Loading
The two "obvious" fixes that did nothing
Why you shouldn't always force an input
Why limiting the user's choices can be beneficial
Typically, designers want to remove as much friction as possible.
In plenty of case studies, I've counted clicks as a proxy for effort.
So if people are abandoning your sign-up flow, you should make it shorter, right?
Well, I added friction to mine, and conversions went up by around 25%.
Even more interestingly, the two "obvious" fixes that I attempted at first, did nothing.
Here's a behind-the-scenes look. Warts and all.
The first question I ask in this new flow, is what the user is working on.
I could have made this mandatory.
If I did, more people would have answered it, and very few would have immediately given up.
So why didn't I?

I didn't, because forcing a behaviour carries the risk of 😤 Reactance—the instinct that people have to push back when they feel like their freedom is being taken away from them.
This could mean churn, or more likely just a lot of bad data, which poisons future personalisation strategies.
In that vein then, why did I not let people skip the entire flow altogether?
Okay, that’s slightly more nuanced.
The moment a flow becomes optional, it changes what that step feels like. It changes the meaning.
It reframes the process as a data collection exercise, not an important part of the experience.
Because I was asking these questions before the checkout, a good chunk of people would have opted to skip it. They’re not yet invested in the product.
This would unintentionally hurt their first few sessions (and create churn), because I’d be unable to show them relevant content right away.
Note: I will test this though. You should always test these assumptions.
At the end of the account creation flow, users can save the content suggestions to their library.
But, I haven’t allowed them to unselect items individually—which would arguably be a better experience.
Why don’t I give people more flexibility?

When you sign up to Spotify, they’ll ask you to select artists that you like. They give you the freedom to be specific. But, this works because you’re choosing things that you already know.
You don’t need to think; “will I like Oasis?”.
On Built for Mars, you’re choosing from things you’ve never seen. Things that you don't have an existing preference for.
And, by giving users that freedom, I’d be implying that they should be curating the list.
In this context, being given the choice would become a burden of responsibility.
i.e., “here are 10 items, select the ones you want to read”.
It may even feel slightly reckless for a user to allow all 10, so they'll deselect items just to satisfy their desire to do some curation.
And because this happens before the user has paid, I’d be increasing the required effort at the worst possible time.

If features can be coded in minutes, thoughtful design is what wins
Get the free content when it's released, straight to your inbox, no account required
"An exceptional resource for learning how to build habit-forming products that people love."
"I’d never met anybody who looks at usability and UX the way I do until I met Peter. Only he’s smarter."
"The completest view of the psychological underpinnings of human behaviour that I’ve ever seen."
"What a nice idea! Christopher Alexander would be proud to see patterns collected like this."
Hinge built its reputation on a single promise: it's the dating app that wants you to leave. This is a breakdown of how the interface is actually engineered to make sure you don't.
How dating apps keep you engaged (not romantically)
The design equivalent of clickbait headlines
How Hinge leverages social scarcity
The challenge for a navigation app isn't to efficiently show you the best route, it's to make you believe that you've found the best route.
How strategy influences design
Waze is cornered, and slowly shrinking
What Apple's strategy appears to be

From rat mazes to coffee apps: why the motivation to reach a reward increases the closer your users get to their goal.
How to use the Goal Gradient Effect
Spinning the flywheel of purchases
Why your rules need to be clear
Sometimes, the best onboarding is no onboarding, and simple products get bogged down with unnecessary explanations. This case study on Waitrose, Sainsbury's and Asda demonstrates when to just let the user try it for themselves.
Sometimes the best onboarding, is no onboarding
“Show, don’t tell” often beats education
Data can’t always tell you when onboarding is wrong

An analysis of Monzo’s 1p challenge, focusing on the middle slump, where progress slows and motivation quietly fades.
Delight can replace progress, but only temporarily
"The middle" is the real retention problem
Motivation needs contextualised reference points

