90 percent of everything : Usability Blog
Written by Harry Brignull

Archive for the ‘User Experience’ Topic

If you were going to design Flattr’s sign-up process, is this how you’d do it?

January 19th, 2011 by 15 comments

The core idea of Flattr is great. You define a set amount of money each month (say $5) to tip content creators. Then, whenever you see something you like, you click their Flattr button and they get given a slice of your monthly quota. The size of the slice depends on how many people you tip that month – the more you tip, the less each individual gets. The concept is a bit weird at first, but if you think about it, the idea of a single-click micropayment tool is actually quite compelling. There’s no stop-and-think “how much should I give” step. There’s no worrying about hitting or going over your quota. You can click away with reckless abandon, in the same way you’d tweet, like or share content.

It’s somewhat similar to giving coins to a street busker – the exact amount really doesn’t matter to you, but the fact you’re giving something at all can have a big impact in aggregate with everyone else. The potential is huge if Flattr gains critical mass, but they simply haven’t got there yet. They’ve only logged 118k tipped items since they launched in March 2010. So why hasn’t critical mass occurred? If we take a closer look at their sign-up and ramp up process, you’ll see that user experience is clearly an important factor.

Instead of giving you my opinion, I’m going to pose this as a question – if you were going to design Flattr’s sign-up process, is this how you’d do it?

Above we have the Flattr homepage. Note that the main proposition displayed (“Get paid for your work…”) is aimed at publishers, not readers – while readers are likely to vastly outnumber creators (the 1% rule). With this in mind, and looking at the 3-step walkthrough, what do you think they’re doing wrong here?

If the user clicks the “sign up now” button on the homepage, they end up here – a standard looking sign-up form. When the user registers, they are sent an activation email, which they then need to click, and then are taken to a blank login form which they have to fill in. They are then taken to the page below.

Above you can see the interstitial instruction that they are taken to. There’s a lot of information here, which they are meant to consume before proceeding to the dashboard.

Finally the user gets get to the dashboard (above). The wizard has ended, and now the user is free to explore and do whatever they want using the interface. But there are still some highly important actions required. They have to put some cash into the system, and set their monthly quota. In case you’re wondering, the items in the orange box at the top-right of the page are not clickable.

Another issue to be aware of is their lack of a viral strategy right now. If I take the time to register on Flattr, I can then only give money sites that have already been set up for Flattr by the site owners. I can’t, for example, email you a tip via Flattr, and in doing so give you a compelling reason to sign up for the service.

So, there we have it – a brief walkthrough of the Flattr sign-up and ramp-up process. I’ve actually spoken to them and they’ve told me they’re very interested in taking on board feedback from the UX community. Please add your comments below to help shape what could be a great micropayments system.

Top posts of 2010 on 90percentofeverything.com

December 27th, 2010 by Add a comment

Here’s a few of the most popular posts I’ve written this year, enjoy!


Dark patterns: user interfaces designed to trick people

I first came up with the term “Dark Patterns” back in July 2010, and it’s great to see this side project become so successful. Together, my two Dark Patterns slidecasts (one for designers and one for brand owners) have received almost 100,000 views on slideshare in the last 3 months, which is pretty amazing. I’d love to take all the credit myself, but really it’s a community project. Huge thanks to all the commenters and contributors here on 90% of everything, on Hacker News, Reddit and of course on the Dark Patterns Wiki itself.


The reconstructive nature of human memory

The reconstructive nature of human memory

In 1974, Loftus and Palmer showed 150 participants a film of a traffic accident. Immediately afterwards, they gave them a questionnaire, containing a load of dummy questions and one question of interest. One group was asked “About how fast were the cars going when they hit each other?”, while another group was asked “About how fast were the cars going when they smashed each other?” (emphasis added). 1 week later they were all asked if they remembered seeing any broken glass in the video. Significantly more people in the “smash” condition answered “yes”. This article discusses some of the implications of this for UX research.


If you were going to design a paywall, is this how you’d do it?

The Times Paywall

In the comments of this article there were some really good suggestions for how to improve The Times’s paywall. Just two weeks later, they updated their paywall UI, making it match some of the suggestions put forward. Just a coincidence? Maybe. Since then, they’ve barely changed the paywall at all, which is rather shortsighted of them given that they’ve put all their eggs in that basket.


Make your own iPhone usability testing sled for £5

iPhone Usability Testing Sled

Mobile testing sleds are the little devices you use to mount cameras onto handsets during mobile usability testing. They’re pretty unremarkable pieces of plastic until one day you need to do some mobile app usability testing and you realise how indispensable they are. Also check out Belén Barros Pena’s tip on recording from two webcams.


Anatomy of the goodreads.com friend-spam dark pattern

Goodreads Homepage

Yes, more Dark Patterns. Goodreads.com noticed they were listed on darkpatterns.org and stated on 11th December that “Clearly we can make the copy on that checkbox more clear, and will do so by next Tuesday’s release.” The very next day, Jeffrey Zeldman was caught out. At the time of writing, this issue does not seem to be fixed, and yet another Dark Pattern has been pointed out on goodreads.com.


Xbox controllers used in the military: life mimicking art?

Xbox controllers used in the military: life mimicking art?

It’s unnerving to see that one of the levels from Call of Duty MW2 is based on real-life footage from an AC130 carrying out an attack in Afghanistan – seriously bad taste. Then, when you consider the fact that modified Xbox controllers are now used in the military to control real-life UAVs, the whole thing starts to feel kind of surreal.


Sony, Sony what have you done?

Onion Parody of Sony

The new Sony / Google TV product announced in October 2010 looks, quite hilariously, like a parody from The Onion (pictured). This was also the only time I’ve ever beat John Gruber off-the-bat, who (coincidentally) published an almost identical article three days later.


What you need to know about eye tracking

What you need to know about eye tracking

I’ve noticed that most people want to be given a binary answer about eye tracking – is it good, or is it rubbish? The reality isn’t so simple, but it’s an indisputable fact that eye tracking is often misunderstood, misused and abused. This presentation explains 5 common misconceptions about eye tracking.

That’s the lot. Want more? Check out the big list of all the posts I’ve ever written on 90percentofeverything.com.