Generating Mobile Application Onboarding Insights Through Minimalist Instruction

colin gray
colin grayAssistant Professor at Purdue University
Generating Mobile Application
Onboarding Insights Through
Minimalist Instruction
Brendan Strahm, Colin M. Gray, & Mihaela Vorvoreanu
Purdue University
Onboarding
•Mobile application designers use onboarding
task flows to help first time users learn and
engage with key application functionality.
Application
Onboarding
Onboarding
Guidelines
Instructional
Design
Theory
Onboarding guidelines are
framed separately from
generative user research and
neglect engagement with
instructional design theory.
Onboarding
Guidelines
Application
Onboarding
Onboarding guidelines are
framed separately from
generative user research and
neglect engagement with
instructional design theory.
Practitioner Guidelines
“Aha!”

Moment
Quick

Win
New user begins

using application
Practitioner Guidelines
“Aha!”

Moment
Quick

Win
New user begins

using application
User coheres their perception
of the application around its
personal benefits
User realizes some
of those personal
benefits
Instructional
Design
Theory
Onboarding has only been
addressed in HCI in relation to
specific products, contexts, or
learning outcomes.
HCI Onboarding Research
• Onboarding in a specific context: 

crowdsourced communities
• Onboarding for specific content: Individual
games and educational applications.
Principle 1: Choose an
action-oriented approach
Principle 2: Anchor the tool
in the task domain
Principle 3: Support Error
Recognition and Recovery
Principle 4: Support reading
to do, study, and locate
Minimalist Instruction
1.1: Provide an immediate opportunity to act.

1.2: Encourage and support exploration and innovation.

1.3: Respect the integrity of the user’s activity.
2.1: Select or design instructional activities that are real tasks.

2.2: The components of the instruction should reflect the task

structure.
3.1: Prevent mistakes whenever possible.

3.2: Provide error-information when actions are error-prone
or when correction is difficult.

3.3: Provide error-information that supports detection,
diagnosis and recovery.

3.4: Provide on-the-spot error-information.
4.1: Be brief; don’t spell out everything.

4.2: Provide closure for chapters.
Our Goals
1) Propose a systematic,
research-informed
design method for
generating insights for
mobile onboarding, which
provides guidance to
practitioners that design
mobile experiences.
2) Connect learning and
instructional theory to the
design of onboarding
experiences using
minimalist instruction as a
theoretical framework,
informing a learning-
focused view of technology
adoption and use.
Design Protocol Study
1. What design insights can UX designers generate
in guiding new users through the method?
2. What are the characteristics of “aha!” moments,
as experienced by new users in the method?
3. How do design insights and the “aha!” moments
inform the design of an onboarding experience?
4. How does the onboarding method facilitate the
verbalization of meaning-making by new users?
Participants
• Undergraduate students at a large Midwestern
United States university
• 12 students (7 females and 5 males)
• No prior experience using the application
Clickable Prototype
Mini-Interview
Snapshot of participant mental
model, including “What is your
favorite part of the application?
Prototype Interaction
1. “What are you going to do
next?”
2. “What do you expect to
happen?”
3. “How does what you see
compare to your
expectations?”
4. “How does this change your
understanding of the app?”
Participant
performs action
Researcher records
responses onto a card
Mini-Interview
Snapshot of participant mental
model, including “What is your
favorite part of the application?
PROTOCOL SESSION
(When participant is finished)
Process for
Conducting
a Session
Mini-Interview
Snapshot of participant mental
model, including “What is your
favorite part of the application?
Prototype Interaction
1. “What are you going to do
next?”
2. “What do you expect to
Participant
performs action
PROTOCOL SESSION
Prototype Interaction
1. “What are you going to do
next?”
2. “What do you expect to
happen?”
3. “How does what you see
compare to your
expectations?”
4. “How does this change your
understanding of the app?”
Participant
performs action
Researcher records
responses onto a card
(When participant is finished)
compare to your
expectations?”
4. “How does this change your
understanding of the app?”
Researcher records
responses onto a card
Mini-Interview
Snapshot of participant mental
model, including “What is your
favorite part of the application?
(When participant is finished)
Iterative Protocol Structure
3
1.B Make
Onboarding
1. FIRST ROUND
1.A Sessions:

