Make it Easy on the User: Designing for Discoverability within Mobile Apps

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Progressive disclosure is a user experience (UX) technique that defers advanced features and information to secondary user interface (UI) components. Designers keep essential content in the primary UI, while advanced content is available to users upon request. Progressive disclosure’s goal is to improve usability for novice and experienced users.
Vitaly Friedman, senior UX consultant, European Parliament, gives an example of how to use progressive disclosure in complex interfaces, and explains why it’s important:
Imagine walking into a room filled with countless doors, each leading to a different destination. Where do you begin? This is how users feel when faced with a new and confusing interface. To combat this, designers use progressive disclosure, a user centered design method that carefully reveals information and features to users as they are needed. The purpose here is to avoid overwhelming the user with a cluttered interface. We are talking about this beast. How do we fix that, right?
Well, there is a very simple way of fixing it. First of all, for tables, you usually would have not that many options In customize and sorting, you would have, you know, probably some hopefully not hover actions, but a button saying actions, which would be a dropdown opening things on tap, on click, have us you know, the checkboxes on the left allowing you to select things. We have 49 filters. We have 49 dropdowns with approximately 300 options living within those dropdowns.
Now imagine that you're working on Finviz. That means that you are, you know, you have your screen application, so you might be managing a portfolio with 60 different assets, right, of sixty different customers. You also want to kind of understand trends of what you know, what is going on. You also want to navigate the table to understand what is going on there. Right? So maybe there are some companies that are performing really badly. Some companies are performing better. You kind of monitoring it. And very often you would be looking at this interface for 6 to 8 hours a day.
Right? Speed is important here. Dropdowns are the worst thing you can give for people who want to be fast. Dropdowns are the slowest mode of interaction. And you know what is the fastest? Buttons! There is nothing wrong with just 200 buttons. Give people 200 buttons. Just organize them better. And they'll be happy because this is going to be much faster. How can we do that? Well, if we think about the filtering experience,
well, surely enough, we have 49 of those. So we better organize them in some way, like this. So we have this different groups of filters, right? And then we basically need a search engine or like a little search autocomplete for filters. We do it in two steps. The first step is we select what filters we want to have. Right? So we go for the sections. We just have a couple of checkboxes to mark the filters that we need. And in the second step for each of those filters, we define what the properties should have.
You know what? What properties every filter should have. I'll show you an example in a moment. And there is nothing wrong, again, just show buttons. A lot of buttons. Just show buttons. There is nothing wrong with showing buttons. It's fine. In its simplest form, it could look like this. You search your filters. It's kind of a filtering for filters, where you go for all the different groups. Then you select what filters you actually want to have. And then for each of them, you actually define the properties that you want to define.
Now, in example, this is what it looks like on Financial Times, which is a great example of equity screen. You have exactly the same amount of filter actually, but it looks differently. We have a core audience. We have the split menu. We saw this already, right? You select what attributes you care about first. You have buttons so you can actually tap on those quickly, relatively quickly. And if we open equity attributes right, not only do we get this button kind of giving you this overview of what is the most common kind of area where you should be expecting those results, you also can add
or change criteria, and this is how it works. Balance sheet. Okay, I need to add cash per share. Boom. And I need to add price, boom. And I need to add 52% receivable turnover. Right. And so I kind of always show what you need and you never show what you don't need. Which I think is actually pretty cool and pretty useful as well. So that's actually very, very helpful. And I guess this is actually what it needs to be, right?
You show what you need when you know that people need it. And most importantly, you do not show things that are likely to be irrelevant to people. We just say, “here is everything we've got, all the navigation, you've got, you figure it out”. Or “here are all the filters you've got, you figure it out”. No. We need to show things that matter to people when they matter and nothing else.
Progressive disclosure aims to show users what they need when they need it. Designers use UI patterns like modal windows and accordions to hide advanced features and information. This approach keeps the primary UI straightforward and inviting.
Designers use progressive disclosure to:
Ensure new users achieve success from the beginning.
Support users of varying experience levels, from beginners to experts.
Make infrequent tasks less noticeable.
Keep the UI clear and uncluttered.
UX designers primarily apply progressive disclosure in digital applications and websites to improve usability. An example of progressive disclosure is Google Search’s advanced search feature.
Google Search (left) presents a simple UI. For most users, this is enough. They do not need to see any advanced features. The Advanced Search (right) is available to users who need additional search functionality. If Google presented these advanced features to every user, they may overwhelm them with options.
© Google, Fair use
Progressive disclosure declutters the UI to prevent confusion and cognitive overload. For instance, a social media app might initially display a simple feed and posting features to new users. Extra features, like user activity or detailed analytics, are available upon exploration or demand. This approach ensures designers do not overwhelm users with options they do not need yet.
The social media app Instagram uses progressive disclosure. Many users do not need more than what Instagram presents on the home screen (left). Users who need settings and advanced features must navigate to their profile (middle) and then select the hamburger menu (right). If the home screen presented all these features simultaneously, it would likely appear cluttered. UI clutter can confuse users as they navigate through the app.
© Meta, Fair use
Designers hide complex functionalities to improve the user’s learning curve. For example, a sophisticated graphic design tool might only show basic editing options on the main interface. As users become more comfortable, they can choose to access more complex features, like layer management or custom brushes. This method:
Prevents users from feeling overwhelmed.
Encourages a more engaging learning experience.
Adobe Photoshop is a deep and complex photo editing application. However, its initial UI focuses on its basic functionality. Photoshop displays the primary tools on the left, selection controls at the top and the main control panel on the right. Users can find advanced features in secondary menus and windows. This deference manages the complexity of Photoshop and allows new users to get an easier grasp of its functionality.
© Adobe, Fair use
Progressive disclosure helps basic and advanced users find what they need faster. When designers simplify the main interface, new users do not need to look at or read through content they do not yet need.
Meanwhile, experienced or knowledgeable users can bypass this basic content. They can directly access advanced content through shortcuts or secondary menus. For example, a product page might present customers with core information and hide detailed specifications from view.
This product page on the Patagonia website provides customers with a brief product overview. Patagonia contains advanced information within an accordion, like specifications and materials. New customers can find the overview quickly since it’s the only body of text initially shown. Customers who need further information can quickly locate and expand the necessary accordion.
© Patagonia, Fair use
Designers limit the immediate set of actions available to cut the chance of mistakes. When users face an interface packed with functionalities, the likelihood of errors increases.
Consider an online banking application. For new users, it might prominently feature key actions like viewing balances and making transfers. The app may then introduce complex operations as the user navigates deeper into the app. These operations could include setting up recurring payments or applying for loans. This progressive disclosure ensures users are less likely to make incorrect transactions because of an overwhelming array of options.