Personalised user experiences are everywhere. The problem is that most of the time it doesn't work. This is how Nike nail it, with a few simple tricks.
Why saying "Good Afternoon..." is usually a waste of time
The common mistake with recommended content
How Nike uses showmanship to create personalised experiences
The two "obvious" fixes that did nothing
Why you shouldn't always force an input
Why limiting the user's choices can be beneficial
Typically, designers want to remove as much friction as possible.
In plenty of case studies, I've counted clicks as a proxy for effort.
So if people are abandoning your sign-up flow, you should make it shorter, right?
Well, I added friction to mine, and conversions went up by around 25%.
Even more interestingly, the two "obvious" fixes that I attempted at first, did nothing.
Here's a behind-the-scenes look. Warts and all.
The first question I ask in this new flow, is what the user is working on.
I could have made this mandatory.
If I did, more people would have answered it, and very few would have immediately given up.
So why didn't I?

I didn't, because forcing a behaviour carries the risk of 😤 Reactance—the instinct that people have to push back when they feel like their freedom is being taken away from them.
This could mean churn, or more likely just a lot of bad data, which poisons future personalisation strategies.
In that vein then, why did I not let people skip the entire flow altogether?
Okay, that’s slightly more nuanced.
The moment a flow becomes optional, it changes what that step feels like. It changes the meaning.
It reframes the process as a data collection exercise, not an important part of the experience.
Because I was asking these questions before the checkout, a good chunk of people would have opted to skip it. They’re not yet invested in the product.
This would unintentionally hurt their first few sessions (and create churn), because I’d be unable to show them relevant content right away.
Note: I will test this though. You should always test these assumptions.
At the end of the account creation flow, users can save the content suggestions to their library.
But, I haven’t allowed them to unselect items individually—which would arguably be a better experience.
Why don’t I give people more flexibility?

When you sign up to Spotify, they’ll ask you to select artists that you like. They give you the freedom to be specific. But, this works because you’re choosing things that you already know.
You don’t need to think; “will I like Oasis?”.
On Built for Mars, you’re choosing from things you’ve never seen. Things that you don't have an existing preference for.
And, by giving users that freedom, I’d be implying that they should be curating the list.
In this context, being given the choice would become a burden of responsibility.
i.e., “here are 10 items, select the ones you want to read”.
It may even feel slightly reckless for a user to allow all 10, so they'll deselect items just to satisfy their desire to do some curation.
And because this happens before the user has paid, I’d be increasing the required effort at the worst possible time.

If features can be coded in minutes, thoughtful design is what wins
Get the free content when it's released, straight to your inbox, no account required
"An exceptional resource for learning how to build habit-forming products that people love."
"I’d never met anybody who looks at usability and UX the way I do until I met Peter. Only he’s smarter."
"The completest view of the psychological underpinnings of human behaviour that I’ve ever seen."
"What a nice idea! Christopher Alexander would be proud to see patterns collected like this."
Hinge built its reputation on a single promise: it's the dating app that wants you to leave. This is a breakdown of how the interface is actually engineered to make sure you don't.
How dating apps keep you engaged (not romantically)
The design equivalent of clickbait headlines
How Hinge leverages social scarcity
The challenge for a navigation app isn't to efficiently show you the best route, it's to make you believe that you've found the best route.
How strategy influences design
Waze is cornered, and slowly shrinking
What Apple's strategy appears to be

From rat mazes to coffee apps: why the motivation to reach a reward increases the closer your users get to their goal.
How to use the Goal Gradient Effect
Spinning the flywheel of purchases
Why your rules need to be clear
Sometimes, the best onboarding is no onboarding, and simple products get bogged down with unnecessary explanations. This case study on Waitrose, Sainsbury's and Asda demonstrates when to just let the user try it for themselves.
Sometimes the best onboarding, is no onboarding
“Show, don’t tell” often beats education
Data can’t always tell you when onboarding is wrong

An analysis of Monzo’s 1p challenge, focusing on the middle slump, where progress slows and motivation quietly fades.
Delight can replace progress, but only temporarily
"The middle" is the real retention problem
Motivation needs contextualised reference points

Personalised user experiences are everywhere. The problem is that most of the time it doesn't work. This is how Nike nail it, with a few simple tricks.
Why saying "Good Afternoon..." is usually a waste of time
The common mistake with recommended content
How Nike uses showmanship to create personalised experiences