6. First Run from the user’s POV
• Understand the app’s concept, taste,
values, reasons for adoption, ways of
using it
• Decide whether to continue using it.
• Start loving it, telling people about it.
19. Message User’s state of mind KPI
Cover, tutorial Something private Familarity, curiosity Understand “world
(sample of a you use daily, with a view”
timeline) small group of
friends and family
Create identity Create a path from a Elegant, fun, easy Account creation
(account), quality photo
follow friends
View your Your friends are here Want to use it! Views/scrolls timeline
timeline
Express Share tidbits from Let’s try it out Content creation
yourself your daily life in a
stress-free way
22. BUSINESS WHAT A HAPPY
USER
GROWTH ACTIONS? EXPERIENCE
KPI
23. Approach
• Set KPIs/Actions that have small,
medium and large efforts and payoffs.
• The small should be the simplest
action the user can take that will
teach them something of the value of
the app, and give them a little
happiness.
25. Approachs
• Can you break up big steps into smaller
ones?
• Can you postpone parts of a step?
• Example: data entry while creating an
account
• Example: Let the user play/share the
content before signing up.
26. Approach
• Sometimes the smallest action is still
pretty big
• This can be ok if the user’s motivation
and knowledge is proportionally big
(probably).
30. 4. Design the flow from
screen to screen.
• Start from the entry point
31. 4. Design the flow
• Place the minimum elements needed to
achieve the action/KPI assigned to each
step.
32. 4. Design the flow
• Once one action is complete, connect it
immediately to the next.
• If a user has just accomplished
something, they are in a moment of
greater self-confidence and love for
the app.
33. Interface Elements
• Sometimes you need a bit of copy to let
the user know what action to take next
and what the payoff will be.
• Use as few words as possible.
• Keep text close to the respective
action.
34.
35. 5. Usability testing
• Use the fastest, cheapest method that
will get you the feedback you need
(paper, Keynote, etc.)
36. When the user gets lost:
• Are there too many choices?
• Is it clear what they’re supposed to do
next?
• Is it clear what will happen if they take
that step?
• After they’ve acted, did the result match
what they expected?
37. Pitfalls of a (bad) First Run
※ Too many new UI manipulation
methods/concepts, or too many new
words.
※ Poor balance of effort and payoff.
※ Poorly communicated differentiation
from existing services
38. Share your experience about
designing the First Run
• What did you want the user to
accomplish?
• How did you design the flow?
• Where did they drop off / painpoints?
• What improvements did you make in
the flow or UI?
39. ありがとうございました!
Thank You!
Paul Tomomi
@aka_me @tzs