Monzo’s banking app uses progressive disclosure for transfer functionality. Users must press the transfer tab and navigate to scheduled payments before setting up a payment. If Monzo presented all transfer options on the main screen, users may accidentally access this while trying to complete a different task.
© Monzo, Fair use
Design thinking is a 5 stage process where designers empathize, define, ideate, prototype and test. The design thinking process is non-linear and cyclical. For example, designers may return to the prototyping stage to implement feedback from the testing stage. Watch this video to learn about the five stages of design thinking:
To create great user experiences. UX design teams use a five phase process: Empathize, define, ideate, prototype and test. In the empathize phase, teams explore the problem they're trying to solve with the product. User researchers conduct interviews with people affected by the problem and review existing knowledge of the issue. The stage is about knowing what needs to be solved and why.
At the defined stage, user researchers turn their knowledge into a research plan and conduct more targeted tests. They'll learn more about their users and what they're currently doing to solve the problem. Then they'll put their findings into deliverables. Tools for the UX designers to reference when they start designing solutions. These include: user Journey Maps, to show how users try and solve the problem and present. Personas, which are details of typical users.
Affinity Diagrams of what those users think, feel, see and do. And "How might we" statements that list the problem teams are trying to solve with the product. In the ideate phase, teams ensure everyone has a shared understanding of the problem. Someone will then lead a brainstorming session where the team will consider solutions for the first time. The team will come up with as many ideas as possible, even if they're silly sounding or impractical. Afterwards, they will evaluate the options and choose the most viable
and effective solutions from those ideas. In the prototyping phase, the UX designers turn those design ideas into testable prototypes. These prototypes could be low fidelity, digital prototypes or even paper prototypes. The UX designers will do their best to make sure the product is intuitive to use and make multiple versions of those design ideas. In the test phase, researchers get participants to test the prototype and get feedback.
From that they deliver usability test reports to the designers. Who then make new prototypes based on that feedback. products will get increasingly polished and refined with cycles of testing until a final design is settled on. Then the design will be developed and shipped. You think it's all over here, but not quite. Product development is cyclical and non-linear. The product can still be revamped based on real user feedback, and in that revamp you may repeat some or all of the design phases.
New information could even set development right back to the planning stage once again.
Designers implement progressive disclosure during this design process:
Empathize. Designers talk to users to determine which information and actions are most important to them. A typical user research method for progressive disclosure is card sorting. In card sorting, users arrange information into groups. These groups could include basic, intermediate and advanced functions. Designers watch and listen while users arrange the information. Observation helps designers understand user preferences and reasoning.
Design Consultant and author Donna Spencer provides some best practices for card sorting:
The people who you invite to be involved are also super important – not quite as important as the content, but still very important. Small groups of people working in-person around a table is literally the best thing because you can listen to the people and the conversation that they have and that conversation is so much more useful than the actual results that you get. We still could do this remotely, especially if people can get together and you can moderate via video.
Or... I haven't ever done this, but we could kind of do it with a Zoom call and like a MURAL board and get people to poke things around, but it's still – any time that you have a chance to do it face-to-face, do that. And one of the things that I like to do if I need to do remote card sorts is just at least a couple face-to-face because then I can really hear that discussion and understand what's going on with just some of the group and then I can look at the results from the others.
We want to make sure that *the people are also of the same level*. And this goes for any kind of group research or group activities. If you have a boss and somebody much more junior, the junior people will always just defer to the boss. If you have technical people and non-technical people, the non-technical people might just go, 'I don't know!' and follow the technical people. So, you want to make sure that people are at the same kind of levels, and, if you can, the same kinds of work or life situation, or the same kinds of users
because then you can listen to them discuss their experiences and they'll do that better if they're the same types. We do that for most kind of focus groups and things. If you are doing it in-person, just don't try to fill up a room with lots of people. Do it with one group or have one facilitator per group because, as I said, the conversation is the super-useful part of this and it's really worth listening.
What I used to do when I did these in-person is I would kind of just sit up at the end of the table, kind of be typing in results from a previous sort; so, I don't look like I'm hovering over them. I look like I'm busy kind of just listening a bit. But I'm listening to every single word they're saying! So, again, if we're working remotely and we're doing a remote card sort, you still want to have a good representative set of people and see if you can figure out a way of getting
people to work together remotely. Otherwise, they'll just do it by themselves one at a time, and you'll still get good results, but you just won't hear them discussing their reasoning.
Ideate. Based on their research, designers refine the primary and secondary content. They may use techniques like brainstorming to find solutions to user issues. If the designers ran multiple card sorting sessions with basic and advanced users, they might combine the results to find a happy medium.
Prototype and test. Designers create interactive versions of their designs that include progressive disclosure. They then do usability testing with users to ensure the design helps them; not confuse them.
Designers use many different UI patterns to implement progressive disclosure in their products. Examples include:
Modal and pop-up windows open in front of the main UI to provide extra functions.
Microsoft Word uses a modal window for advanced paragraphing options.
© Microsoft, Fair use
Accordions expand and collapse content sections to optimize space and reduce clutter. Each section has a header that users can click or touch to reveal or hide the information beneath. Designers commonly use accordions for FAQs, forms and navigation menus.
The Interaction Design Foundation website uses accordions for its FAQ sections.
© Interaction Design Foundation, CC BY-SA 4.0
Tabs divide content into multiple panels or sections but display only one panel at a time. Users can click on the tabs to switch between panels.
Avid Pro Tools uses tabs to move between different categories in its preferences menu.
© Avid, Fair use
Scrolling unveils content gradually as users move through a page. While simple, scrolling is an effective tool for progressive disclosure. Many product pages place simple information at the top and complex information at the bottom. Users can reveal further details by scrolling.
The Carphone Warehouse uses scrolling for progressive disclosure on its product pages. The product's essential specifications appear higher on the page. Customers can access detailed specifications by scrolling further down.
© Carphone Warehouse, Fair use
Carousels showcase multiple items or features in a single space, allowing users to browse them horizontally.
Netflix uses carousels to show personalized recommendations to users. Users can view top recommendations immediately and access lower entries via the carousel.
© Netflix, Fair use
Collapsible menus and sidebars reveal advanced features within the primary UI. Some applications allow users to add and remove multiple menus and sidebars within the UI for advanced customization.
Asana uses a collapsible sidebar to navigate between different views. The user can hide this sidebar to simplify the UI.
© Asana, Fair use
Tooltips and popovers reveal extra information or tips for an element when hovered over. This pattern provides context without overwhelming the primary content.