No Onboarding
1.C Sessions:

Onboarding
2.B Make
Onboarding
2. SECOND ROUND
2.A Sessions:

No Onboarding
2.C Sessions:

Onboarding
Refine Protocol
3 3 3
Analysis: Step 1
• Review and transcribe interaction video recordings
• Lay out card task flow and interview response cards
• Identify:
• Perception of concepts and sections of the application
• Challenges to previous understanding
• Reconciliation of new and unexpected information
Analysis: Step 2
• Identify common insights across participants
• Use post mini-interviews to identify perceived strengths of the experience
• Review relevant sections of prototype exploration for instances of
expressed realization or understanding (indicating “aha!” moments) or
expressed satisfaction or closure (indicating quick wins)
• Synthesize post-hoc narratives and exploration experiences together into
a coherent and consistent narrative of a common “aha!” moment and
quick win
Analysis: Step 3
• Design an onboarding experience to:
1. Promptly guide participants through the
“aha!” moment to a quick win
2. Minimize disruptions or barriers that may
impede users’ progress towards these goals
Analysis: Step 4
• Add onboarding wireframes to the initial prototype
• Evaluate the onboarding experience with a second
group of participants using the same protocol
• Compare the results between groups to evaluate
the efficacy of the onboarding experience
Results
1. What design insights can UX designers generate in guiding new
users through the method?
2. What are the characteristics of “aha!” moments, as experienced by
new users in the method?
3. How do design insights and the “aha!” moments inform the design
of an onboarding experience?
4. How does the onboarding method facilitate the verbalization of
meaning-making by new users?
RQ1: Design insights from new user interaction
“*somewhat sarcastic* [Going to a badge
page will] show you a star saying “Good job!
You did it!” *exaggerated fist pump* ... and you
got 10 extra credit points and you’re not going
to fail Chemistry.”
• Insights 1 & 2 were premises participants used to reason about
how application systems functioned and what screens might
contain.
RQ1: Design insights from new user interaction
“I really like the idea of badges. I really don’t
like the idea that they are the completed
activities themselves. ... I really like [them as
a] reward system.”
• Insight 3 referenced a value judgment that participants made
upon reflection
RQ1: Design insights from new user interaction
“[Maybe the app] is for you to go into the
activities ... to practice for your tests and
quizzes, to get better in your knowledge if
you’re having struggles.”
• Insight 4 highlighted a difference of vocabulary between
participants.
RQ1: Design insights from new user interaction
“*after tapping on the chemistry quiz badge
screen a few times* Maybe there was
supposed to be some other button to click? ...
That’d be my only guess because it seems like
a dead end [...]”
• Insight 5 indicated an area of the application where
participants were unable to successfully interact with the
interface
RQ2: Identifying characteristics of an

“aha!” moment
“Because the learning challenges are specific to a
group or class in general, it can be a potential help... It’s
not as if you’re going in there just to do a learning
challenge, you’re going in there for a purpose... and if
that’s a way to benefit an eventual test grade, then I
don’t see why you wouldn’t do it.”
• The post mini-interview pointed to participant “aha!” moments
by asking about their favorite part of the application.
RQ2: Identifying characteristics of an

“aha!” moment
“Now that I’m looking at it—it might [...] link what your professor
wants and what you are supposed to [do]. I see Collaborative
Curve Quiz here for [a chemistry course], so maybe the professor
can upload quizzes for you to take on your phone. Or maybe it’s
just [...] for quizzes and tests and activities [...]. It might be for in-
class activities, too, so the professor might be like, ‘Everybody
pull up your phone, go to [the app...] do this activity in class’.”
• Early participant reflections quickly shifted to talking about
badges and challenges as systems instead of interfaces and
making connections to their lived experiences
RQ3: Using the design insights and “aha!”
moment to inform the onboarding experience
“If you joined a class you [might get] a
welcome badge.”
• Inspiration for the onboarding design
RQ3: Using the design insights and “aha!”
moment to inform the onboarding experience
RQ3: Using the design insights and “aha!”
moment to inform the onboarding experience
Frames groups, badges,

