The UX Psychology Behind Apps People Can’t Stop Using — Transcript
Full transcript
- 0:00Most apps fail not because they look
- 0:01bad, but because they ignore how people
- 0:04actually think. The best designers in
- 0:06the world don't just push pixels. They
- 0:08understand psychology. And today, I'm
- 0:10going to show you six psychology
- 0:12principles that will completely change
- 0:14the way you design. Every single one
- 0:16comes with a real before and after, so
- 0:18you can see exactly what to do
- 0:20differently. Let's go. Here's something
- 0:22that sounds obvious, but almost nobody
- 0:25does. Stop giving users blank forms.
- 0:28Look at this booking screen. Five
- 0:30completely empty fields. Every single
- 0:32one is a decision the user has to make
- 0:34before anything happens. Psychologists
- 0:36call this decision fatigue. The more
- 0:39choices you stack on someone at once,
- 0:41the more likely they are to make no
- 0:43choice at all and just leave. A study
- 0:45from Columbia University found that when
- 0:47a grocery store displayed 24 jam
- 0:50flavors, only 3% of people bought one.
- 0:53When they showed just six, the purchase
- 0:55rate jumped to 30%. More choices doesn't
- 0:58mean better. It means harder.
- 1:00Now look at this version. Same screen,
- 1:02[music]
- 1:02same fields, but everything is
- 1:04pre-filled with the most common choices.
- 1:06And the button doesn't just say search.
- 1:08It tells you there are already 12
- 1:10results waiting. Here's why this works
- 1:12so well. 70 to 90% of users in most
- 1:15products never change the default
- 1:16values. That's not laziness. It's trust.
- 1:20When you provide a smart default, users
- 1:22read it as a recommendation. You're
- 1:24saying, "This is what most people pick."
- 1:26And that's incredibly persuasive. The
- 1:28user's job shifts from "Fill this out
- 1:30from scratch." to "Scan and adjust what
- 1:32doesn't fit." That's a fundamentally
- 1:34easier task. So, the principle is called
- 1:36smart defaults. And the rule is simple.
- 1:39Pre-select the most common choice for
- 1:41every field. Don't make users think when
- 1:43you already know the answer.
- 1:45This tip will change the way you think
- 1:47about onboarding entirely. Researchers
- 1:49at Columbia ran a study at a car wash.
- 1:51One group of customers got a loyalty
- 1:53card with eight empty stamps. Fill all
- 1:56eight, get a free wash. The second group
- 1:58got a card with 10 stamps, but two were
- 2:00already filled in. Same eight washes
- 2:02needed, but the group that started with
- 2:04two stamps completed the card at nearly
- 2:07double the rate. That's the goal
- 2:09gradient effect. The closer people feel
- 2:11to finishing something, the faster they
- 2:13move toward it. And the critical insight
- 2:15is this, you can choose where the
- 2:17starting line is. Look at this
- 2:19onboarding screen. 0% complete, five
- 2:22empty stamps. It's telling the user you
- 2:25haven't started and there's a lot ahead.
- 2:27That's deflating, even if the actual
- 2:29work is minimal. Now, this version. Same
- 2:32form, same fields, but progress already
- 2:34shows 20%. The first step is checked
- 2:36off. The user can see exactly where they
- 2:39are and how close the finish line is.
- 2:41They didn't do any extra work. You just
- 2:43reframed account creation as step one
- 2:45instead of treating it as a separate
- 2:47event. 0% feels like standing still. 20%
- 2:51feels like momentum. And that feeling is
- 2:53what separates the users who finish
- 2:55onboarding from the ones who drop off at
- 2:57the second screen. LinkedIn does this
- 2:59brilliantly. They show you a profile
- 3:01strength meter from the moment you sign
- 3:02up, and it's never at zero. The rule,
- 3:05[music] never start a user at zero. Find
- 3:07something they've already done and count
- 3:09it. That artificial head start creates
- 3:11real motivation. If you want to get
- 3:13better at designing onboarding that
- 3:14actually works,
- 3:15>> [music]
- 3:15>> Mobbin is genuinely the best resource
- 3:17for it. You can study how top teams
- 3:19design onboarding, upgrades, checkouts,
- 3:22and other key flows. So, instead of
- 3:23guessing what good UX looks [music]
- 3:25like, you can actually see it. In fact,
- 3:27one of the first things we do before
- 3:29designing any onboarding flow is go to
- 3:31Mobbin and search for onboarding.
- 3:33Instantly, you can see real examples
- 3:34from top products, which makes it much
- 3:36easier to find inspiration and see what
- 3:38good patterns look like in practice.
- 3:40It's a simple trick that helps you
- 3:42design better and faster. And if you
- 3:44want to try it, too, you can get 20% off
- 3:46using the special link in the
- 3:47description. So far, we've talked about
- 3:49making things easier or making things
- 3:51urgent. But if the user doesn't trust
- 3:54you yet, none of it matters. Most apps
- 3:56ask for something before they give
- 3:57anything. Sign up to see your results.