Adobe Photoshop uses tooltips to give the user information about a specific tool.
© Adobe, Fair use
Toggles reveal or hide advanced settings or information. They allow users to control the complexity of their interface.
Apple’s Safari browser uses a toggle to show and hide developer preferences.
© Apple, Fair use
Designers use many UI patterns to implement progressive disclosure. They often combine the patterns for optimal UX. Vitaly Friedman, senior UX consultant, European Parliament, shows an example of how to progressively disclose complex menus with multiple UI patterns:
Well, because if you look at what let's say the Alliance does on the right is actually faster. It's actually better. So they're using accordance and they're using vertical accordance with three levels of nesting. Right. That allows you to very quickly navigate between all these different levels. But on top of that, what you also have is whenever you open one of the menus, they only show the most important one, the top tasks
or the, you know, the most important task that people have to perform. Sometimes it's two, sometimes it's four, sometimes it's four. It's five. Right. But sometimes, you know, if you have way more than that, you will be clicking in this overview link that you have over here, right? So you see clearly a difference. First level, second level, third level, right? And you can jump in and explore more on the third level as well. But if you want to jump, let's say from this to another second level on, I don't know another item, right?
That's very, very fast. You don't have to go back. You just go forward. That's the only thing that really speeds you up, because if you compare it with the sliding slide out right, kind of right and left and left and right, this is really giving you a big speed boost. So if you test, you will see that performance in terms of speed works much better, but clarity in both situations usually going to be similar, but still with accordance you will never get a kind of a mistake there that's just really, really working. Right.
So if I had to choose, I'd probably go with accordance first. But that's not the only option because you can also do something else. So this is Licester City, football club from the UK. So what we have here is also a menu. Not surprising. Who doesn't have a menu these days, right? But, while will open the menu, this is what it looks like. Well, we could be expecting more information, right? We don't know exactly what's going to happen, but we probably are expecting you know, the next level of navigation or the page.
We don't know that yet. We don't have to know. Right. But we are expecting, you know, something matches now instead of driving people to the matches page, instead of having this slide in, slide out. Why don't we do this instead? Why don't we split the screen vertically right. And give people access at the same time to both current level right and the level that lives within it? Right. Then if you're not interested in this right, you can just jump to say, Teams and then move on from there.
So you can see two levels at the same time, very much like you do with accordions, right? So if you do have a slide in, you could do this, right. The best part about it is it can work if you have, you know, even a lot of items, but they must be short.
Designers must consider the following when applying progressive disclosure.
Keep important information visible. Define essential and advanced content through user research. Use methods like card sorting and task analysis. In task analysis, pinpoint the user's issues while watching them perform a task. Then craft a task flow that shows the steps from facing a problem to finding a solution. These insights can reveal the primary content the user needs.
Frank Spillers, CEO of Experience Dynamics, gives an introduction to task analysis:
So, task analysis is an extremely important technique. And, to be clear, you can do your task analysis when you do your regular user research and interview observation; that's the observation side. That's where you ask a user, "Hey can you show me how you do it today?" Now, don't worry about the technology; don't worry about any tools they may be using
– you know – existing applications or whatever. Just have them go through what they normally do. It's even great in task analysis to see things in the absence of some technology like your design or whatever. So, if they want to show you how they normally do it, then you'll get to see their kind of workarounds, their patterns, their shadow spreadsheets – you know – ways of coping, their hacks and their adjustments, things they've done to make it work.
And that stuff is just beautiful. But having them step through their problem solving step by step, kind of 'teach me how you do it' – that's the basis of task analysis. If you're doing *ethnography*, which is similar to interview observation – you're essentially looking for a few more cultural cues with ethnography; you're looking for things of cultural significance, and it might just be user culture. It might be in that region of the country you're learning about the users.
Or it might be at a national level or international level if you're doing localization or cross-cultural research. It might even be the culture of an underrepresented group if you're doing inclusive research and inclusive design, trying to understand the experience of that community, their history, their lived experience as it relates to the problem they're trying to solve or how they approach it. So, task analysis is definitely one of these things that you want to build into your tool set.
And essentially what you're going to do is take those observations from your research and you're going to map them out and kind of flow chart them, flow diagram them and see how you can take that structure and map it to your design kind of like as the user goes from here to here to here, how can my screen support this thing that they do here with this tool or this feature? Kind of see how you can make it flow much more intuitively
so it feels good and makes sense to your users.
Limit layers of information. A single secondary screen is typically sufficient for each instance of progressive disclosure. Multiple layers can confuse users and make finding “buried” functionality hard. Simpler designs are often better solutions than numerous levels of progressive disclosure. If simplification isn't possible, use combinations of UI patterns. For example, many settings menus use a combination of tabs or menus with modal windows to organize settings.
Modern operating systems have many features and are deeply customizable. The MacOS settings application uses combinations of UI patterns to facilitate progressive disclosure. Apple uses the left-hand menu to organize settings into groups. They defer advanced settings to modal windows. If, for example, a user accesses the display settings, they see the primary settings first. Buttons allow them to access “Advanced” and “Night Shift” settings via secondary windows. The app also features a search bar and help icon to assist the user.
© Apple, Fair use
Avoid multiple access paths. Users can become confused if they can reach the same information or feature in several ways. A single straightforward path is better for usability. Tree diagrams help designers visualize the content of their products and ensure one path to each piece of information or setting.
Progressive disclosure helps to keep the main interface simple and ease new users into an application. To keep advanced content discoverable, designers help the user in the following ways:
Make it clear where advanced functions are available. To achieve clarity, use icons, labels, and other signifiers. These signifiers suggest there’s more information available. Examples include arrows, buttons, ellipses and text (e.g., more options).
Use onboarding tutorials. Explain key hidden features and how to access them through tutorials. Tutorials should include a skip option so as not to frustrate advanced users.
Provide contextual help. Tooltips, pop-ups and other contextual help patterns guide users as they learn. These patterns can inform users advanced features are available.
Implement feedback mechanisms. Use prompts and feedback to guide users in discovering and using hidden features. For example, a user completes a task for the first time in an application. A prompt might appear to congratulate them and suggest a related advanced feature they have yet to try.
Adobe Photoshop offers several ways to help the user with basic and advanced functionalities. Tooltips provide contextual help and the option to watch a video tutorial. The Discover panel (accessed via the question mark icon) offers tutorials for many features and tasks.
© Adobe, Fair use
While progressive disclosure is often highly beneficial, it has risks and challenges. Designers must be mindful of the following as they implement progressive disclosure:
Broad audiences. Defining essential and advanced content becomes challenging when your have a broad audience. Consider a website like Amazon. Amazon’s customers include both computer scientists and people who rarely use technology. In this scenario, designers must test their solution to ensure it meets the needs of their entire audience.
