GitHub - Togiberlin:Ui-ux-Designer-roadmap: Roadmap On Becoming A UI:UX Designer in 2017

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" !

Note: I'll do a full rewrite of this


repo. I hope to finish it towards
the end of 2019 / beginning of
2020.

Roadmap to becoming a UI/UX Designer in 2017

Below, you'll find a roadmap on how to become a UI/UX designer. It lists


all common tools of the trade in order to become a digital creative. It is
inspired by this roadmap on how to become a web developer.

If you have any improvements, don't hesitate to post an issue or make a


pull request

Table Of Contents
Introduction
Distinguishing Between UI and UX
User Interface Designer Roadmap
Use Symmetry for Great UI Designs
User Experience Researcher Roadmap
UX Pattern Examples: Effectively Applying Nudge Theory
Understanding Human Decision Making: Humans Are

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(Ir)rational
Thinking Fast & Slow: Dual Process Theory
Do or Don't: The Behavior Model
Understanding the Decision Making Process: The CREATE
Action Funnel
Building Habits: The Hook Model
Unifying Everything Into a Cohesive UX Vision: The Customer
Experience Map
Recommended Readings
Wrap Up
TODO
Contribution
License

Introduction
Creating a successful tech startup depends on many factors. Having an
aesthetic user interface (UI) and a great user experience (UX) are
integral parts of entrepreneurial success. These interesting fields are quite
young disciplines and require knowledge in different areas. When starting
a small business, hiring lots of dedicated specialists with a limited budget
is not realistic. Usually, the first iteration of a great Minimum Viable
Product (MVP) is done by hybrids. This guide is meant to help you
creating a great MVP and get at least 80% of the design/psychology right
on the first try - the lean way.

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Referenced from https://cdn-images-


1.medium.com/max/800/1*NmN8fTliAkgy1xpt9lLn7g.png

Distinguishing Between UI and UX


Often times, people use the terms UI and UX interchangeably. Despite some
shared elements, there are notable differences. Here is a simple definition:

When people say UI, they usually mean everything related to graphic
design, colors, fonts, backgrounds, buttons, stock photos, icons etc.
When people say UX, they usually mean tasks related to psychology,
human decision making, user research, personas, user stories,
workflows, A/B testing, statistical evaluation and so on.

Here, you see the common characteristics which both UI and UX people
are expected to bring to the table:

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Before designing anything, it is fundamental to understand the underlying


business model. What pain do you want to solve for your customer? For
that, I recommend using the Business Model Canvas framework. The
template can be downloaded from here.

User Interface Designer Roadmap


The tools of the trade for UI design are mainly Sketch, Adobe XD, Adobe
Photoshop and Adobe Illustrator. Some UI designers also code HTML and
CSS at work, so I've included it too.

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Use Symmetry for Great UI Designs

Creating great UI designs can be hard, especially when you design for the
first time. You design stuff but it always seems to lack that special
something compared to other, more "professional" designs. But you have
no idea where to look for or what to improve. There is one guiding
principle, which once understood, delivers results immediately. This
guiding principle is symmetry. The rule is very simple: all objects must
match each other in distance, size and thickness. Use this principle,
whenever you can.

Consider this example: You compare 3 weather apps.

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Random Weather Yahoo! Weather App Apple Weather


App (Android) (iOS and Android) App (iOS only)

Intuitive evaluation: Random one (left) doesn't look nice. Yahoo


Weather (middle) looks pretty okay. But it is Apple Weather (right)
which looks best. Something is wrong with the random one (left) and
Yahoo Weather (middle) - but what exactly?

Random
Yahoo! Weather App Apple Weather
Criterion Weather App
(Middle) App (Right)
(Left)

Top part left-aligned,


Left-right No left-right Full left-right
overall not 100%
symmetry symmetry. Not symmetry, fully
symmetrical. Most items
centered at all. centered.
are centered.

5 different
1 font color in 2
Font color font colors. Font 3 font colors. Font
different opacities.
colors don't colors match.
Font colors match.
match.

Approx. 7 Approx. 6 different Approx. 4


Font size different font font sizes. different font sizes.
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sizes.

2 different All fonts are in regular


Font font weights. style. However, Flickr All fonts are in
weight Bold/regular icon font doesn't match, regular style.
fonts mixed. but this is very minor.