- 4:00Create an account to continue. Enter
- 4:02your email to unlock. The user hasn't
- 4:04received a single thing of value and
- 4:06already the app wants something from
- 4:07them. Look at the screen. The user
- 4:09entered their URL, hit analyze, waited
- 4:12for the scan, and now the results are
- 4:14blurred out behind a lock. Create an
- 4:16account to see your report. Think about
- 4:19what that communicates. You're holding
- 4:21the results hostage. It's like a
- 4:23restaurant asking for your credit card
- 4:25before they show you the menu. You'd
- 4:27walk out, and that's exactly what users
- 4:29do here. Now this approach. The user
- 4:32hits analyze and actually gets a real
- 4:34report. Not the full thing, but enough
- 4:37to be genuinely useful. Their score,
- 4:40their top issues, what passed. They can
- 4:42already see what's wrong with their site
- 4:44and start thinking about fixes. And then
- 4:46at the bottom, a simple [music] prompt.
- 4:48Want the complete breakdown with
- 4:49step-by- step instructions? Save your
- 4:51report. The difference in conversion is
- 4:53massive because of a principle called
- 4:55[music] reciprocity. When someone gives
- 4:57you something first, you feel a pull to
- 4:59return the favor. It's not rational.
- 5:01It's one of the deepest human instincts
- 5:03we have. Robert Cialdini spent his
- 5:05career studying persuasion and ranked
- 5:07this as the single most powerful driver
- 5:09of human behavior. It's why free samples
- 5:12at grocery stores increase purchases by
- 5:14up to 2,000%.
- 5:16>> [music]
- 5:16>> The sample isn't that good, but
- 5:18receiving it creates an unconscious
- 5:20debt. Every smart company uses this.
- 5:22Costco gives you free samples. Spotify
- 5:25gives you 30 days of premium. Notion
- 5:27lets you use the entire product before
- 5:29you ever pay. They're not being
- 5:30generous. They're being strategic. The
- 5:32sign up never feels like a wall because
- 5:34the user already got something worth
- 5:36coming back for. Have you ever spent an
- 5:38afternoon assembling IKEA furniture and
- 5:40then thought, "Actually, this looks
- 5:42pretty good." It objectively doesn't
- 5:44look that different from what you'd buy
- 5:46pre-assembled, But, it feels different
- 5:48because you built it. You spent time on
- 5:50it, and that labor changed how you value
- 5:53it. Researchers actually studied this
- 5:55and gave it a name, the IKEA effect.
- 5:57When people build something themselves,
- 5:59they value it significantly more than an
- 6:01identical item someone else made.
- 6:03There's an even simpler version of this
- 6:05called the endowment effect. You don't
- 6:07even have to build something. Just
- 6:09feeling like you own it is enough. Now,
- 6:11think about what most sign-up pages do.
- 6:13Email, password, sign up. There's
- 6:15nothing on this screen that belongs to
- 6:17the user. They haven't created anything.
- 6:19They haven't chosen anything. Closing
- 6:20the tab is effortless because there's
- 6:22nothing to lose. Now, look at this
- 6:24approach. The user hasn't signed up yet,
- 6:26but they're already building. They're
- 6:27choosing their name, their title, their
- 6:29color palette, their card style. Every
- 6:31choice makes this feel more like theirs,
- 6:34and the button at the bottom doesn't say
- 6:35sign up, it says continue because by
- 6:38now, leaving doesn't feel like skipping
- 6:40a form. It feels like abandoning
- 6:41something they made. Duolingo does this
- 6:44brilliantly. Before you ever create an
- 6:46account, you've already picked your
- 6:47language, set your goal, and completed
- 6:50your first lesson. By the time the
- 6:51sign-up screen appears, you've invested
- 6:5310 minutes. You're not going to throw
- 6:55that away. That's not manipulation.
- 6:57That's smart design. You're giving
- 6:59people a reason to stay by letting them
- 7:01build something worth staying for.
- 7:03Most designers are still learning UX and
- 7:05UI the old way. They watch another
- 7:07tutorial on how to recreate a beautiful
- 7:09app screen, add a smooth Figma
- 7:11interaction, or create another glass
- 7:13effect. And yes, those things can
- 7:15[music] be useful, but they're not what
- 7:17gets you hired at serious product
- 7:18companies because interviewers are not
- 7:20just looking for someone who can make a
- 7:22screen look nice. They want to see how
- 7:24you think. They want to see if you
- 7:26understand user psychology, conversion,
- 7:29retention, business impact, and why
- 7:32certain design decisions actually work.