When “advanced” features become everyday tasks. For tasks users perform frequently, the benefits of progressive disclosure can diminish. If users need to go menu diving to access familiar tools, this can become a hindrance and not a help. An email client, for example, may hide the reply, delete and mark actions behind additional clicks. These extra clicks could frustrate users who perform these actions multiple times daily. In this scenario, designers can use research to redefine primary actions. Alternatively, designers can implement UI customization for advanced users.
Dumbed-down content. A risk of progressive disclosure is that it can oversimplify the product and limit what users can achieve. Oversimplification affects the usability of the application or website for advanced users. A dumbed-down interface can also give the impression that the software lacks depth or capability. For example, a photo editing application’s UI may be easy to understand, but the software's full range of features and tools are challenging to find. Designers must find the balance between usability and discoverability.
In this video, Morgane Peng, Design Director at Societe Generale, explains the “UX Efficient Frontier.” This concept is a way for designers to understand how to approach the balance of simplicity and complexity:
I'd like to just introduce this concept to actually find a balance between the complexity and simplicity. And so to understand that, I would like for us to differentiate two things because we have business expertise and interface expertise, and this actually comes this theory comes actually from my financial background, my past, I would say, because after working many years in complex design, I realized that I kind of adapted this theory to design.
So this is usually where we go from portfolio management theory. And so that's why first I wanted to define what so this next expertise, it's actually a person's knowledge in an area due to the topic of studies. Maybe they've done some business training or they have some per work experience. And so for example, let's say when you start a job, you're just trying to understand what's happening around you.
But after a few years you become super efficient, you stay in the flow. Kind of things, like when we start designing, we have to download tools, but then it goes super fast and then prototype super fast as well. This actually also includes the mental models and how people approach the task and their processes. The next axis is the interface expertise. And so this is actually a person's knowledge of how an interface works due to the training habits of using it through experience
from using similar application. So for example, if you use once an app to deliver food, usually the interaction pattern are all the same and you become familiar and it's easy for you to use any of the food delivery app. And so now if you plug the two together and again, they're very different, you get something like this. So everything above the curve is over complicated you are making it harder for the user to use a service. Everything below is over simplified.
You're kind of destroying value because you're putting your user at risk of not being able to do their work. And so what's in the middle is what I call the efficient frontier. It really represents the sweet spot. And ideally this is what you want to be on your project. So let's look at some combinations. So this one is basically law, everything. This is where most consumer products are. So for example, food delivery, listening to music,
you don't need a lot of business expertise to that and you actually don't need a lot of interface expertise as well. Then here this is where we like to say this is where our playground is as a financial design team because a lot of the legacy tools are in this, because people assume that because the business topic is complex, they can do whatever they want in the interface. And so our everyday job in my team is really to actually get closer to the curve with that of a simple interface.
And last one, in this combination. To me this is where it's the danger zone because the interface has been dumbed down too much and if you actually don't get access to designers and sadly nowadays they're still designers who are asked to work on things without reaching out to the users. This is where it's the most dangerous because you actually don't know if you are oversimplifying things on that.
In addition to progressive disclosure, designers employ similar methods to reveal information progressively. Methods include "staged disclosure" and "responsive enabling."
Designers decide which method to use based on research and context. These methods are also not mutually exclusive. Designers may combine all three to improve their product’s usability.
Staged disclosure unfolds the user's journey in a straightforward, step-by-step manner. Progressive disclosure makes advanced features or information available to the user on request. Staged disclosure reveals all information one step at a time.
A typical example of staged disclosure is a step-by-step e-commerce checkout process. Some processes use multiple pages; others use accordions that expand and contract as the user completes each step. Here’s an example flow:
Page 1: Name, email address, shipping address and phone number.
Page 2: Shipping method and discount codes.
Page 3: Card details and billing information.
Page 4: Confirm details and pay.
Page 5: Card check and authorization.
Page 6. Order confirmation.
The Interaction Design Foundation’s sign-up flow features 16 text fields, drop-down menus, and checkboxes. If IxDF presented all this information on a single page, it may overwhelm and confuse the user. The IxDF uses staged disclosure to simplify this process and reduce the user’s cognitive load.
© Interaction Design Foundation, CC BY-SA 4.0
Other examples of staged disclosure include:
Software installation wizards present software setup in stages. Wizards make complex installations manageable and user-friendly through guided choices.
Educational course modules progressively unlock content. This progression facilitates learning and keeps students engaged without overwhelming them.
Product configuration flows present customizable product options in a sequence. Choices in early steps determine the options available in later steps. For example, an online car configurator starts with model selection, followed by color and then interior options.
Responsive enabling displays only relevant information and controls for a specific immediate task. As the user interacts, the interface enables relevant options and disables unnecessary ones.
A typical example of responsive enabling is in application menus. Users see a full menu based on the active window, item or task. However, unavailable actions appear grayed out.
This approach indicates to the user the functionality available in the current context. Designers use responsive enabling in partnership with progressive disclosure to inform users of their possible actions.
Adobe Photoshop uses responsive enabling in its menus. Certain edit menu functions are unavailable when the user selects a single shape. Responsive enabling reduces the risk of user errors and confusion since users cannot choose actions without effect.
© Adobe, Fair use
Other examples of responsive enabling include:
E-commerce product configurators. Size and accessory options activate when the user selects a product color.
Document editing tools. Formatting options (e.g., bold, italic) activate only when the user selects text.
Survey forms. Specific questions unlock depending on the user’s answers. For example, the user unlocks pet care questions when they answer "Yes" to owning a pet.
Payment method input. Users do not see the credit card input form if they choose an alternative payment method like Apple Pay.
Video game tutorials. Tutorials guide users through game controls one at a time. Once the user completes one action (e.g., jump), they unlock the next (e.g., punch).
Learn How to Balance Simplicity and Complexity in UX in our Master Class with Morgane Peng, Design Director at Societe Generale.
Vitaly Friedman’s Master Class, Complex UI Design: Practical Techniques, includes many progressive disclosure techniques.
Read Jakob Nielsen’s article on Progressive Disclosure for further insights.
Explore how Microsoft Windows uses Progressive Disclosure Controls.
Apple’s Developer Guide explains some best practices for progressive disclosure.
Learn from the Nielsen Norman Group When (& When Not) to Use Modal & Nonmodal Dialogs.
Many books, fiction and non-fiction, defer advanced information to their appendices. This is a form of progressive disclosure. For example, the science fiction book Dune includes extra information about the world and characters in its appendices. Readers who want this information can navigate to the appendices, while those who don’t can read the story without it.
