In
human–computer interaction
Human–computer interaction (HCI) is research in the design and the use of computer technology, which focuses on the interfaces between people ( users) and computers. HCI researchers observe the ways humans interact with computers and design ...
and
UI design
User interface (UI) design or user interface engineering is the design of user interfaces for machines and software, such as computers, home appliances, mobile devices, and other electronic devices, with the focus on maximizing usability and the ...
, a first-time user experience (FTUE) refers to the initial stages of using a piece of
software
Software is a set of computer programs and associated software documentation, documentation and data (computing), data. This is in contrast to Computer hardware, hardware, from which the system is built and which actually performs the work.
...
. It commonly includes configuration steps, such as signing up for an account. Every
user of a service has their own FTUE, even if they have extensive experience with using a similar product. Patience, time investment, and intuitiveness are factors for a user's FTUE. Software services generally have different layouts, styles, graphics, and hotkeys which must be identified to contribute to a user's learning, mastery, and efficiency of the software. The FTUE is responsible for setting the stage for the experience of the user when interacting with a product down the line. This differs from the
out-of-box experience
An out-of-box experience (OOBE ( )) is the experience an end-user has when taking a product after unboxing, or for digital distribution, runs the installer, and is preparing to first use it, as opposed to the point-of-sale experience or the interac ...
(OOBE), which is specifically about packaging, information presentation, and setup of the system out of the box.
Relation to the cold start problem
FTUEs are directly related to the well-known
cold start problem in
recommender systems
A recommender system, or a recommendation system (sometimes replacing 'system' with a synonym such as platform or engine), is a subclass of information filtering system that provide suggestions for items that are most pertinent to a particular ...
, which attempts to balance the ease of the initial experience with the difficulty of gathering the needed information to make quality recommendations to the user. Generally, an effort is made to increase user retention by minimizing the
barriers to entry
In theories of competition in economics, a barrier to entry, or an economic barrier to entry, is a fixed cost that must be incurred by a new entrant, regardless of production or sales activities, into a market that incumbents do not have or h ...
while maximizing the quality of the recommendations for the user. For example, it was found that by changing the FTUE task from rating 15 ''individual'' items to rating a smaller number of ''groups'' of items, the time taken to complete the initial task was reduced by more than 50% and user satisfaction with the resulting recommendations increased.
However, there is evidence that steeper entry requirements can lead to more dedicated users. Furthermore, in a study at the
University of Minnesota
The University of Minnesota, formally the University of Minnesota, Twin Cities, (UMN Twin Cities, the U of M, or Minnesota) is a public university, public Land-grant university, land-grant research university in the Minneapolis–Saint Paul, Tw ...
, it was found that increasing the barriers to entry can increase the amount of
user-generated content
User-generated content (UGC), alternatively known as user-created content (UCC), is any form of content, such as images, videos, text, testimonials, and audio, that has been posted by users on online platforms such as social media, discussion ...
produced during the FTUE without sacrificing the quality of the content. Users subjected to a more difficult FTUE may also be more likely to produce more content in the future. This comes at a tradeoff, as the user attrition rate gradually increases with a higher barrier to entry. In this light, the idea of the FTUE becomes one of maximizing the benefit to the online community and the quality of the recommendations while minimizing the increase in the rate of user attrition.
User retention
Preventing customers from abandoning software after the initial exposure is a goal of good FTUE design. The following are examples of efforts in user retention.
*''Speed vs Quality'': First impressions on the initial user interface (UI) of an interactive application depend on multiple factors; most notably speed and quality. Speed and quality are not necessarily inversely related, but if there is a limit on the amount of development hours available for a project, one of the two will generally suffer. Depending on the application, a sacrifice in either speed or quality must usually be made. Sacrifices in quality can include fewer luxury features, less intuitive/advanced UI features, or minimal customization. Sacrifices in speed can result in overall sluggish performance or delayed responsiveness when interacting with external clients or servers. Both are important to the "feel" of the application, and thus factor into the FTUE.