Symbols
don't match is
size and style.
E.g. Some clouds
Symbols are Symbols match. Symbols match.
larger/smaller;
some have
outlines, some
not.

Button Too many Very few


Very few buttons.
count buttons, too buttons. Usage
Usage through swiping.
many choices. through swiping.

Only one visible


Thickness of button in bottom
Button sizes
Button navigation drawer menu right corner.
don't match.
style and plus button doesn't Button style and
Some are long,
match with other line-thickness of
some short.
symbols. symbol does match
with overall UI.

Not 100% evenly


Distance spaced. E.g. Flickr icon
between objects too close to the rim
Layout varies. Not compared to the plus Evenly spaced.
aligned to an icon. Bottom-right icon
evenly spaced doesn't have an
grid. equivalent on bottom-left
corner.

User Experience Researcher Roadmap


The main focus of UX is to get the psychology right. According to Business
Insider, the average U.S. citizen spends around 40 minutes daily on a
smartphone. On average, 27 apps (!) are competing for these 40 minutes.

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In a world full of distractions, attention has become the most precious


resource. Mental resources are limited and highly contested. At the
same time, app stores are incredibly crowded, and it keeps getting worse.
Research found out, that on average 80% of users delete apps within the
first 3 days. With these abnormally high churn rates, delivering the
standard "good usability" line is simply not enough. For the competitive
edge, apps need to be addictive. This can be achieved by psychology and
state-of-the-art UX patterns. E.g. according to the Daily Mail, Instagram
overtook Facebook in popularity - because the founders of Instagram got
the psychology right.

"In 2006, two students in BJ Fogg’s Stanford class on "Persuasive


Technology" collaborated on a project called Send the Sunshine. Their
insight was that one day mobile phones (this was the pre-smartphone
era) would be used to send emotions: if your friend was in a place where
the weather wasn’t good and you were standing in sunshine, your
phone could prompt you to take a picture and send it to them to cheer
them up. One of the two students, Mike Krieger, went on to co-found
Instagram, where over 400m users now share sunrises, sunsets and
selfies."

Referenced from https://www.1843magazine.com/features/the-


scientists-who-make-apps-addictive

Instagram achieved this success by reducing the clutter and feature bloat of
Facebook. Users always follow the path of least resistance. And by making
Instagram more simple, direct and faster, the path of least resistance
becomes the default path. Here one example:

It was a regular Monday evening in Chicago. David H. was bored. To


relieve his boredom, David H. opened his Instagram to check the news
feed. He saw his friend Jason F. surfing in Hawaii. After commenting,
he continued to check the news feed. Without noticing, he spent 30

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minutes on Instagram.

Instagram has a sneaky UX pattern called Autoplay. If you do nothing,


Instagram keeps loading new content. The path of least resistance - doing
nothing - leads to using Instagram more, not less. This UX pattern is
combined with the infinite scroll pattern. Whenever the user has had
enough of watching a picture, he is just one downward swipe away from
the next terribly interesting image. With time, using Instagram becomes a
subconscious, deeply embedded habit. And building habits is what you
ultimately want, because they are so hard to unlearn.

With these examples, it should be clear that UX is a critical part of app


success and user retention. Without further ado, here now the UX
roadmap:

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To augment above mentioned UX buzzwords, scroll down to the next


chapter to see practical, real-life examples on successful UX.

UX Pattern Examples: Effectively Applying


Nudge Theory
Modern apps make heavy usage of nudges. A nudge is a soft intervention
for gently pushing a user into a specific action or behavior - without any
coercion or force. Nudge theory has been applied with success for

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influencing e.g. government policy. For example, the British government


employs a dedicated nudge unit to gently push unsuspecting citizens into
specific decisions. Nudges are also used in web and mobile apps. Nudges
shouldn't trick users into behaviors which they do not want. Ideally,
nudges are used to help users achieve something which they already want
to do. For example, FitBit helps users to achieve their fitness goals.
Another example is Habitica, which helps you to learn positive habits and
unlearn negative habits in form of a gamified role play game. Digital
paternalism is becoming more popular and can transform users into the
best versions of themselves. Without further ado, below are some positive
as well as sneaky examples of nudges.