Another physical example of progressive disclosure is in museums. Museums often show visitors essential information in the main displays. Further information is available to visitors through guidebooks, interactive displays and video installations. Museums use progressive disclosure not to overwhelm visitors and let them decide when they want to see advanced information.
Watch our Master Class, Complex UI Design: Practical Techniques, with Vitaly Friedman, Senior UX consultant, European Parliament, to learn how to implement progressive disclosure in UI design.
In mobile app design, designers have limited screen space. Given this, they often make the main interface as simple as possible and focus on the main actions. Users can access additional content through UI patterns like tabs and modal windows. This approach improves usability and engagement as users interact more easily and quickly.
In desktop app design, designers have more space to work with, yet the same principles apply. Given the additional space, designers can include more content in the main UI. Designers must handle this freedom with care, as too much content overwhelms users, while too little can make an app appear too simple.
Regardless of the platform, designers use progressive disclosure to:
Present content and interactions that meet users’ immediate needs.
Encourage exploration in a manageable way.
Offer information and options in an easy-to-understand format.
Designers use adaptive design techniques to optimize for mobile and desktop devices. Frank Spillers, CEO of Experience Dynamics, explains adaptive design:
So, adaptive design technically is about kind of making sure that things fit nicely, for example, on an iPad and on a phone – for example, the latest phone, a large phone versus maybe an older, smaller phone, and works nicely in that viewport or that buttons are in the place they should be instead of just being pushed by
the fluid layout of responsive design. But let me just say that probably in reality there's like a hybrid really because if you work with your developers and you tell them 'Hey, those icons that are big on the desktop, I want them to stack,' for example, is common responsive. So, you've got like a bunch of icons and then on mobile you want them to stack. But maybe they aren't showing up right; maybe they're too small, so you need to tell your developers, 'Hey can you make them larger and fill the space, and then make them stack?'
So, that's the role of a UX designer or a UX person is to help with – you know – it's kind of getting things right, so there is a little touch of adaptiveness there. But what adaptive design does is a little different. And adaptive design is illustrated by the following story. I remember getting off a plane, going to the bag check to get my bag,
and the first thing I wanted to do is get on Wi-Fi. I think I was working on a document and I had to upload it immediately, like right there; somebody was waiting for it. So, I flipped open my laptop, kind of set it on one of my bags, waiting for the other bag, whatever, and tried to go on the Wi-Fi. What was funny was that when I first tried on my phone, the link was, the thing that said connect – you know – it's like 'Do you agree that this is free Wi-Fi?' and then 'connect' – it was a tiny little link on the mobile phone.
And on the desktop it was a huge button. So, desktop – huge button that said, 'I agree. Connect.' On the mobile phone – a tiny little link. And what that really should have been is the opposite. It should have been a huge button on the mobile phone, and it could have been – I don't know – just a reasonable size button on the desktop. But it sort of always reminds me of the adaptive approach, which is to, say, if you know I'm on mobile and you know that there's this text,
instead of making me read all the text, you might say 'shorten the text on mobile' and put like an 'open, view more', especially because we UX people – well, I guess everybody knows that people don't read terms and conditions and a bunch of blah-blah text; they go straight to the call to action. Adaptive design is going to say, 'I know you're probably not going to read this. You're on mobile. So, I'm just going to make it really short and put a "read more" and then have a big old button the first thing that you see; so, a little bit of text and a big old button for the call to action.'
So, adaptive design to me is the right thing to do.
Examples of successful progressive disclosure exist across many popular applications. A few notable examples are:
Google Maps displays vast amounts of data (locations, traffic, points of interest) in a layered manner. The initial UI is simple and presents a general view of the map. More detailed information becomes available as users zoom in or search for specific locations. This information includes reviews, live traffic updates and street views. This approach ensures users aren't overwhelmed by information irrelevant to their immediate needs.
Instagram uses progressive disclosure for a simple interface with rich functionality. The main feed is clean, focusing on photo and video content. Users only see additional options and features, like filters and editing tools, as they navigate through the app. Progressive disclosure makes the experience more engaging without cluttering the initial view.
Slack carefully balances simplicity with the complexity of team communication. It shows an organized view of channels and direct messages in the main UI. Users can request detailed functionalities like workflows and app integration via secondary screens. Progressive disclosure makes Slack manageable for new users while still powerful for advanced users.
Many modern applications are feature-rich. Designers must ensure their user interfaces remain accessible and intuitive. Watch our Master Class, Complex UI Design: Practical Techniques, with Vitaly Friedman, Senior UX consultant, European Parliament, to learn some best practices.
There are so many complex interfaces out there that are really difficult to use, that are inaccessible, that are frustrating and just, just annoying. Let's fix that. Let's take a look at some of the really useful and interesting and practical patterns that you can apply to your navigation, to really complex forms and see how we can actually make them better. Well, this is going to be very actionable, very practical, very tangible session where we're going to learn a lot about all the different things and tons of different examples, how we can actually So please join me in this wonderful adventure on Thursday, March 16th.
We're going to dive into all of this and see how we can take it all in and apply to our projects immediately. So I hope to see you there. I'm very, very excited to meet you there. And I'm very much looking forward to your questions, so please be there. Let's talk about everything Complex UIs.
Designers must ensure their designs are accessible, understandable and usable to people with diverse abilities and needs. This includes the implementation of progressive disclosure. Some essential factors to keep in mind are:
Clarity and simplicity. Designers ensure they present essential and advanced information and options clearly and simply. They use language and visuals that are easy to understand and avoid technical jargon or complex symbols that could confuse users.
Predictability. Designers create interactions for users to anticipate what will happen next. This anticipation helps users feel in control and reduces anxiety and frustration. This point is essential for designing for those with cognitive or learning disabilities.
Accessibility features. Designers incorporate accessibility features like keyboard navigation and screen reader compatibility. These inclusions ensure everyone, including those with visual, motor, or cognitive impairments, can navigate through the content.
User testing. Designers involve a diverse group of users in testing, including people with disabilities. This approach helps identify and address potential barriers in their progressive disclosure implementation. This feedback is invaluable in creating an inclusive experience.
Feedback mechanisms. Designers provide clear feedback when users take an action that triggers progressive disclosure. Cues like animations and haptic feedback help users understand new content or options are available.
Flexibility in interaction. Designers allow users to control the pace at which they access information. For example, automatically loaded content can overwhelm or confuse users. Instead, a "More Information" button lets users decide when to view additional details.
Reversibility. Designers allow users to quickly revert their actions or return to previous states. This option supports users who unintentionally trigger new content and want to return to a more familiar state.