*''Negative first time user experiences:'' Negative FTUEs can severely impact user retention. Negative experiences can be related to over-complicated initial registration procedures.
*''
Social login
Social login is a form of single sign-on using existing information from a social networking service such as Facebook, Twitter or Google, to sign into a third party website instead of creating a new login account specifically for that website. It i ...
:'' This allows users to create an account based on pre-obtained information from
social networking
A social network is a social structure made up of a set of social actors (such as individuals or organizations), sets of dyadic ties, and other social interactions between actors. The social network perspective provides a set of methods for a ...
profiles such as
Facebook
Facebook is an online social media and social networking service owned by American company Meta Platforms. Founded in 2004 by Mark Zuckerberg with fellow Harvard College students and roommates Eduardo Saverin, Andrew McCollum, Dustin ...
. Popular applications such as
Spotify
Spotify (; ) is a proprietary Swedish audio streaming and media services provider founded on 23 April 2006 by Daniel Ek and Martin Lorentzon. It is one of the largest music streaming service providers, with over 456 million monthly active us ...
,
Quora
Quora () is a social question-and-answer website based in Mountain View, California. It was founded on June 25, 2009, and made available to the public on June 21, 2010. Users can collaborate by editing questions and commenting on answers that ...
,
Pinterest
Pinterest is an American image sharing and social media service designed to enable saving and discovery of information (specifically "ideas") on the internet using images, and on a smaller scale, animated GIFs and videos, in the form of pinboa ...
and more offer this method of registration. Up to 92% of people have reported leaving websites permanently instead of recovering lost login information;
social login
Social login is a form of single sign-on using existing information from a social networking service such as Facebook, Twitter or Google, to sign into a third party website instead of creating a new login account specifically for that website. It i ...
can help combat this by converting monthly unique users to
monthly active users
Active users is a measurement metric that is commonly used to measure the level of engagement for a particular product or object, by quantifying the number of active interactions from visitors within a relevant range of time (daily, weekly and m ...
. Social login also allows access to the user's friends or contacts. This offers up more opportunity personalization and potential virality considering up to 78% of people claim to have visited a website after seeing it mentioned on their social network, and that they heavily weigh their friends recommendations for purchases of products mentioned via
social media
Social media are interactive media technologies that facilitate the creation and sharing of information, ideas, interests, and other forms of expression through virtual communities and networks. While challenges to the definition of ''social me ...
.
*''Structured setup:'' A set of clearly outlined steps to completion/registration is key for a successful FTUE. For example,
Facebook
Facebook is an online social media and social networking service owned by American company Meta Platforms. Founded in 2004 by Mark Zuckerberg with fellow Harvard College students and roommates Eduardo Saverin, Andrew McCollum, Dustin ...
registration clearly displays the number of steps remaining before the creation of a new profile is complete. This type of transparency is favorable because “uncertain, unexplained waits feel longer than known, finite waits.” The more structured and clear the remaining time and number of steps remaining are, the more likely a user will be patient enough to go through and complete all of the steps required to get through the FTUE.
*''Paid upgrades:'' Offering an opportunity to purchase an upgrade in the FTUE process can be advantageous considering that new users tend to be more motivated or enthusiastic. They will thereby be more likely to become paying customers instead of
freemium
Freemium, a portmanteau of the words "free" and "premium," is a pricing strategy by which a basic product or service is provided free of charge, but money (a premium) is charged for additional features, services, or virtual (online) or physical ...
users.
[ After spending the time to install software and register, a user has shown at least moderate dedication to the technology and may be invested enough to pay for an upgrade they had not originally considered. ]Dropbox
Dropbox is a file hosting service operated by the American company Dropbox, Inc., headquartered in San Francisco, California, U.S. that offers cloud storage, file synchronization, personal cloud, and client software. Dropbox was founded in 2 ...
does this by offering more storage for a dollar amount per month with a simple, non-invasive question. Vimeo
Vimeo, Inc. () is an American video hosting, sharing, and services platform provider headquartered in New York City. Vimeo focuses on the delivery of high-definition video across a range of devices. Vimeo's business model is through software a ...
offers a professional package, as is common with many online services.
