The talk introduces onboarding as the first step before users progress through a product. The talk uses the ladder of engagement to describe progress from a new user to an expert and community advocate. The talk critiques Evernote's onboarding for exposing advanced features while leaving new users unsure what to do. The talk uses Super Mario Bros. World 1-1 as an example of teaching mechanics through context and timing. The talk defines a nudge as respectful encouragement rather than heavy-handed coercion. The talk compares context-based nudge rules with If This Then That conditions.
People
Dr. Harry Brignull
Methods
Interaction DesignDesigning how people act with a product over time: controls, states, feedback, flows and micro-interactions. Turns goals and constraints into concrete behaviours that feel clear and forgiving, informed by perception, cognition and the physical or digital context of use.
Journey MappingJourney mapping brings research about people’s experiences into a shared visual account of stages, actions, thoughts and feelings. It is useful when a service spans multiple steps, teams, places or touchpoints and you need to see where those parts fail to connect. Collect accounts from several users before mapping. Arrange their experiences over time, identify common stages and highlight problems and dependencies. Work with the team so the map informs decisions. Preserve meaningful differences between journeys rather than forcing every participant into a single path; revise the map as further research changes your understanding.
Usability TestingUsability testing reveals where people struggle while attempting realistic tasks with a prototype or service. In a moderated session, a researcher observes the participant and may ask them to explain their thinking. Use it to investigate confusing language, layouts or interactions and identify improvements. Agree research questions, recruit likely users and prepare believable tasks that do not reveal the solution. Explain that the service is being tested, then mostly watch and listen rather than guiding participants. Record observations and follow up on unclear behaviour. Plan accessible sessions, including participants’ own assistive technology when appropriate.
PrototypingBuilding disposable stand-ins for a product — from paper and clickable wireframes to coded spikes — so teams can try interactions before committing to build. Used to explore options, align stakeholders, and run usability tests on something people can click or walk through. Fidelity should match the question: low for flow and structure, higher when timing, motion or real content matter.