and challenges
RQ3: Using the design insights and “aha!”
moment to inform the onboarding experience
Introduces the mechanics of
completing a challenge
RQ3: Using the design insights and “aha!”
moment to inform the onboarding experience
Presented quick win:

earning a new badge
RQ4: Impact of onboarding on users’

meaning-making
“[I learned] that you have these challenges. So it’s
basically testing your knowledge on each of these tasks
and testing you if you have mastery of them.”
“[Tapping on the badge] will show a list of what you
should do to collect the badge.”
• Insights 2, 4, & 5 confirmed that participants properly framed
badges and challenges
RQ4: Impact of onboarding on users’

meaning-making
“[This screen] has the same layout on the
bottom as the original challenge, so it’s
taken me to another challenge.”
• Insight 3 validated that participants connected the purpose
and use of the onboarding badge to later badges and
challenges
RQ4: Impact of onboarding on users’

meaning-making
“Okay. It’s a description up top and then a video
submission, so I guess you complete the challenge
that way. You submit whatever assignment or
whatever it is into the mobile application and then
I guess you’re finished with the quiz.”
• Insight 8 showed that participants framed challenges as tests of
your knowledge and mastery of skills. They talked about quizzes,
activities, homework, and assignments as types of challenges
Discussion
• Minimalist instruction is valuable as a design
framework for generative user research
• Facilitate co-construction of meaning through
user interaction with a real prototype
• Able to identify insights about participant
behavior, perception, and mental models
Discussion
• Minimalist instruction is valuable as an analytic
framework for building an onboarding
framework vocabulary, e.g.
Deferred Account
Creation
Structurally prescriptive
Content-agnostic
Discussion
• The “aha!” moment could be conceptually
analogous to threshold concepts in educational
literature
• “A transformed way of understanding,
interpreting, or viewing something without
which the learner cannot progress”
Conclusion & Future Work
THANK YOU
gray42@purdue.edu
colingray.me
—
bstrahm@gmail.com
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Generating Mobile Application Onboarding Insights Through Minimalist Instruction