Everest.co is a small web and mobile app agency located in San


Francisco. They've decided to create a blog to share their knowledge in
weekly blogposts. They blog about programming, technology,
marketing and great design. Many readers do bookmark, share and
comment on the page via DisQus.

This UX pattern is taking advantage of the fact that many people are
searching for solutions to e.g. programming problems on the internet. And
when Everest.co provides the solution with strong authority and expertise
on the subject, it is logical to just hire the agency instead of learning and
doing it yourself. Core idea of having a blog with educational material is to
outteach instead of outspend your competition. Even if the reader
won't purchase your services or products now, he might recommend it to
someone or come back later when he needs it. With consistent top-notch
quality content, companies can build a loyal audience. The web 2.0 gives
companies the power to pursue a low-cost marketing strategy.

Annie installed the new fitness app on her phone and has been working
out for a few weeks. It has worked well, because the main dashboard
shows a calendar with her active days marked in orange. She is
encouraged to keep a streak. If she misses a day, the streak is lost.

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Annie has worked out for 2 weeks straight and has never missed a day.

This nudge is making use of our human desire for order. Humans
perceive symmetry as beautiful, and subconsciously crave to keep it that
way.

Jason had a long day at university, furthermore he had a football match


in the evening. After the match, he wearily fell into bed. All of a sudden,
his phone made some noise. He looked at the screen and saw that
Facebook messenger had a message ready for him. Could it be that
Jessica, his secret crush, has answered to his date proposal? Jason
jumped up and opened Facebook Messenger. Nope, it turned out that
his buddies were having some beers and invited him.

This nudge is making use of human curiosity. It is important, to always


stay unpredictable in order to increase excitement. As soon as things
become predictable, it becomes boring. By keeping the reward variable,
more users will be prompted to check regularly. This is very easily done by
feeding user generated content. Machine learning algorithms (e.g.
association rules) can be used to deliver content which matches the user's
field of interests.

Roseanne decided to lose some weight and get fit. She installed the
Nike+ app. When the app started for the first time, it asked Roseanne to
connect the app with her Facebook account. She agreed. She was eager
and curious to try the app.

Defaulting can happen by in-your-face prompts and notifications ("Do


you want to allow Nike+ to connect to your Facebook account? Yes/No").
To make it more sneaky, the yes-checkbox should be ticked by default and
be substantially larger than the no-checkbox. Make sure to avoid choice
overload by presenting not more than 3-4 options. Whatever the user
chooses, it will be in your favor. The art of effectively presenting choices is
called choice architecture. Make sure that the desired action is the path

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of least resistance.

After successful Nike+ and Facebook, Roseanne started a run. The run
was posted on Roseanne's Facebook wall by default. Her family, friends
and coworkers saw that post and were staggered. After all, Roseanne
was heavily obese.

This nudge makes use of social accountability. When we announce our


goals to people, we are more likely to stick to this goal, as we don't want to
lose respect from our peers.

As soon as Roseanne was finished with her run, she saw that Peter and
Lois were also doing runs on Nike+. She found out in the rankings
screen, that Peter's average activity was above hers by 30%. But Peter is
even more obese than Roseanne! And if he can do it, why can't
Roseanne?

This nudge makes use of peer comparison. People are usually happy.
Until they start to compare...then they become unhappy.

Jeremy opened the app store and was looking for a diet tracking app.
He saw 5 listed apps. One of them had over 50k ratings and over 350k
downloads. If 350,000 people have downloaded the app, it can't be that
bad. Jeremy checked the user reviews. All of them were either 4 or 5
stars. "Nice, the app can't be that bad" he thought. In the app
description, he could see that his big idol Kanye is also using this app.
"Kanye is using this app, too? Damn, I need this app, ASAP!"

This nudge is making use of social proof. Social proof takes advantage of
the human herd instinct. We perceive things to be trustworthy, if other
people do it too. If advertised with celebrities, it can become even more
powerful.

Howard has the habit to read newspaper magazines in the morning

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with a coffee. However, his old subscription of the "Daily Mail" has just
ended recently. He was interested in picking up the "Economist".

He saw the pricing table: "a digital subscription costs me 59$. But the
print subscription costs me 125$. Okay...wait a minute! I get the print
edition for 125$ AND the digital edition for free? That's a bargain,
naturally I'll pick the third option."

