KIM DONG-EUN · Essay
FTUE: First-Time User Experience (30 chapters)
Designing the first encounter with a new content world
Korean original available
Contents
Contents
30 chapters
01Chapter 1. Games Aren’t Cool02Chapter 2. FTUE Is Not a Tutorial03Chapter 3. What Does ‘First’ Mean?04Chapter 4. What Is Experience?05Chapter 5. Experience Builds on Experience: Prior Analogous Experience06Chapter 6. The User Is Not One Person: Eight Layers of Identity07Chapter 7. Extreme Beginners and False Beginners: Eight Types of Experiencers08Chapter 8. Customers Within the Customer: From Persona to Immigration Candidate09Chapter 9. Primary and Adjacent Worlds: A World Must Be Able to Admit Residents10Chapter 10. The Character Roster and the Sensory Roster11Chapter 11. The User's State: Distraction and the Price of Experience12Chapter 12. Types of Experience by Content13Chapter 13. What Buttons Symbolize: Dissecting Simulated Experience14Chapter 14. The Harmony of Surprise and Familiarity: Four Principles and Flow15Chapter 15. Feedback: The World Responds Behind the Button16Chapter 16. Designing for Distraction: Buttons and LEDs Amid Noise and Clutter17Chapter 17. Errors and Recovery: How Not to Take Away a Sense of Control18Chapter 18. Previewing the Experience and a Hundred First Impressions19Chapter 19. Colliding Experiences and Layers20Chapter 20. The Starting and Ending Points of the FTUE21Chapter 21. The First 30 Seconds, 3 Minutes, 30 Minutes, and Day22Chapter 22. Defining the Outcome Dashboard23Chapter 23. Causality Between Levers and the Dashboard24Chapter 24. Business Goals and Quantitative Measures25Chapter 25. Measurement and Iteration26Chapter 26. Can We Entrust the Expansion of Experience to Users?27Chapter 27. FTUE in the Age of AI2828. Summary A: Design Tools2930. Summary C: Chapter-by-Chapter Reference Cases3029. Summary B: Measurement, Review, and Reference