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IMHO they’re taking the wrong lesson from this. Users don’t want complexity and they don’t want to hunt, but they desperately want not to waste time — they want some confidence that the action they’re about to take will further their goals. Showing an unordered list of unfamiliar names doesn’t further anyone’s goals, and it gives no confidence that further action will help, either. Why keep scrolling if all the names are arbitrary? Why read one random trail report from one random person? No one has actual needs that are afforded by the original design. What’s the user story behind this? “As a sheep, I want to maximize my engagement with your application, in order to meet your KPIs?” They write, “See, I'd made the information so readily available that it left the user no desire to dive deeper.” This is baloney. The first design presented no information at all; at best it presented a small amount of data, and data entirely abstract from any human use case. The map design allows people to easily pay attention, on a familiar substrate, to things that are important to them. It gives users agency and confidence in the future. You don’t need to present users with a puzzle or a journey, or to manipulate them at all. If they’re not using the UX surface you put in front of them it’s not working hard enough to show that it affords their goals. Get to know your users better, and quit falling in love with your own designs. |