Referenced from http://futurestartup.com/wp-


content/uploads/2012/05/untitled-12.jpg

This sneaky pricing pattern is called Phantom Pricing. Why? Because


the middle one is the phantom. It is just a dummy, a fake, a decoy - to
make the third option more attractive.

Back in 2010, one of the most outstanding features of the new iPhone 4
was FaceTime. FaceTime allowed you to make videocalls and stay in
contact with loved ones. Despite disappointed press coverage - after all,
Skype had been around for 7 years - people gathered in front of Apple
stores in masses to snatch the iPhone 4.

This UX pattern is making use of emotional branding by building


strong mental associations. Human brains store information in form of
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a network. If we want to recall information of a certain node, specific paths


are activated. With association marketing, you can enrich e.g. the
"iPhone 4" node with certain characteristics and emotions. Apple achieved
this with a brilliant, highly emotional ad on FaceTime. In this clip, you can
see e.g. a deployed soldier seeing his newborn baby via FaceTime. Now
whenever you think of iPhone 4 or FaceTime - whether you want it or not -
you have to think about that happy soldier seeing his newborn baby via
FaceTime. Whenever you recall the "iPhone 4" or "FaceTime" node in your
brain - you associate it with positive feelings. That's state-of-the-art
marketing. Emotions are strong, because they have the power to
circumvent rational thinking. For example, all objections about the
exorbitant price of Apple products are quickly forgotten when there is a
strong, positive emotion...you simply want that new phone.

Just recently, Jake registered on Uber as a driver. In the taxi industry,


the overall demand for cabs and therefore his income fluctuate on a
daily basis. On some days, he barely has customers. He hates those
days. He handles this problem by setting a fixed amount as his daily
goal. If he doesn't manage to reach it, he simply works longer hours
until he reaches that daily goal. On some days, he spends 18 hours
working nonstop to compensate for the "losses" due to lack of
customers.

This UX pattern is called loss aversion. Humans hate to lose something,


which they perceive as theirs. Studies have found out, that humans
perceive things which they own to be of higher value than things, which
they don't own. As a consequence, people are ready for risky behavior to
defend what's rightfully theirs. Marketers like Groupon use this technique
by sending perishable coupons with high discounts on e.g. smartphones.
Combined with great urgency, people feel the need to secure their
discounts. Other good examples are competitive online games like Poker,
Call of Duty, League of Legends etc. with in-app
stores/purchases/DLCs. In many MMORPGs, it is possible to gain a

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competitive edge by purchaseable items such as special swords, shields,


health potions and so on. Some players do crazy stuff to defend their
virtual leadership and number 1 position.

Jim was looking for a Google Nexus phone on his Craigslist app. He
found a nice one for 500$. He thought, that this price tag was a bit too
much. His plan is now to contact that guy and ask for 450$ instead.

This UX pattern is called anchoring. If people have little clue of market


prices, give them a number to influence the outcome in your favor.
Subconsciously, they will orient themselves on your mentioned price.

One warning: despite tough app store competition, use UX patterns in


moderation. Don't overuse UX patterns. If your app is loaded with too
many dark patterns, it will become obvious and users will notice. You app
becomes just another soulless, extractive slot-machine. UX patterns should
be used to support user motivation, not user extraction. Every legitimate
app should focus first and foremost on the core value proposition: what
problem are you solving for the user?

Understanding Human Decision Making:


Humans Are (Ir)rational
Above mentioned UX patterns show, that the homo oeconomicus doesn't
always make decisions based on intellect and reason. Emotions, biases,
associations, "gut feeling" and the unreasonable do play a huge role in
decision making. Psychologists have classified human thinking modes into
a slow thinking mode and a fast thinking mode, also known as Dual
Process Theory.

Thinking Fast & Slow: Dual Process Theory

The slow thinking mode is applied when encountering unusual

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situations, which require intensive thought. Example: deciding


between two video editing software, which both do exactly the same
and cost the same. You are probably trying come to a decision based
on popularity, UI aesthetics, YouTube app reviews, testimonials, blog
entries, friends opinion etc. Once you gathered all necessary
information, you make the decision to buy.

