Flag

We stand with Ukraine and our team members from Ukraine. Here are ways you can help

Get exclusive access to thought-provoking articles, bonus podcast content, and cutting-edge whitepapers. Become a member of the UX Magazine community today!

Home ›› Content and Copy ›› Don’t Make Your Members Feel Small #wtfUX

Don’t Make Your Members Feel Small #wtfUX

by Josh Tyson
2 min read
Share this post on
Tweet
Share
Post
Share
Email
Print

Save

Are sites slighting members by giving “Sign Up” buttons more prominence than “Sign In” buttons?

The world is full of poorly designed experiences. Let’s identify them, share them, and shrink their numbers. Here Daniel Brown muses on the perceived slighting of members in favor of those who haven’t yet signed up for certain services:

This isn’t so much an example as a trend I don’t understand.

Many sites now emphasize “Sign Up” over “Sign In”—and not in a subtle way. The “Sign Up” buttons are generally huge, obvious, and welcomingly green.

Meanwhile, the “Sign In” function is often just a text link dwarfed by the larger “Sign Up” button or tucked away in a corner waiting to be found.

Spotify sign-in

Spotify, at the moment anyway, is among the worst offenders.

Pocket sign-in

I understand wanting to increase your installed base quickly but it’s also important to make those that may have already paid you money feel welcome.

Dropbox sign-in

In no other service industry is this approach used. It’s a little like a restaurant offering new customers a red carpet and champagne as they are escorted into the restaurant while long-time patrons are told to enter through the kitchen and past the restrooms.

Evernote sign-in

You could argue that many users come to these services routinely using the same device(s) and aren’t required to login with every visit. But Brown does raise an interesting idea: maybe even if it’s not always for the benefit of members, login pages can make more of an effort to promote membership as something special. Food for thought.

Keep these coming. Send them to us via Twitter or Facebook using the hastag #wtfUX or email them to: [email protected] with “#wtfUX” in the subject line. Include as much context as you can, so we get a full understanding of what the f%*k went wrong.


UPDATE:

tumblr sign-in

Here’s another example of a diminished sign-in on Tumblr from Andrea Barabás.

iCloud sign-in

And here’s an example of ample sign-in real estate from Tobias Horvath.

Couldn’t help but send this major counter-example. This is how it should be.

True. The icloud.com website is not Apple’s primary way to gain new users, but it’s so refreshing going there. If I go visit a service that requires me to login to use it, all I want is to be able to login instantly.

 

post authorJosh Tyson

Josh Tyson
Josh Tyson is the co-author of the first bestselling book about conversational AI, Age of Invisible Machines. He is also the Director of Creative Content at OneReach.ai and co-host of both the Invisible Machines and N9K podcasts. His writing has appeared in numerous publications over the years, including Chicago Reader, Fast Company, FLAUNT, The New York Times, Observer, SLAP, Stop Smiling, Thrasher, and Westword. 

Tweet
Share
Post
Share
Email
Print

Related Articles

Another lesson from studying UX with Laura Klein.

Article by Paivi Salminen
The Agile Trap Designers Fall into: Feeding the Beast
  • Agile teams are fast, but designers get stuck in an infinite loop of visual work: redesigning the same components over and over instead of solving real UX problems.
  • Design systems break that cycle, defining the building blocks once, freeing designers to focus on how the product works, not how it looks.
  • When the basics are in place, teams can start working together sooner, prototype faster, and release incremental features without the interface falling apart.
Share:The Agile Trap Designers Fall into: Feeding the Beast
4 min read

Real engagement is about designing experiences that people want to have. Here are some things that games do well that most apps don’t.

Article by Montgomery Singman
Gamification 2.0. Beyond Points and Badges: Designing for Players, Not Metrics. Conclusion
  • Most apps use gamification as a manipulation layer to drive metrics, but people engage with things that are truly worthy of their time, not points or streak guilt.
  • Apps that people stick with do this by designing for intrinsic motivation, making the experience itself rewarding.
  • The true measure of success is whether users feel more capable, accomplished, and enriched for having used your app.
Share:Gamification 2.0. Beyond Points and Badges: Designing for Players, Not Metrics. Conclusion
8 min read

For researchers, AI tools are making the move from advising to building easier than ever. But the real obstacle was never technical. Meet the researchers who allowed themselves to create — and what the cost was.

Article by James Lang
The New Makers
  • The article says that becoming a maker as a researcher is less about learning new tools or skills and more about giving yourself a new identity, and that without fixing the internal permission structures that define your swim lane, even the most democratized AI tools won’t turn a researcher into a maker — you don’t have a founder; you have a frustrated advisor with a prototype.
Share:The New Makers
20 min read

Join the UX Magazine community!

Stay informed with exclusive content on the intersection of UX, AI agents, and agentic automation—essential reading for future-focused professionals.

Hello!

You're officially a member of the UX Magazine Community.
We're excited to have you with us!

Thank you!

To begin viewing member content, please verify your email.

Get Paid to Test AI Products

Earn an average of $100 per test by reviewing AI-first product experiences and sharing your feedback.

    Tell us about you. Enroll in the course.

      This website uses cookies to ensure you get the best experience on our website. Check our privacy policy and