  • 1. Generating Mobile Application Onboarding Insights Through Minimalist Instruction Brendan Strahm, Colin M. Gray, & Mihaela Vorvoreanu Purdue University
  • 2. Onboarding •Mobile application designers use onboarding task flows to help first time users learn and engage with key application functionality.
  • 3. Application Onboarding Onboarding Guidelines Instructional Design Theory Onboarding guidelines are framed separately from generative user research and neglect engagement with instructional design theory.
  • 4. Onboarding Guidelines Application Onboarding Onboarding guidelines are framed separately from generative user research and neglect engagement with instructional design theory.
  • 6. Practitioner Guidelines “Aha!”
 Moment Quick
 Win New user begins
 using application User coheres their perception of the application around its personal benefits User realizes some of those personal benefits
  • 7. Instructional Design Theory Onboarding has only been addressed in HCI in relation to specific products, contexts, or learning outcomes.
  • 8. HCI Onboarding Research • Onboarding in a specific context: 
 crowdsourced communities • Onboarding for specific content: Individual games and educational applications.
  • 9. Principle 1: Choose an action-oriented approach Principle 2: Anchor the tool in the task domain Principle 3: Support Error Recognition and Recovery Principle 4: Support reading to do, study, and locate Minimalist Instruction 1.1: Provide an immediate opportunity to act.
 1.2: Encourage and support exploration and innovation.
 1.3: Respect the integrity of the user’s activity. 2.1: Select or design instructional activities that are real tasks.
 2.2: The components of the instruction should reflect the task
 structure. 3.1: Prevent mistakes whenever possible.
 3.2: Provide error-information when actions are error-prone or when correction is difficult.
 3.3: Provide error-information that supports detection, diagnosis and recovery.
 3.4: Provide on-the-spot error-information. 4.1: Be brief; don’t spell out everything.
 4.2: Provide closure for chapters.
  • 10. Our Goals 1) Propose a systematic, research-informed design method for generating insights for mobile onboarding, which provides guidance to practitioners that design mobile experiences. 2) Connect learning and instructional theory to the design of onboarding experiences using minimalist instruction as a theoretical framework, informing a learning- focused view of technology adoption and use.
  • 12. 1. What design insights can UX designers generate in guiding new users through the method? 2. What are the characteristics of “aha!” moments, as experienced by new users in the method? 3. How do design insights and the “aha!” moments inform the design of an onboarding experience? 4. How does the onboarding method facilitate the verbalization of meaning-making by new users?
  • 13. Participants • Undergraduate students at a large Midwestern United States university • 12 students (7 females and 5 males) • No prior experience using the application
  • 15. Mini-Interview Snapshot of participant mental model, including “What is your favorite part of the application? Prototype Interaction 1. “What are you going to do next?” 2. “What do you expect to happen?” 3. “How does what you see compare to your expectations?” 4. “How does this change your understanding of the app?” Participant performs action Researcher records responses onto a card Mini-Interview Snapshot of participant mental model, including “What is your favorite part of the application? PROTOCOL SESSION (When participant is finished) Process for Conducting a Session
  • 16. Mini-Interview Snapshot of participant mental model, including “What is your favorite part of the application? Prototype Interaction 1. “What are you going to do next?” 2. “What do you expect to Participant performs action PROTOCOL SESSION
  • 17. Prototype Interaction 1. “What are you going to do next?” 2. “What do you expect to happen?” 3. “How does what you see compare to your expectations?” 4. “How does this change your understanding of the app?” Participant performs action Researcher records responses onto a card (When participant is finished)
  • 18. compare to your expectations?” 4. “How does this change your understanding of the app?” Researcher records responses onto a card Mini-Interview Snapshot of participant mental model, including “What is your favorite part of the application? (When participant is finished)
  • 19. Iterative Protocol Structure 3 1.B Make Onboarding 1. FIRST ROUND 1.A Sessions:
 No Onboarding 1.C Sessions:
 Onboarding 2.B Make Onboarding 2. SECOND ROUND 2.A Sessions:
 No Onboarding 2.C Sessions:
 Onboarding Refine Protocol 3 3 3
  • 20. Analysis: Step 1 • Review and transcribe interaction video recordings • Lay out card task flow and interview response cards • Identify: • Perception of concepts and sections of the application • Challenges to previous understanding • Reconciliation of new and unexpected information
  • 21. Analysis: Step 2 • Identify common insights across participants • Use post mini-interviews to identify perceived strengths of the experience • Review relevant sections of prototype exploration for instances of expressed realization or understanding (indicating “aha!” moments) or expressed satisfaction or closure (indicating quick wins) • Synthesize post-hoc narratives and exploration experiences together into a coherent and consistent narrative of a common “aha!” moment and quick win
  • 22. Analysis: Step 3 • Design an onboarding experience to: 1. Promptly guide participants through the “aha!” moment to a quick win 2. Minimize disruptions or barriers that may impede users’ progress towards these goals