The fast thinking mode is applied when facing familiar situations,


which you already encountered in the past. The brain stores common
routines for familiar situations and tries to automate the decision
making in order to save mental resources. Example: you get another
annoying newsletter from a forum where you registered. Without
opening or reading it, you immediately delete the email.

The figure below shows the Spectrum of Thinking Interventions by


Stephen Wendel.

By repeating actions, e.g. heuristics move further to the left and become
habits.

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Example: I consciously evaluate the costs and benefits of subscribing to


Netflix, Amazon Prime, Apple iTunes Video or Google Play Video.
Prices are similar. However, the Netflix offer includes the highest
number of available movies. Nice. After long evaluation, I make the
decision subscribe to Netflix. Many friends did it too, and didn't regret
it. After subscribing to Netflix, I didn't watch any movie for 4 weeks
straight. I started to feel a bit guilty: "I should use it, otherwise it's
wasted money". I watched some movies, but didn't feel the urge to come
back to Netflix on a regular basis. One evening, I started watching
Breaking Bad. The first episode wasn't that bad. 3 days later, I decided
to watch the second episode. After the 4th or 5th episode, things started
to get fancy: that boring high-school professor becomes a drug dealer? I
became attached to this series and started to watch it every evening.
Now, I'm watching Breaking Bad every evening for 2 weeks straight. I
simply had to know, how this story ends.

Video-on-demand providers use series-addiction to their advantage. Why?


Humans are social beings. When we hear well narrated stories, we
automatically get attached to the series. I call this UX pattern the
Fictional Character Empathy pattern. We develop affection and
sympathy for fictional characters. And because we want to know what will
happen to our favorite characters, we have to watch it until the bitter end.
Netflix is aware of this dark UX pattern and exploits it to the max - they
keep feeding consumers with countless episodes, seasons and series.
Netflix just revealed, that they spent 5 BILLION US$ on creating content.
That's roughly 80% of their revenues. It apparently pays off: as of 2017,
Netflix has nearly 100 million paying subscribers.

Coming back to our Spectrum of Thinking Interventions graphic: not only


can you move from right to left, but also left to right.

Example: I want to get a haircut. I open Google Maps and start a search.
There is a barber nearby. After a short walk, I want to enter the barber

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shop. I open the door. I habitually pull - it doesn't open. When this
happens, my habit is to reverse my action and push instead. Doesn't
open, too. Now, I intuively check for any signs - is there any open/close
shield? No. Is there anyone inside? No. Weird. I open the phone and
check the opening hours and alternatives. I evaluate the alternatives in
terms of prices, location, distance, and reputation. After a long,
conscious cost-benefit evaluation, I make the decision to enter my car
and drive 3 miles to the next barber shop.

Do or Don't: The Behavior Model

Referenced from: http://www.behaviormodel.org/

If you want to understand, when a user will or will not do a specific action,
you can use BJ Fogg's Behavior Model. It is simple, quick and intuitive.
The B=MAT formula shows, that 3 factors must be present until a behavior
occurs: Motivation, Ability and Trigger.

Behavior = Motivation * Ability * Trigger

Core motivators: pleasure/pain, hope/fear, social


acceptance/rejection
Ability factors: time, money, physical effort, brain cycles, social
deviance, non-routine
Triggers: facilitator, spark, signal. A spark is a trigger that motivates
behavior. A facilitator makes behavior easier. And a signal indicates or
reminds.

One real-life example: Apple Watch purchase

Users Motivation: I want to run a marathon for the first time in my


life. The tracking and analytics capability of the Apple Watch gives me

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hope, to finally achieve this goal.


Users Ability: I've got a well paying job, which allows me to afford an
Apple Watch. Money is no constraint. This afternoon, I have plenty
of time to go to the Apple Store. My friends use smart watches as
fitness trackers, so in my social circle it's well accepted. It is no social
deviance to have a smartwatch.
Existent Triggers: A few weeks ago, I saw the Apple Watch
advertisement (spark). I've got a friend, who's also a runner and
highly enthusiastic about the tracking/analytics feature (facilitator).
This morning, I saw a runner in the park with an Apple Watch
(signal).
Resulting Behavior: I go to the Apple Store. After verifying again it's
features and overall user experience, I make the decision to buy the
Apple Watch sports model.

