How to build a UI when the only thing you can be sure of is that users will click the first visible button
Most people do not read instructions. They do not read tooltips. They skip onboarding screens. They open a product and start clicking.
According to a Nielsen Norman Group study, users read on average only about 20-28 percent of the text on a page. The rest is scanned or ignored. That simple fact changes how interfaces should be designed.
If a product depends on users reading instructions to work correctly, it is already fragile. They assume confusion. They assume impatience. They assume the first visible button will be clicked whether it makes sense or not.
Designers who understand this build calmer products. Products that feel obvious even when they are not simple underneath.
If you study real user flows from live products on sites like https://pageflows.com/, the pattern becomes clear very quickly. Most successful interfaces guide behavior without asking for attention.
This article is about how that works in practice.
Why users ignore instructions
It is easy to blame users.
But it is usually not their fault.
Send a message. Upload a file. Check a number. Finish something quickly. Reading instructions feels like friction.
There is also a habit. Mobile apps and websites trained users over years to expect things to be obvious. When something is not obvious, people do not slow down. They click faster.
A Google UX study found that users form an opinion about a page in under 50 milliseconds. That decision happens before reading starts. If the page does not visually answer “what do i do next?”, users guess.
And guessing usually means clicking the first thing that looks clickable.
The first visible button problem
Every interface has a most tempting button.
It might not be the most important one.
It might not be the safest one.
But it is the one users click.
This happens for a few reasons:
- Visual hierarchy is stronger than text.
- Buttons feel like progress.
- Users fear being stuck more than making a mistake.
This is why destructive actions placed too early get triggered so often. It is also why optional steps are skipped when they look like primary actions.
A common example is onboarding flows with “Skip” styled almost the same as “Continue.” Users click fast and then feel lost later.
The lesson is simple but uncomfortable.
If a button exists, users will press it.
Design principle: remove the need to explain
The best instruction is no instruction.
This does not mean removing all text. It means making the interface explain itself through structure, spacing, and sequence.
Some patterns that work:
- Showing one clear action per screen.
- Locking actions until prerequisites are done.
- Using progressive disclosure instead of full forms.
- Making the next step visually obvious.
Apple’s Human Interface Guidelines repeatedly emphasize clarity over density. The fewer decisions users see at once, the less they need explanations.
It sounds basic. It is not easy.
Real data: how people actually interact
Usability testing keeps showing the same thing.
In a large-scale study by Microsoft on task completion behavior, users who encountered unexpected interface choices were more likely to abandon than to reread instructions. When confused, people leave or brute force their way through.
Hotjar heatmaps often show intense clicking on non-interactive elements. Users try things before reading labels. This is not random. It is exploratory behavior under time pressure.
Table: Instruction-heavy UI vs behavior-led UI
|
Aspect |
Instruction-heavy UI |
Behavior-led UI |
|
Onboarding |
Long explanations |
One action per step |
|
Error handling |
Text warnings |
Disabled actions |
|
Navigation |
Labels explain behavior |
Layout guides behavior |
|
Learning curve |
Requires reading |
Learns by doing |
|
User confidence |
Drops quickly |
Builds naturally |
This table reflects patterns seen across SaaS dashboards, mobile apps, and consumer tools. Products that rely less on explanation tend to scale better across audiences.
The role of empty states
Empty states are often treated as decoration.
That is a mistake.
An empty state is a moment when the user has no momentum. They are looking for a clue. If that screen requires reading a paragraph, many users will not.
Good empty states do three things:
- Show what will appear here later.
- Offer one clear next action.
- Avoid explaining the entire system.
Slack is often cited here. Not because it explains well, but because it shows behavior. Buttons appear where action should happen. The text supports the action, not the other way around.
Microcopy helps but only when secondary
Short labels matter.
But they are not a fix.
Microcopy works best when it confirms what the interface already suggests visually. When microcopy tries to override confusing structure, it fails.
A button that says “Create” without context is dangerous.
A button placed inside a clearly defined empty state is safe.
Common mistakes designers still make
Even experienced teams fall into these traps:
- Assuming users read helper text.
- Putting critical actions behind small links.
- Showing too many choices early.
- Relying on tooltips for core flows.
- Designing desktop-first behavior for mobile users.
Mobile makes everything worse. Screen size reduces patience even more. Thumb reach matters more than copy.
If the primary action is not reachable and obvious, users do something else.
List: practical ways to design for non-readers
Here are approaches that work in real products:
- Limit each screen to one main action.
- Disable actions that should not be used yet.
- Use spacing to separate primary and secondary choices.
- Show examples instead of explanations.
- Let users undo instead of warning them beforehand.
- Reveal complexity only after the first success.
- Test without giving instructions at all.
That last point matters. Many usability tests fail because moderators explain too much. Real users will not get that help.
Story from a real product redesign
A SaaS team noticed that users kept deleting data by mistake. Support tickets were piling up. The delete button was clearly labeled. There was even a confirmation modal.
But the button was red, large, and placed next to the primary workflow.
During testing, users clicked it without reading the modal. Some admitted they thought red meant “important,” not “danger.”
The fix was not a better copy.
The fix was moving the button away and reducing its visual weight.
Support tickets dropped. No new instructions were added.
That result is common.
Why clarity beats cleverness
Designers like smart ideas. Users like finishing tasks.
A clever interface that needs explanation is usually weaker than a boring one that feels obvious.
This is why many high-performing products look plain. Stripe, Google Docs, Notion. They avoid forcing users to think early. Thinking comes later, when users already trust the product.
Testing for instinct, not understanding
The best test question is not “do you understand this?”
It is “what would you click next?”
If users hesitate, the design is unclear.
If they click the wrong thing confidently, the design is misleading.
Silence during testing is useful. Watching someone struggle without help is uncomfortable but revealing.
Final Takes
People do not read instructions.
They act.
Interfaces that accept this feel easier, not stressful.
Good UI design is not about teaching users how a product works. It is about shaping the environment so the right action feels natural.