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by dangrossman 3574 days ago
Not necessarily. I solved most "lack of time" issues by improving onboarding. People thought they didn't have the time because the setup steps seemed daunting or confusing, so they put them off indefinitely. Improving the "first login" experience, moving to a more walkthrough/wizard-based setup (only one thing to do on the screen at a time), and building more 3rd-party integrations that eliminated technical work allowed me to retain more customers. I was solving their problem -- once they got past the hurdle of starting to use the product.
3 comments

Absolutely. I'm a picky user who will delete your app in 30 seconds if the setup path isn't obvious and reliable.
I think you're probably just a reasonable user.
Yes. If a company doesn't even manage to optimise the onboarding experience, it's unlikely that they optimise anything.
It depends on your audience as well (surprise, you need to understand who will be using your product). What we've found through AB testing with the game I work on is that our best (read: highest-value) players are very experienced with this type of app even if they're not tech savvy, and a tutorial is a nearly meaningless roadblock to them because they already know.
To clarify what I mean by "doesn't solve major problem": it actually might solve a major problem for them but due to shit messaging/ UX/ onboarding/ trust/ bugs/ whatever they haven't realised it.

So you are correct but all those things I just consider to be part of the product as a whole.