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Onboarding Users on to your Android App

9c25a2bf5a099e419fe0a79ce116807c?s=47 Elvis D'Souza
December 18, 2015

Onboarding Users on to your Android App

Apps introduce new technology, behaviour and interfaces to users. We discuss how onboarding patterns like tooltips, overlays, interactive setups and in-context & in-feed plugs can help ease users into apps on Android.

9c25a2bf5a099e419fe0a79ce116807c?s=128

Elvis D'Souza

December 18, 2015
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Transcript

  1. O N B O A R D I N G

    U S E R S O N T O Y O U R A P P E LV I S D ’ S O U Z A D R O I D C O N I N D I A 2 0 1 5
  2. First Moments • FIRST FIVE MINUTES An average user is

    most engaged with your app during the first few minutes of use • FIRST 7 DAYS For ‘decent’ apps, the majority of users retained for 7 days stick around much longer http://andrewchen.co/new-data-shows-why-losing-80-of-your-mobile-users-is-normal-and-that-the-best-apps-do-much-better/ 77% 23% Users Lost in 
 First 3 days of Install
  3. Where are users lost? • Unsatisfactory first impression • New

    interfaces can be hard • Many apps do things differently • Users look for Instant Gratification • Mismatch in expectations
  4. First Moments… INSTALL IDEA / SPEC DEVELOPMENT MARKETING ENGAGEMENT PROFIT

  5. The Activated User • Activated users graduate past first-days use

    • They perform Key Actions • Blogging app = pick a theme, a name, write first post • Social app = Import address book, Connect to a few friends, Opt into notifications • Enterprise Collaboration app: Start up a new project, add a couple coworkers http://appcues.com/academy/intro-to-user-onboarding/ http://andrewchen.co/new-data-shows-why-losing-80-of-your-mobile-users-is-normal-and-that-the-best-apps-do-much-better/
  6. User Onboarding • Onboarding helps get the user activated •

    Introduces new technology, behaviour and interfaces • Focus is on Key Actions • Is continuous, not limited to first day use • Not a substitute for “good app design”
  7. Rule No 1: Measure • Use analytics tools, track key

    actions, quantify. • Talk to users for qualitative feedback. • Analyse cohorts: new users, dropped off users, 
 activated users. • What features did they like? What features did they actually use? Did they share the app with others?
  8. EXAMPLES

  9. Tooltips & Overlays • Best used to draw attention to

    few
 key actions in an app • Great for teaching gestures • Crowded overlays are often ignored • Use FrameLayout for overlays, relatively positioned elements for Tooltips
  10. None
  11. WALKTHROUGH: FLIPKART

  12. WALKTHROUGH: FLIPKART

  13. Tutorial • Best used to give users overview of the

    app • Helpful when users are not acquired through descriptive channels like Play Store • Avoid long tutorials, and provide adequate “Skip” support • Build using Fragments & (optionally) ViewPager
  14. WALKTHROUGH: INBOX

  15. WALKTHROUGH: INBOX

  16. WALKTHROUGH: INBOX

  17. Interactive • Best used to channel early user attention to

    bootstrap important information about identity and preferences • Makes users more invested into the app, personalisation from the get-go is easier • Impatient users may bounce, “Skip” necessary
  18. None
  19. In Context • They’re embedded in the app experience, and

    appear in at the right time. • Great for indicating next steps, optional shortcuts • Popups may be ignored if intrusive, test this with your users
  20. None
  21. In feed prompts • Is embedded in content • May

    occupy prime screen space • Unobtrusive, scroll and it moves up • Tap to complete action/learn more • Easy Dismiss
  22. WALKTHROUGH: INSTAGRAM

  23. WALKTHROUGH: INSTAGRAM

  24. WALKTHROUGH: INSTAGRAM

  25. Playbook • Lazy Signup, the less information you ask for,

    the better • Minimise the number of screens in an interactive setup/ tutorial • Use FAB, get focus on key actions. Users may not be interested in all your features • Features may be introduced lazily, over time
  26. Playbook… • Personalize content, suggest actions, be proactive • Get

    the user activated as soon as possible. • Do not forget to measure!
  27. ONBOARDING IN GAMES

  28. ONBOARDING IN GAMES

  29. Onboarding Existing Users • Offer a tutorial via an in-feed

    prompt • Leave a way for users to come back to the tutorial later • Confirm core actions and utilities • Use alternate channels: emails, social media • Use notifications, but sparingly
  30. Runtime Permissions with Android M • Users can directly manage

    permissions at runtime • Individual permissions get greater visibility - win for users • Auto-update process is smoother - win for developers • checkSelfPermission() & requestPermissions() • Normal Permissions & Dangerous Permissions http://developer.android.com/training/permissions/index.html
  31. Runtime Permissions

  32. CAMERA MICROPHONE PHONE

  33. Runtime Permissions: Best Practices • Try to avoid dangerous permissions

    • Prime the user - explain why you’d like the permission before asking for it • Alternatively, wait until users reject the permission till you tell them why you need it • Or a data-driven combination of these! • Do not imitate the native UI
  34. PERMISSION PRIMING

  35. Sensy & Onboarding • Sensy is a TV Guide &

    Remote App • Onboarding techniques: • Interactive setup deprecated • In-context Popups in use • In-feed messages in use
  36. None
  37. None
  38. Lessons • Have as few screens as possible • One

    primary action/item per screen • In-feed messages & contextual suggestions are effective!
  39. Open Challenges • Introducing Ad-breaks feature • Using the phone

    to onboard a physical product
  40. Resources appcues.com/academy
 TUTORIAL uxarchive.com/tasks/onboarding WALKTHROUGH

  41. Resources androidux.com/Onboarding-Tips WALKTHROUGH capptivate.co ANIMATIONS

  42. M E @ E LV I S . C O

    . I N 
 @ E LV I S D S G E T S E N S Y O N T H E P L AY S T O R E O N B O A R D I N G U S E R S O N T O Y O U R A P P