How do you guide new users without overwhelming them?
I have been reflecting on how early stage startups educate new users, specifically when users come across an obstacle before they even learn about the product.
The temptation to instruct users by constantly telling them what to do is great (“Click here,” “Do this,” “Try that”). It is even harder when you have put in the time and effort to create something and you want the users to discover all that you have developed.
However, too much instruction can lead to confusion and deter users from ever having their “aha moment”.
If, on the other hand, users are left on their own, they might get confused or fail to notice the features that could actually help them.
I guess finding the balance in what to do is what’s difficult. One group of users might need more guidance than others.
I also wonder how others are dealing with this issue, especially those creating learning products.
Replies
What I settled on: the pitch comes before anything is asked, and very little comes after. Three short screens say what the app does before sign up, because someone should know what it is before being asked for an email, and if they quit halfway they simply see it again next launch. After that there is no tour. The home screen shows 11 templates rather than all of them, and a finished song plays by itself, because 67 of 145 people never pressed play on it. So the guidance lives in fewer choices and in doing the obvious next step for them, not in more hints.