- 7:34That's why we created UX Peak Plus. UX
- 7:37Peak Plus teaches the advanced UX and UI
- 7:40skills most designers are missing. We
- 7:42break down how top companies design
- 7:43product pages,
- 7:45onboarding flows,
- 7:47pricing pages,
- 7:49mobile apps, SaaS products, and
- 7:51high-converting experiences. So, you can
- 7:53understand not just what looks good, but
- 7:55what actually works. It's the kind of
- 7:57knowledge you can use in your case
- 7:58studies, portfolio, interviews, and real
- 8:01product work. You can start for free at
- 8:03uxpeak.com with the free course. And if
- 8:06you decide to join UX Peak Plus, use
- 8:08code UX [music] Peak 20 to get 20% off
- 8:11with our launch offer. You also have a
- 8:137-day money-back guarantee. So, there is
- 8:15no risk. Now, let's get into the next
- 8:18tip.
- 8:19All right, that was about making users
- 8:21feel invested. But, what about
- 8:23motivation? What makes someone actually
- 8:25act instead of tapping maybe later?
- 8:27Daniel Kahneman won a Nobel Prize for
- 8:29proving that the pain of losing
- 8:31something is psychologically twice as
- 8:34powerful as the pleasure of gaining the
- 8:36same thing. Twice. Think about what that
- 8:38means for product design. Every time you
- 8:40frame a feature as something users could
- 8:42gain, you're using the weaker motivator.
- 8:44Look at the screen, a storage app
- 8:46offering a premium upgrade. Nice icon,
- 8:48nice feature list, nice button, upgrade
- 8:51now. And below it, the world's easiest
- 8:53escape hatch, maybe later. There's
- 8:55nothing at stake, nothing changes if the
- 8:57user ignores this. The screen has zero
- 8:58psychological weight. Now, this version,
- 9:01same product, same goal. But, instead of
- 9:03selling what the user could have, it
- 9:04shows what the user is about to lose,
- 9:06their actual files, by name, with the
- 9:09countdown. And the dismiss option
- 9:11doesn't let you off easy, it says, "I'll
- 9:13risk it." The first screen is a pitch,
- 9:15the second screen is a threat, and
- 9:17threat wins every time because of a
- 9:19concept called the status quo bias.
- 9:22[music] Humans are wired to protect what
- 9:23they already have. You need to make them
- 9:25feel the cost of inaction. So, here's
- 9:27the takeaway, [music]
- 9:28whenever you're designing a screen that
- 9:29asks users to act, flip the framing.
- 9:32Don't sell what they'll gain, show what
- 9:33they'll lose if they don't.
- 9:36Last one is a principle that why the
- 9:38exact same price can feel expensive or
- 9:41feel like nothing. Look at the screen. A
- 9:43protection plan shown on its own page,
- 9:45$50 a month. The user sees that number
- 9:48in isolation and does a quick mental
- 9:50calculation, $600
- 9:52a year. That's a lot. They hit no thanks
- 9:55and move on.
- 9:56Now look at the same offer in a
- 9:57different context. [music] The user just
- 9:59added a $1900 laptop to their cart and
- 10:03directly below the product, the
- 10:05protection plan appears. Same $50, but
- 10:08now there's a small label next to it,
- 10:10just 2.6%. Nothing changed about the
- 10:13offer. Everything changed about how it
- 10:15feels. After seeing $1900, $50 barely
- 10:18registers. Your brain isn't doing an
- 10:20absolute evaluation anymore. It's doing
- 10:23a relative one. And it's relative to the
- 10:25price you just processed, this is a
- 10:27rounding error. This is the contrast
- 10:29effect. Your brain evaluates every piece
- 10:32of information relative to the thing it
- 10:34saw immediately before. Restaurants use
- 10:36this constantly. They put a $90 Wagyu
- 10:38steak on the menu not because many
- 10:40people order it, but because it makes
- 10:42the $40 salmon look like a reasonable
- 10:44choice. Real estate agents show you a
- 10:46slightly overpriced house first so the
- 10:48one they actually want to sell feels
- 10:50like a deal.
- 10:51>> [music]
- 10:51>> For designers, the rule is don't show a
- 10:53cost in isolation. Always control what
- 10:56the user sees first because that first
- 10:58number becomes the ruler they measure
- 11:00everything else against.
- 11:02So those are the six UX psychology
- 11:04principles. And if you zoom out, they
- 11:06all share the same insight. Your users
- 11:09aren't making logical decisions.
- 11:10Defaults feel like recommendations. The
- 11:13first number sets the anchor. A gift
- 11:15creates a debt. Building something makes
- 11:17it yours. And progress, even a fake one,
- 11:20creates real momentum. The designers who
- 11:23get this build products people can't
- 11:25stop using. The ones who don't build
- 11:27products people forget exist. Thanks for
- 11:30watching. We'll see you in the next one.
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