  • 23. Analysis: Step 4 • Add onboarding wireframes to the initial prototype • Evaluate the onboarding experience with a second group of participants using the same protocol • Compare the results between groups to evaluate the efficacy of the onboarding experience
  • 24. Results 1. What design insights can UX designers generate in guiding new users through the method? 2. What are the characteristics of “aha!” moments, as experienced by new users in the method? 3. How do design insights and the “aha!” moments inform the design of an onboarding experience? 4. How does the onboarding method facilitate the verbalization of meaning-making by new users?
  • 25. RQ1: Design insights from new user interaction “*somewhat sarcastic* [Going to a badge page will] show you a star saying “Good job! You did it!” *exaggerated fist pump* ... and you got 10 extra credit points and you’re not going to fail Chemistry.” • Insights 1 & 2 were premises participants used to reason about how application systems functioned and what screens might contain.
  • 26. RQ1: Design insights from new user interaction “I really like the idea of badges. I really don’t like the idea that they are the completed activities themselves. ... I really like [them as a] reward system.” • Insight 3 referenced a value judgment that participants made upon reflection
  • 27. RQ1: Design insights from new user interaction “[Maybe the app] is for you to go into the activities ... to practice for your tests and quizzes, to get better in your knowledge if you’re having struggles.” • Insight 4 highlighted a difference of vocabulary between participants.
  • 28. RQ1: Design insights from new user interaction “*after tapping on the chemistry quiz badge screen a few times* Maybe there was supposed to be some other button to click? ... That’d be my only guess because it seems like a dead end [...]” • Insight 5 indicated an area of the application where participants were unable to successfully interact with the interface
  • 29. RQ2: Identifying characteristics of an
 “aha!” moment “Because the learning challenges are specific to a group or class in general, it can be a potential help... It’s not as if you’re going in there just to do a learning challenge, you’re going in there for a purpose... and if that’s a way to benefit an eventual test grade, then I don’t see why you wouldn’t do it.” • The post mini-interview pointed to participant “aha!” moments by asking about their favorite part of the application.
  • 30. RQ2: Identifying characteristics of an
 “aha!” moment “Now that I’m looking at it—it might [...] link what your professor wants and what you are supposed to [do]. I see Collaborative Curve Quiz here for [a chemistry course], so maybe the professor can upload quizzes for you to take on your phone. Or maybe it’s just [...] for quizzes and tests and activities [...]. It might be for in- class activities, too, so the professor might be like, ‘Everybody pull up your phone, go to [the app...] do this activity in class’.” • Early participant reflections quickly shifted to talking about badges and challenges as systems instead of interfaces and making connections to their lived experiences
  • 31. RQ3: Using the design insights and “aha!” moment to inform the onboarding experience “If you joined a class you [might get] a welcome badge.” • Inspiration for the onboarding design
  • 32. RQ3: Using the design insights and “aha!” moment to inform the onboarding experience
  • 33. RQ3: Using the design insights and “aha!” moment to inform the onboarding experience Frames groups, badges,
 and challenges
  • 34. RQ3: Using the design insights and “aha!” moment to inform the onboarding experience Introduces the mechanics of completing a challenge
  • 35. RQ3: Using the design insights and “aha!” moment to inform the onboarding experience Presented quick win:
 earning a new badge
  • 36. RQ4: Impact of onboarding on users’
 meaning-making “[I learned] that you have these challenges. So it’s basically testing your knowledge on each of these tasks and testing you if you have mastery of them.” “[Tapping on the badge] will show a list of what you should do to collect the badge.” • Insights 2, 4, & 5 confirmed that participants properly framed badges and challenges
  • 37. RQ4: Impact of onboarding on users’
 meaning-making “[This screen] has the same layout on the bottom as the original challenge, so it’s taken me to another challenge.” • Insight 3 validated that participants connected the purpose and use of the onboarding badge to later badges and challenges
  • 38. RQ4: Impact of onboarding on users’
 meaning-making “Okay. It’s a description up top and then a video submission, so I guess you complete the challenge that way. You submit whatever assignment or whatever it is into the mobile application and then I guess you’re finished with the quiz.” • Insight 8 showed that participants framed challenges as tests of your knowledge and mastery of skills. They talked about quizzes, activities, homework, and assignments as types of challenges
  • 39. Discussion • Minimalist instruction is valuable as a design framework for generative user research • Facilitate co-construction of meaning through user interaction with a real prototype • Able to identify insights about participant behavior, perception, and mental models
  • 40. Discussion • Minimalist instruction is valuable as an analytic framework for building an onboarding framework vocabulary, e.g. Deferred Account Creation Structurally prescriptive Content-agnostic
  • 41. Discussion • The “aha!” moment could be conceptually analogous to threshold concepts in educational literature • “A transformed way of understanding, interpreting, or viewing something without which the learner cannot progress”