Prolonged user experience
While desired early experiences commonly seem to relate to pleasant sensational aspects of software and product use, prolonged experiences are significantly more tied to aspects that reflect how the product may become meaningful in the user's life. Social products are not solely responsible for mediating goal achievement; they fulfill an inner need for personal growth and communicating messages about the user's self-identity in a social setting. As a user's familiarity with a product strengthens over time, it is expected that they would experience less frustration, as well as less excitement. As a result, the perceived quality of the product is expected to change, and therefore the relative importance of different qualities in the product can also change over time. It is widely accepted that learnability and novelty are critical during initial phases of product use, however, other aspects such as a product's social capital
Social capital is "the networks of relationships among people who live and work in a particular society, enabling that society to function effectively". It involves the effective functioning of social groups through interpersonal relationship ...
are likely to motivate prolonged use.
The experience of a service or product's use is consistent of three main forces: ''familiarity'', ''functional dependency,'' and ''emotional attachment''. These three forces are responsible for shifting a users' experience across three phases: ''orientation'', ''incorporation'', and ''identification'', respectively. The incorporation factor is the most significant user experience phase of the three. Incorporation makes long-term usability become much more important than the initial learnability, and the product's usefulness becomes the main factor impacting the product's overall value in the eye of the user. As the user accepts the product into their lives, it participates in normal social interactions, and integrates with part of the users self-identity that connects to others and creates a sense of community, building identification. The actual experience with the product has been found to be more influential to users' satisfaction than their prior expectations, though the act of anticipation and creation of expectations is a crucial part of the primary user experience. Sometimes anticipating experiences with a product becomes even more important, emotional, and memorable than the experiences itself.
Effective and successful services and products are ''designed for daily rituals'' and ''designed for the self''. Users become attached to products that support a self-identity that they wish to communicate in certain settings. Products and self-identity have been a major part of consumer behavior research, but still remain largely unexplored in CHI and design research.
See also
* Chief experience officer (CXO)
* Content strategy Content strategy is the planning, development, and management of Content (media), content—written or in other media. The term has been particularly common in web development since the late 1990s. It is a recognized field in user experience design, ...
* Contextual Inquiry
Contextual inquiry (CI) is a user-centered design (UCD) research method, part of the contextual design methodology. A contextual inquiry interview is usually structured as an approximately two-hour, one-on-one interaction in which the researcher ...
* Customer experience
Customer experience (CX) is a totality of cognitive, affective, sensory, and behavioral consumer responses during all stages of the consumption process including pre-purchase, consumption, and post-purchase stages. Pine and Gilmore described the ...
* Expectation
Expectation or Expectations may refer to:
Science
* Expectation (epistemic)
* Expected value, in mathematical probability theory
* Expectation value (quantum mechanics)
* Expectation–maximization algorithm, in statistics
Music
* ''Expectation' ...
* Human factors
Human factors and ergonomics (commonly referred to as human factors) is the application of psychological and physiological principles to the engineering and design of products, processes, and systems. Four primary goals of human factors learnin ...
* Interaction design
* Out-of-box experience
An out-of-box experience (OOBE ( )) is the experience an end-user has when taking a product after unboxing, or for digital distribution, runs the installer, and is preparing to first use it, as opposed to the point-of-sale experience or the interac ...
* User experience
* User-centered design
User-centered design (UCD) or user-driven development (UDD) is a framework of process (not restricted to interfaces or technologies) in which usability goals, user characteristics, environment, tasks and workflow of a product, service or proc ...
* User experience design
User experience design (UX design, UXD, UED, or XD) is the process of defining the experience a user would go through when interacting with a digital product or website. Design decisions in UX design are often driven by research, data analysis, an ...
* User experience evaluation
User experience evaluation (UXE) or user experience assessment (UXA) refers to a collection of methods, skills and tools utilized to uncover how a person perceives a system (product, service, non-commercial item, or a combination of them) before, ...
* User research
References
{{Reflist
Human–computer interaction