Katrin Suetterlin, UX Content Strategist, explains universal and inclusive design:
Universal design is a design practice that is generally considered to be a design that has gone through all the design processes while hoping to take everyone into consideration. You just would have to design it in a way that everyone can use it. The *problem* with the approach of universal design is, though, that *you cannot really design for everyone*.
To design with 8 billion people in mind is strictly impossible: a design that is utopian or more academic or more a discourse subject rather than something that we can really and truly design. But you can do *inclusive design* as a part of design practices that strive for inclusion. The difference is that inclusive design is the umbrella above,
for example, accessible design because accessibility is an accommodation. It is checking boxes whether your design is truly accessible. And if it serves the purpose for your audiences. Inclusive design is the same umbrella. Universal design is more of a juxtaposition, but it's more battling against inclusive design because if you think of everyone, you think of no one.
And in this inclusive way, we can look towards architecture, we can look towards city planning and also how buildings are built in the past decades because they have taken aboard the inclusive approach. They do all the accommodations they can think of – for example, no stairs, ride towards those who have to take a wheelchair. Or it could be beneficial to people with a trolley or with something heavy that they have to carry.
So, thinking of this benefits everyone. And now imagine the internet being a public space, and how we can learn from city planning and architecture and interior design, that we are *accommodating those who need accommodation*. And that's what the inclusive approach is about. So, to sum this up, your research cannot be universal, because you cannot serve that, but it can be personalized and it can be also tailored to the needs of the audience you are serving.
Designers use progressive disclosure to present information in a layered and interactive manner. This approach helps users navigate complex data sets without feeling overwhelmed. It also enhances the user’s ability to understand and analyze the data effectively. Some key ways progressive disclosure benefits dashboards and data visualization are:
Layered information presentation. Designers restrict the initial UI to high-level summaries or overviews of the data. This restriction lets users grasp the general trends or insights at a glance.
Customizable views. Designers implement customizable views that allow users to select the data points or metrics most relevant to them. This approach enables users to access information based on their specific needs or interests as requested.
Interactive elements. Designers incorporate interactive elements like sliders and filters to refine the data displayed. Progressive disclosure lets users control the amount and type of information presented.
Conditional visualization. The user’s actions or preferences adjust the complexity of the presented data. For example, designers can reveal more detailed visualizations as users zoom in on a specific area of a graph.
Guided exploration. Designers implement guided exploration features, like tutorials, tips or prompts. These elements gradually introduce users to more advanced features or deeper data insights. This approach helps manage the learning curve associated with complex data analysis.
Learn how to apply a range of basic and complex information visualization techniques in our course, Information Visualization.
Designers use the following techniques to evaluate the usability, user engagement, and overall user experience of their designs:
Set clear objectives. Define what you aim to achieve with progressive disclosure in your design. Objectives may include:
Reducing cognitive load.
Increasing task completion rates.
Improving user satisfaction.
User testing. Conduct user testing sessions to see how real users interact with your designs. Utilize tasks that make users navigate through progressively disclosed information. Measure how easily and quickly users can complete these tasks, noting any points of confusion or frustration.
A/B testing. Test two or more versions of your design with different implementations of progressive disclosure. Split users equally by the designs and measure which one performs best.
Heatmaps and click tracking. Use heatmaps and click-tracking tools to analyze user interactions. Look for patterns that indicate engagement. Patterns include:
Which areas do users focus on or ignore?
How do users navigate advanced content?
Feedback collection. Gather direct feedback from users about their experiences with the progressive disclosure elements in your designs. Surveys, interviews and feedback forms can be effective tools. These methods collect qualitative insights into user perceptions and define areas for improvement.
Analytics review. Review analytics to measure changes in user engagement and behavior resulting from progressive disclosure. Consider metrics like page views, time spent on page, bounce rates and conversion rates.
Accessibility evaluation. Use accessibility testing tools and guidelines (like WCAG) to evaluate whether all users can effectively access and interact with progressively disclosed content.
Designers refine their designs based on their findings. Sometimes, they iterate on their designs several times and retest after each iteration.
Learn how to conduct effective usability testing with our course, Conducting Usability Testing.
When you create something, you design something, you need to know if it works for your users. And you need to get that design in front of them. And the only way that you can make sure that it meets their expectations is to have them actually *play with it*. Usability testing is *the number one* technique for determining how usable your product is. We want to see how *successful* our users are, see if they're on the right track and if we're getting the reactions that we *want* from a design.
'Ah... I'm not really sure what the users will think!' *Better test it.* 'Uh... too much fighting with our team internally over what to do!' *Better test it!* Usability testing helps you check in with your user expectations. And it's a way of you making sure that you're not just stuck in your own ideas about a design and actually bringing in an end-user from the outside to get some *more clarity and focus*. And the reason why this class is going to help you is you'll benefit from the 15 years of my
personal experience and *hundreds and hundreds of usability tests* that I've conducted over the years. We're going to start from the very beginning of *how to create a test plan and recruit participants*, and then go into *moderation skills, tips and techniques*. You'll also learn *how to report on tests* so you can take that data and represent it in a way that makes sense, you can communicate to your team and learn how to *change your design based on the data that you get from usability tests*,
most importantly. I hope you can join me on this class. I look forward to working with you!
Quantitative and qualitative metrics help designers measure the success of their progressive disclosure strategies. Some key metrics to consider are:
Task completion rate measures the percentage of users who complete a given task. A higher rate may indicate progressive disclosure helps users to find the information they need.
Time on task tracks the time users spend completing specific tasks. A reduction in time may indicate progressive disclosure helps efficient navigation.
Error rate counts the number of errors or missteps users make. A lower error rate can mean the progressive disclosure is intuitive and reduces confusion.
User satisfaction can indicate how easy it is for users to find the information they need. Designers gather this metric through surveys, feedback forms and interviews.
Conversion rates measure the percentage of users who complete a desired action, like purchasing an item. Higher conversion rates can signal that progressive disclosure helps users make decisions.
Bounce rate is the percentage of users who leave a site after viewing only one page. A lower bounce rate may suggest users want to explore further because of effective progressive disclosure.
Accessibility metrics ensure all users, including those with disabilities, can benefit from progressive disclosure. Metrics include the success rate of users using assistive technologies.
Designers combine these metrics to understand the performance of their progressive disclosure strategy. Metrics help designers make data-driven decisions. Designers continuously monitor these metrics and iterate based on insights.
