common-sense properties: the type of customers and the nature of your app.

Types of Customers

As I have mentioned before, customers can be very different by culture, society, and personal traits. A broad distinction to start with is the following: explorers and by-the-book guys.

Who is the user?Photo Credit 1, 2

The Explorer is the guy that opens the box of the TV and does not even touch the manual. You can expect this guy to complain if forced to view a walkthrough. Your only escape, in this case, is to offer the possibility to skip the walkthrough at any time.

The by-the-book guy is the one that follows the manual slavishly. In this case, a walkthrough is needed, or a one-star review will pop soon.
These are not two mutually exclusive sets but the extremes of a spectrum. Just think where the majority of your customers are placed along the spectrum. You might have no idea, and that’s fine, but if you do try to exploit this information.

Nature of the app

Types of customers is a subjective trait but there is also a more objective side of things. Is your application disruptive? Are you “standing on the giants’ shoulders”? When the Clear app was released there was nothing like that and customers, used to buttons, would have felt lost. That’s why a walkthrough was needed. Sure, they could have run tests, come up with something more inspired to the real world and hope people to get it. But I think the essence of the app was also to be different, to show something new and that generated good traction. So, if you build something so disruptive that is inspired to neither the real world (like the switch component) nor to well-known applications (like the sandwich icon/panel of the Facebook app) you’ll probably need some walkthrough.

You have two options here: instructions-along-the-way, like flipboard, or instructions-at-first, using static screenshots and labels to explain. This is very specific to your application and it’s hard to provide general rules about that. One tricky thing to explain is gestures.

If buttons are a hack then gestures are… hidden!

There is a famous piece by Josh Clark advocating the usage of gestures instead of buttons. If you show me a globe on an iPad I will be tempted to spin it and if it does not I’ll think it’s a bug. This is due to the “affordance” of the globe as we know it in the real world: it is meant to be explored by spinning it. But what about direct manipulation of an items’ list in iOS? Is the swipe-to-delete action intuitive? Absolutely not. Come see my father using that. If I hadn’t told him, he would have never discovered the archive/delete option in the Mail application. Why? Because the affordance of an item in a list does not tell me it is meant to be swiped. This means that either I discover it somehow (accidentally or somebody teaches me) or I’ll never get it because there is no hint. Nowadays swipe-to-delete is probably so common on iOS that you could avoid to explain it, but that really depends on your target. When it comes to gestures, either your metaphor is very adherent to reality (as in the globe example) or you’ll need to provide some clues to the customer: you can do it along the way or provide all the instructions at the beginning. The point is: you are building a “realm” which is potentially new and unfamiliar to the user and you want to avoid him to get lost.

Author:
Cesare Rocchi is a speaker, writer, UX designer and developer specializing in web and mobile applications. He began working on interactive applications while he was a researcher in the academia. He runs Studio Magnolia, an interactive studio that creates compelling web and mobile applications. He blogs at upbeat.it. You can find him on Twitter or app.net. When off duty he enjoys snowboard and beach tennis. Now he is busy working on Neater.

UXPin invites to guestblogging

Priority Matrix: The value of a unique UX

By Pablo Diaz-Gutierrez

Priority matrix - plan differently

President Dwight D. Eisenhower once said

“What is important is seldom urgent, and what is urgent is seldom important.”

It seems obvious if you think about it. And yet, in this age of information overflow, I bet you are also guilty of task management by email: A new message from a customer, your boss or a coworker often makes you turn your priorities on their head. That little red number telling you how many unread messages you have is so hard to ignore. It’s just human nature, we are wired to pay attention to things that change unexpectedly. We don’t even realize that we are trapped in multi-tasking and the illusion of work.

