After many carefully crafted apps are put on the shelves, it is found that most users simply launch the app, then exit and never come back; more users launch the app, but exit before using the main functions; some people even just download it without even opening it. So how to make a user smoothly use the app from downloading and installing to the first step? There are too many things that must be paid attention to: First Impressions Usually before downloading and installing an APP, most users have a preliminary understanding of the APP in some way and have a "first impression" (such as through the application introduction of the app store, descriptions of other information media, etc.); when certain features of the app in this first impression attract users, users download, install and launch the APP. So first of all, the "first impression" presented to users should be concise and attractive enough: ● Simplicity is for the sake of intuitiveness and the transmission of information in the shortest possible time (users will only spend a little time reading, and will not bother thinking about what it is). ● Sufficient attraction. Needless to say, the main thing is to fully demonstrate the uniqueness and what needs the users can meet. Barriers to entry When an app is opened, if you need to enter your mobile phone number and then verify it via SMS, or register via email, account, or password, download large data, or set your favorite categories, before you can start to enjoy the value it provides, then relatively speaking, the app is now asking users to make the first choice: ● The choice between the value of the personal information provided by the user and the value of the first impression on their appeal (I just want to check the weather, but why do you ask me for my mobile phone number?). ● The user’s choice between the stress caused by cumbersome operations and the attractiveness of the first impression (I just want to check the weather, there’s no need to ask me to fill in so much information, right?). Another scenario is that users use their phones at odd hours, or even in situations where input is inconvenient (such as on a crowded bus or subway); it is easy to imagine that users give up halfway because the odd hours are over or input is too troublesome. What is this? It's different from what I want. When users finally enter the App and see the first main function interface, the first impression still dominates the user's operation. So is the first impression in the user's concept consistent with the functional impression displayed on this first interface? Take a social application as an example. If the user's first impression is that they can find a lot of girls in it, and if a blank chat interface is shown to the user at this time, the user's first thought is, where are the girls? The next action is to find girls. If the user cannot directly find the "Find girls" operation at this time, or the process is too complicated for the user to understand (is this looking for girls?), then this process directly lowers the user's expectations for the first impression and even causes the user to give up using the app. Why not just give users what they want in their impression, instead of increasing the cost of learning, thinking, and choosing for them in the process? Take the weather app as an example. They all directly display the local weather first, then provide options for users to add other cities, and there is a guiding prompt to inform users "Well, you can add other cities here." First meet the user's expectations of the first impression, and then tell the user what else can be done! Help guide (beginners) One type is that many apps do not provide any tutorials at all, or only provide cursory and sloppy instructions. The other is to provide the best possible tutorial for beginners so that users can master the application. At the beginning, it will patiently show you a bunch of wizards to tell you the purpose of the many buttons on the screen. The initial guidance operation can take several minutes, and the full guidance can even take hours or even days. Both of these extreme approaches are undesirable. In the first type, if the app is similar to QQ or WeChat, then it is OK even if there is no help guide (everyone will use it), but if it is not, or even an app with relatively new and creative business logic, then it is fatal for novices to have no help guide (they have no idea what is going on). As for the second type who take novice teaching to the extreme, I want to say, you are not a computer game, okay? Even for World of Warcraft, I only need to press WSAD and the left and right mouse buttons to start playing, okay? (Especially for most female users, when they see that this thing is so complicated, forget it and go back to play Connect the Dots. I believe that many male compatriots who teach their girlfriends to play games at home will feel the same way about this). Based on the popular apps I have used, I have concluded that their help and guidance focuses on two aspects: ● On non-routine critical operations; ● It is about enabling users to use the product in the fastest possible time and in the simplest way (satisfying users’ first impression as quickly as possible), and then guiding them step by step. This is too ugly and too rough. iOS and Android have been competing for many years, defeating Nokia's Symbian and Microsoft's Windows Mobile. Apart from the gap in hardware industry, the main reason for their failure is the huge gap in user experience. Therefore, if an App fails to win the favor of users in terms of color matching, layout, and friendly interactive design, it will certainly be difficult to retain their hearts for a long time. Simply put, user experience is absolutely important! The interface is so creative After entering the main screen, another scenario is a user interface that is too "cool and creative", which usually means it is difficult for users to understand. This will greatly increase the user's learning cost; (Well, Van Gogh's works were recognized by future generations hundreds of years later. You also want your app to be recognized by people hundreds of years later, and people will exclaim, "Wow, what a genius design this is!!!") You will find that the best interface designers often imitate the user experience of mainstream apps. The reason behind this is very simple: making it easy for users to understand and use is the most important core of interface design (Baidu looks the same as Google). The abominable flashback, lag The disadvantage of touch screens is that there is no physical response when you press a virtual button. Therefore, the user's psychological needs for an operation response are actually higher. If your app cannot provide users with frequent and immediate feedback, it will cause users to feel psychologically confused or even annoyed. If a crash occurs, it will undoubtedly be fatal. No push or abuse of push Push notifications can effectively increase your presence. When a user has hundreds of apps installed on their phone, timely showing up will prevent them from forgetting you. Pushing the right information to users at the right moment can make them feel your meticulous care. It’s like when you get up and wash up, your girlfriend calls and tells you that it’s cold outside and asks you to put on a sweater; but at the wrong time, the wrong message is pushed to the user, and the result is that it will be deleted. The demand created Currently, most users install WeChat and QQ on their mobile phones; in the past, mobile phones were only used to make calls and send text messages; It is because of the current smartphones that there is a need to use these mobile apps; creating demand at this level through creation is something that only a few geniuses and big guys can do; If the App we create does not focus on truly solving user problems, but instead creates a user demand to some extent and then solves this user demand, the result is likely to be a tragedy! App for the sake of app Whales live in the ocean, and shrimps can live in the ocean, but whales can’t swim into your pond! Don't force yourself to do something that should be done on a computer on a mobile phone. Although the boundaries between mobile operating systems and computer operating systems are becoming increasingly blurred, there are still significant differences in their usage scenarios, usage time, screen size, etc. In order to keep up with the trend, many traditional enterprises and manufacturers have developed an app for mobile phones, just like they have a corporate website, to sell curtains on mobile phones. Is this really appropriate? (But it is quite appropriate to show you where you can buy curtains near you on your mobile phone!) Summarize Every interface, every operation, every element, the right time, the right place, the right object, feels like playing chess. There are many ways to checkmate the opponent, but in the process, every step is necessary and precise, and no mistakes can be made. This is a game between the product and the user! |
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