Understanding the Decision Making Process: The


CREATE Action Funnel

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Referenced from https://www.nirandfar.com/wp-


content/uploads/2014/08/Screenshot-2014-08-23-11.51.05.png

The CREATE Action Funnel by Stephen Wendel is useful to explain actions


and behavior in a slightly finer granularity than e.g. BJ Fogg's Behavior
Model. The CREATE Action Funnel consists of the following elements:

Triggered Cue: A cue can be either internal or external. External


cues can be e.g. text messages, emails or seeing e.g. running shoes.
When the mind drifts automatically to the action, then it represents
an internal cue. For external cues, it's best practice to a) place the
product into the user's daily environment, b) to give each time a
different cue to avoid being ignored, c) building strong associations
with the user's existing routines.

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Intuitive Reaction: If you ask people to do something, you are


addressing their conscious, or slow-thinking mode. But it is the
intuitive, fast-thinking mode you gotta pass first. We usually know
within milliseconds, whether we want to do something, or not. At this
stage, it is best practice to win users trust by being authentic,
displaying social proof and displaying strong authority on the
subject. Make sure, that the first time user experience is frictionless,
frustration-free and generally positive. The first impression will
dictate a large portion of customer-lifetime-value.
Conscious Evaluation: After you obtained the user's attention, and
the initial reaction wasn't negative the user will now evaluate the costs
and benefits. What you want to deliver at this stage are short and
concise arguments, which educate the user about the benefits of the
product and downplay the perceived costs of taking action. It is best
practice to highlight the benefits, minimize the costs and
downplay the alternatives. Consider this short example: "Take the
bike to work. It will keep you fit, make you lose weight and lengthen
your life. Because you aren't constrained to roads, you can find the
optimal, shortest route and save time. Compared to cars, you will
avoid long traffic jams and high purchasing, insurance,
maintenance, fuel and value depreciation costs."
Ability Check: Once the decision has been made to do the action, is it
actually feasible and realistic? The user must know clearly, what
steps are required to successfully execute. Furthermore, that user
must have the resources required for action. Also, the user must
have the necessary skills. Last but not least, no user will ever do
something what's going to fail. The user must be convinced in the
success of the action.
Timing check: At this stage, the user is aware of the action and has
made the decision to do it. But does he really have to do it now? Why
not postpone/procrastinate it indefinitely..and end up doing nothing,
at all? You gotta create urgency. Urgency can be either internal or

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external. External urgency is e.g. when you know, that you have to put
in your taxes (otherwise, the IRS will come to you). Internal urgency
can be either stronger like e.g. hunger, thirst; or weaker like e.g.
boredom. Users can also be convinced to do something without
urgency. Sometimes, a great help is to be specific. Consider this
example: "You should exercise regularly." vs. "Exercise tomorrow
morning at 7 A.M.". The last one feels more real, right? And helps us
to remember it, too.
Execution: Yay! The user passed through all stages of the CREATE
action funnel and executed the action. But don't become complacent
too soon...the user executed it just once. It would be cool, if the user
would do it repeatedly. And it would be best, if you don't have to ask
or remind the user at all, because it has become a deeply embedded
habit. If you want to understand, how to build long-lasting habits,
then read on in the next section.

Building Habits: The Hook Model

When actions are repeatedly done, they become a habit. A habit is a


hardwired routine, which costs very little mental resources, is easy to do
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and very hard to unlearn. Nir Eyal's Hook model explains perfectly, how
habits can be formed. Let's come back to our Instagram example:

External Triggers: Instagram notifies Peter, when his friends start


e.g. a live feed. Also, whenever someone drops a comment on Peters
photos, Instagram sends immediate push notifications.

Internal Triggers: Peters constant usage of Instagram is hardwired


into his brain. Whenever he felt bored, he automatically opened his
Instagram to relieve his boredom. In his mind the "getting rid of
boredom" routine is now directly associated with Instagram.

Ability: Peter feels proud, because he has 22k followers. It means,


that his content, personality and hobbies are worthy of attention. It
makes him proud and motivates him to use Instagram on a daily
basis, because he craves social acceptance. The famous watch
manufacturer Daniel Wellington became aware of Peter's status and
offered him a lucrative deal: he advertises DW watches, and get's a
percentage of the purchase. Instagram offers Peter a great opportunity
to get money. This motivation keeps Peter for at least an hour
occupied on Instagram, every day.