This problem is so common that several authors have built successful careers on helping people deal with it. Many of them draw, with credit for it or not, from the so-called Eisenhower Matrix. The goal of this method (described in his diaries) is to classify everything you have to do into a 2×2 matrix, where critical (important) things go on the top half, and immediate (urgent) things go on the left side. This way, everything we have to do falls into one of four categories:

  • Critical AND Immediate: Do this now, it’s an emergency
  • Critical: Spend most of your time and effort on these tasks
  • Immediate (but not critical): If you can delegate this to someone else, do so
  • Everything else: Stuff that falls here doesn’t deserve your time

Priority Matrix - four quadrants

At Appfluence, we develop a suite of tools called Priority Matrix. This post describes the design decisions we made early in the development process when we were still trying to figure things out. It used to be that developers working on a new tool would have to start from the bottom up, developing low-level UI elements that, when put together, would bring their products to life. Today, modern development tools and powerful frameworks have come a long way. Creating a full, polished product is now easier and faster than it ever was. But this convenience came at the cost of suffocating nearly all originality in user interfaces. When presented with the task of designing the Priority Matrix, we decided to do the right thing and deliver a pleasant, unique experience that serves our users well.

One way to think about design choices is in terms of a spectrum of possibilities that ranges from hastily putting off-the-shelf components together, all the way to developing complete UI elements from scratch. The former has been done time and time again, and the results are invariably unsurprising. Software outsourcing houses churn examples by the dozen, and they don’t make a blip on anyone’s radar because they’re more of the same. The latter, on the other hand, requires a lot more effort, dedication, and frustration until you get it right, if you ever do. But if you succeed, the result is a unique, well-fitting UX that your users will hopefully love. We went that way, and after iterating several times, we settled on a design that made us happy.

The first and most obvious decision to make was how to implement the four quadrants. Our original constraints were the following:

  1. Each version had to feel native to the platform, to differentiate from quick ports
  2. The UI had to be touch-friendly since our first release was for the iPad
  3. The quadrants had to be resizable by the user to focus on one section, or else we would waste a lot of screen real estate

Given the task to design a 2×2 matrix, the quick, first approach would be to show some buttons to maximize each quadrant, to reassign items across quadrants, and to change projects. We did this as a proof of concept, and it felt clunky. As it didn’t fit our requirements, we moved on. The next iteration would allow the user to drag the edges between each quadrant in order to resize them as needed, horizontally or vertically. This was an improvement over the first attempt, but it still didn’t feel native on the iPad: It was like a Windows app ported to a tablet interface. Also, in order to be usable at all, the edges had to be pretty wide, in order to allow the user to drag correctly. This would also have made us waste a lot of space, which we couldn’t afford on a smartphone or tablet version.

After much sketching, head-scratching and contemplation, one of us (I can’t remember exactly who) proposed having a central button that users could drag to resize the four quadrants at once. That was just right. Even though this was a non-standard UI element, users were able to identify the functionality at first sight (the icon helps with that). Because it’s just one button, we could easily afford to give it sufficient space to be easy to drag. And best of all, it is just fun to use. Even this long after we first released the app (it came out on day 1 of the iPad era), we still turn heads when we demo this particular feature. In retrospect, we wouldn’t do it all the time, but the effort we put into carefully designing from scratch paid off in scores.

Priority matrix screenshot

Priority matrix screenshot 2

The resizable quadrants are the signature element of the Priority Matrix interface. But the same careful, iterative design process was used to come up with other interactive elements. For example, items can be rearranged (re-prioritized) by holding a finger on the item and dragging it from one quadrant to another. We did this because we felt that the default iOS table reordering gestures were a bit clunky when working with multiple tables side by side. In addition, the iPad version of the app exploits the device’s multi-touch capability beyond the standard pinch and swipe operations. When dragging an item with one finger, a second finger can be used to change projects, reassigning the item to a different context. Little things like these makeup complete user experience. It pays off to step back and think through every now and then.

The design approach we propose here is not for everyone, every time. It is time-consuming, demanding and uncertain. However, as we said before when it works, the results speak for themselves. As mobile, tablet and web development frameworks evolve, it will become increasingly clear which UI and UX conventions stick and which ones are phased out. Until then, I recommend that you set clear goals and take a chance to explore the possibilities that your platform offers. Just don’t be a copycat.

Author:
Pablo Diaz-Gutierrez is a co-founder at Appfluence. They make Priority Matrix, a simple and effective task management software tool for busy people. Pablo is interested in all things productivity, and he would love helping you go home on time to enjoy the simple pleasures in life.