Designers often acquire quantitative data, like conversion rates and bounce rates, through analytics. William Hudson, CEO of Syntagm, UX Expert and Author, explains how analytics fit into UX:
We're going to be looking at how analytics fits into the user experience profession. It's been around for a long time. Analytics have been around for as long as the web, obviously. And so has usability and user experience. They've been around since before – *long before*, in fact, if we're talking about usability. But the two have really not come very much into contact with each other until fairly recently – I'd say in the last five or seven years,
we're starting to have much more interest in analytics from a user experience perspective. And bear in mind that analytics is really quite a big topic and that there are people who spend their entire lives looking at analytics. We're obviously going to be skimming the surface somewhat, but from a user experience perspective. So, the kinds of things that we're hoping to get out of analytics, whether we're talking about web or mobile app – I'm not going to differentiate
between the two very much. In fact, Google Analytics treats them pretty much as equivalent. But the kinds of things we can get out are largely around the area of behavioral data – which is obviously of great interest to us from a user experience perspective. But we'll also be looking at some of the other kinds of data – typically demographic – which also can be useful for user experience. So, *bounce rates* is a number that is often quoted in analytics circles.
It's how *often people appear* at a page on your website and then *immediately disappear*. So, they've bounced. Obviously, it's very disappointing for web designers to see that they've got high bounce rates on certain pages; and, of course, it can be a variety of issues that leads to that happening, and that's really one of the challenges facing us from a user experience perspective: Is it the content? Is it stuff that directed people to our site without our particularly being aware of it?
Is it faulty information? What kinds of things go on? *Conversion rates* – really the queen of statistics from an analytics perspective: Are people doing what you want them to do? That's what a conversion is. Are people coming to your website and buying stuff? Or subscribing to your newsletter? Or voting for your candidate in whatever kind of organization this might be? Those are all examples of conversions. And, from a UX perspective, we tend to think of those as achievement of goals, and
there is also the question, which we'll be talking a bit about later on, of our organizational goals versus users' individual goals; hopefully, those are aligned, but they may not be; and sometimes the analytics can help us with that. *Repeat usage* – how often people come back; obviously very important for most websites – we don't want people just dropping in and then disappearing forever. We really would like them to engage with our content in most cases.
*User profiles*, *demographics*, *platforms* – these are all the kinds of things that the analytics tools can tell us. And some of this information has been available since year dot in the web arena – information that's passed back to a web server by the browser, for example. But it has become much more elaborate and much more sophisticated of late, especially with platforms like Google Analytics doing a lot of that work for us. *Search behavior* – this has become a little bit complicated in recent years,
mostly because the search information used to be passed in with the request for a page. So, if you went to Google or Bing and you typed in a search string and then clicked on one of the resulting links, the search page would very kindly tell the server what the user was searching for at the time, but for various reasons that isn't happening so much now – some of it for information privacy reasons.
So, search behavior is dealt with slightly differently these days. We're not going to go into great detail on that particular topic, but if you're working with Google Analytics, which is what we're going to be using as an example of an analytics platform, then rest assured that you can get to the search behavior, but it involves integrating Google's search analytics with the web analytics for your interactive solutions. *User journey* is obviously very interesting from a user experience perspective –
Where are people going? What kind of people go where? How long are they spending at various locations? Does visiting one page or another improve or decrease the chances of them actually converting – buying something or signing up, what have you? Analytics is a really huge field, and we're going to be just kind of skimming in and looking at some of the highlights there and trying to understand how it all fits in. So, how this data is collected and reported
– what's good about it? What's bad about it? There are inherent weaknesses in some of the data that we're going to be looking at, and you obviously need to know and understand that. And that is one of the things that I'm planning to do for you – is to point out some of the really important weaknesses and obviously some of the important strengths, too, but a lot of this data can be very helpful when it comes to locating and possibly even fixing user experience problems.
Author: Stewart Cheifet. Appearance time: 0:22 - 0:24. Copyright license and terms: CC / Fair Use. Modified: Yes. Link: https://archive.org/details/CC1218greatestgames
Learn more from William in our course, Data-Driven Design: Quantitative Research for UX.
Here's how designers effectively integrate user insights into their design process:
User testing observations. Conduct user testing sessions to focus on how users interact with progressive disclosure elements. Observe how users navigate these elements and note any confusion or hesitation. Use these observations to identify areas to make the progressive disclosure more intuitive or informative.
Surveys and interviews. After testing or upon release, gather user feedback through surveys and interviews. Ask specific questions about users' experiences with navigation, information comprehension, and overall satisfaction. Use this feedback to pinpoint areas for improvement.
Analytics data. Review analytics data to gain insights into how users interact with your designs. Metrics like click-through and conversion rates can indicate how well a progressive disclosure strategy works. High dropout rates or low interaction with progressively disclosed elements may suggest a need for refinement.
A/B testing. Implement A/B testing by creating variations of your progressive disclosure approach. This method helps identify the most effective strategies for engaging users and encouraging deeper content exploration.
Accessibility feedback. Ensure your design is accessible by talking to users with disabilities in testing and feedback processes. Their insights help designers understand the impact of progressive disclosure on assistive technologies.
Iterative design process. Use the collected feedback to improve your designs iteratively. Improvement may involve simplifying information, redefining advanced information or enhancing navigational cues. Test these changes with users to assess their impact and refine them based on new feedback.
Community forums and social media. Monitor feedback on broader community forums and social media platforms. Users often share their experiences and challenges in these settings. This approach provided additional insights that can inform design improvements.
Designers incorporate user feedback continuously to create more user-friendly designs. Learn from Ditte Hvas Mortensen, design psychologist and researcher, when to incorporate user research into your design process:
In this presentation, we look at how user research fits into your design process and when to do different types of user studies. If you decide to invest time in doing user research, it's important that you time it so that you get as much out of your efforts as possible. Here, we look at when you should do different types of user research and how research fits into the different work processes.
Before you can decide when to do user research, you have to clarify *why* you're doing user research. You need different kinds of insights at different times in your design process. Let's have a look at the overall reasons for doing user research. You can do user research to ensure that you have a good understanding of your users; what their everyday life looks like; what motivates them, and so on. If you understand the people who use your product, you can make designs that are relevant for them. This type of research is typically *qualitative interviews and observations*.
You can also do tests of the user experience to ensure that your design has a high level of usability. Finally, you can evaluate on the impact of your design – for instance, on the number of customers or efficiency of work processes. As you can probably see, the different types of research fit into the design process in different ways. Let's start by looking at how each type of research fits into a simplified timeline for product development. Afterwards, we'll look into how user research fits into different types of development processes.