Variable Reward: Peter has great interest in bodyweight exercises.


He follows some calisthenics celebrities on Instagram. He is always
searching for new ways to improve his workouts. At the same time, he
wants to track his progress with his Daniel Wellington watch sales. He
never knows, what type of new content he will encounter. This thin
veil of mystery - the variable reward - keeps Peter coming back to
Instagram.

Investment: Peter was a heavily obese person. He started posting his


progress on Instagram. Within 2 years, he lost 60 pounds. It felt great,
because like-minded people encouraged and pushed him to new
heights. The more Peter posts about his progress, the more positive

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feedback he gets. The more Peter posts about himself, the more he
feels rewarded. His investment into the Instagram platform pays
off.

The more Peter goes through the Hook cycle, the firmer his dependence on
Instagram becomes. Now, after 2 years of usage, he can't imagine a life
without using Instagram. Using Instagram has become a deeply embedded
habit.

Unifying Everything Into a Cohesive UX


Vision: The Customer Experience Map
Let's recall what we've learned so far:

Persuasive technology, behavioral economics, digital paternalism and


nudges are everywhere. We are constantly hammered by them. You
understand, why you e.g. wasted lots of time on social media. It's not
your fault - it's all thanks to well executed UX patterns.
Humans aren't always rational. Humans have a slow, conscious,
deliberate thinking mode; and a fast, intuitive thinking mode.
You can use that fact to your advantage. You can influence user
behavior by using UX patterns aka nudges. You learned a dozen
standard nudges, which can be directly integrated into your app.
You learned, how to decompose and explain user behavior with
frameworks such as BJ Fogg's Behavior Model and Stephen
Wendels CREATE Action Funnel.
You learned, how to effectively build habits with Nir Eyal's Hook
Model.

Now, it is time to package everything into a cohesive vision of how your


product should enrich the user's life. For that task, the customer
experience map by Mel Edwards is excellent. It explains all stages of
customer engagement on an intuitive storyboard:

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"[The Customer Experience Map is] a graphical representation of the


service journey of a customer. It shows their perspective from the
beginning, middle and end as they engage a service to achieve their
goal, showing the range of tangible and quantitative interactions,
triggers and touchpoints, as well as the intangible and qualitative
motivations, frustrations and meanings." -Mel Edwards

Below, you see an example of a customer experience map for a government


service - getting a proof-of-age ID card. Don't be overwhelmed, we'll go
through each section one by one.

Referenced from
https://desonance.files.wordpress.com/2012/07/cxexample_highres_des
onance.pdf

Now, it's your turn to draft a great, cohesive User Experience Map:

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If you want to create a UX map on your computer, click here for a


ready-to-use Word template
If you want to create a UX map in a live brainstorming session, click
here for a printer-friendly PDF template

Recommended Readings

This guide explained in 20% of time 80% of all concepts. However if you
want to dig deeper, I highly recommend reading the following books. You
can find them on e.g. Amazon:

Wendel, Stephen (2013): "Designing for Behavior Change:


Applying Psychology and Behavioral Economics", O'Reilly Media,
USA
Eyal, Nir (2014): "Hooked: How to Build Habit-Forming
Products", Penguin Books, UK
Nodder, Chris (2013): "Evil by Design: Interaction Design to Lead
Us into Temptation", John Wiley & Sons, USA
Sunstein, Cass; Thaler, Richard (2009); "Nudge: Improving
Decisions About Health, Wealth and Happiness", Penguin Books, UK

Wrap Up
If you think any of the roadmaps can be improved, please do open a PR
with any updates and submit any issues. Also, I will continue to improve
this, so you might want to watch/star this repository to revisit.

☑ TODO
Added UI Roadmap
Added UX Roadmap
Added relevant resources
Added table of contents

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Contribution
If you are interested in contributing to this repo, we use Balsamiq
Mockups. The relevant files can be found in the project-files/*
directory. To modify any of the roadmaps, open Balsamiq, click Project >
Import > Mockup JSON, it will open the roadmap for you, update it,
upload and update the images in readme and create a PR.

Open pull request with improvements


Discuss ideas in issues
Spread the word

License
License CC BY 4.0

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