Research to ensure that your design is relevant to your users will typically be interviews and observations at the user's home or another relevant context. Since research to ensure that you create relevant products is meant to influence what type of product you will develop, most of this research takes place at the *start* of the development process, either *concurrently* with ideation work or *before* any concept work is done. You can also do research to validate your design direction, once you've developed some concept ideas
that you can show prospective users or during early product development. After release, you can do the same type of research to understand how customers are using your product, to explore if they need other features or offer opportunity scoping for your next project. And that, of course, leads you back to the beginning of your next product development process. Research to ensure that your designs are easy to use is mostly done as usability tests. It's important to start usability testing as early in the design or development process as possible
so that you have time to make changes to your design if the tests show that changing the design will benefit the product. If you use paper prototypes or similar materials, you can do early user testing before you have an interactive interface. User testing works well in an iterative process where you continually do user tests to ensure that your design is easy and pleasurable to use. Finally, research to measure the impact of your design mostly takes place *after* your product is released. The studies can then lead to new development and design changes.
If you're working on web-based products such as apps and web pages, it makes sense to keep evaluating on the user experience after your first release. One thing is a simplified timeline, but when you can do user research and how much research you can do really depends on what type of development process you work in. You can fit user research into most work processes depending on how ambitious you are. But it's easier in some work processes than in others. Let's take a look at what a work process that's optimized for user research looks like.
*User-centered design* is an overall term for work processes that place the needs and abilities of the user at the center of the development process. It's been described in different terms, but overall it's an iterative process where the first step is *user research* to ensure the relevance of the product. The second step is to *define* concepts based on user insights. The third step is *design and development*. And the fourth step is *user-testing the solution*. Ideally, this iterative process continues until evaluations show that the product is ready to be released.
After release, evaluations of the customer experience might lead to further development. By the way, design thinking is one of the most well-known user-centered work processes. As you can see, the steps involved in design thinking are almost identical to the overall steps of the user-centered design process. When you work in a user-centered process, user research is an integrated part of that process. But, in reality, many work processes are either not like that or deviate from the basic process in different ways.
So, how do you approach user research if you don't work in a clear-cut user-centered process? If research is not an integrated part of your work process and it's not up to you to change the way of working, you can still do user research, but it's up to you to decide when and how. So, let's look at some rules of thumb for deciding if, when and how to do user research. The sooner in your process you can do research, the bigger the impact of your research will be.
If you can do research before development starts, you can help ensure that you work on products that are relevant to your users. If you can do research early in development, you have more time to make changes to ensure great user experience before your product is released, and so on. Sometimes, you work in projects where you're not involved in all phases of the development. But you can still do smaller research projects that influence the part of the project you *are* working on. If you're a UX designer who's not involved in early concept development, it still makes a lot of sense to do *iterative user testing* of your designs.
If you don't have a process for how to handle research results, you should stick to research where you also have influence on any design changes that your research brings about. If you *are* involved in planning your development process, make sure that you schedule in some time to do user research. That way, you can be *proactive* with your research rather than reactive, so you don't have to scramble for resources when you suddenly need research to support your design decisions.
Sometimes, you don't have the resources to do all the user research you'd like to do. In that case, think about which type of research will have the *biggest impact* on your particular project and prioritize doing those studies. If you have influence over how you plan your development, iterative processes are almost always preferable when it comes to getting the most out of your user research. Iterative processes make you open to changing the end goal of your design based on the results of your user research.
In many projects, your time and resources to do user research are scarce. Luckily, you can do a lot with a little. You can, for instance, do user tests with paper prototypes rather than with fully interactive prototypes that require software programming. Just remember that the *validity* of your research is always the most important thing. So, if your time and resources for doing research are so limited that your results won't be sensible, it's better *not* to do any research. Best case = you'll waste your time and nothing comes from it.
Worst case = insights that don't really represent the user will impact important design decisions. Similarly, if you're working on a project that could benefit from user insights but you don't have the time or resources to make any design changes based on your research, you should save your research efforts for another time when they make more sense. So, what's the take-away? User research fits into the development process on all stages, depending on why you want to do user research. When you should do research, and what type of research you can do, depends on what your work process looks like.
If you work in a user-centered design process, user research is an integrated part of the process. If you *don't* work in a user-centered design process, it's up to you to make smart decisions about when and how to do research.
Progressive disclosure directly supports information architecture (IA) by structuring and organizing content optimally. Here's how progressive disclosure complements and enhances information architecture:
Enhances usability. Progressive disclosure presents content to users when they need it. This approach makes digital products more straightforward to use. Strong usability is a core goal of effective information architecture.
Supports hierarchical organization. IA often involves creating a hierarchical information structure, from general to specific. Progressive disclosure aligns with this. For example, scrolling gradually reveals more detailed information as users request.
Improves findability. Progressive disclosure prevents information overload, helping users find information more efficiently. It guides users through the IA in a controlled manner.
Facilitates user-centered design. Both progressive disclosure and information architecture are elements of user-centered design. They require designers to understand the information most relevant at different stages of the user journey.
Adapts to user skill levels. Designers can tailor progressive disclosure to accommodate varying levels of expertise. Users can request more complex features or detailed information as needed. This adaptability is crucial to information architecture, aiming to meet diverse user needs.
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Here's the entire UX literature on Progressive Disclosure by the Interaction Design Foundation, collated in one place:
Take a deep dive into Progressive Disclosure with our course UI Design Patterns for Successful Software .
Have you ever found yourself spotting shapes in the clouds? That is because people are hard-wired to recognize patterns, even when there are none. It’s the same reason that we often think we know where to click when first experiencing a website—and get frustrated if things aren’t where we think they should be. Choosing the right user interface design pattern is crucial to taking advantage of this natural pattern-spotting, and this course will teach you how to do just that.
User interface design patterns are the means by which structure and order can gel together to make powerful user experiences. Structure and order are also a user’s best friends, and along with the fact that old habits die hard (especially on the web), it is essential that designers consider user interfaces very carefully before they set the final design in stone. Products should consist of such good interactions that users don’t even notice how they got from point A to point B. Failing to do so can lead to user interfaces that are difficult or confusing to navigate, requiring the user to spend an unreasonable amount of time decoding the display—and just a few seconds too many can be “unreasonable”—rather than fulfilling their original aims and objectives.
While the focus is on the practical application of user interface design patterns, by the end of the course you will also be familiar with current terminology used in the design of user interfaces, and many of the key concepts under discussion. This should help put you ahead of the pack and furnish you with the knowledge necessary to advance beyond your competitors.
So, if you are struggling to decide which user interface design pattern is best, and how you can achieve maximum usability through implementing it, then step no further. This course will equip you with the knowledge necessary to select the most appropriate display methods and solve common design problems affecting existing user interfaces.
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