Oooh! That’s some good stuff!
Lots of thoughts incoming.
First of all, I am hard striking Principle #2: ‘Remember the Fundamental UX Principles’ from this conversation. I think that it’s silly to include “UX Principles” as one of “The 5 UX Principles That Never Go Out of Style.”
Next, to answer @HAWK’s question, I would include ‘Involve Everyone’ as an essential principle. When designing a product for a group or company, consider how the involvement of your engineers, customer support, designers on other projects, and project leaders may affect your project.
Now, I have a question of my own that needs to be introduced - The line, “The more innovative a product is, the more guidance the user will need.” popped up under the 3rd principle. Yet, I have seen a specific interesting and new product in my time that had a very soft tutorial for new users - ‘Super Metriod’, a video game from 1994 for the Super Nintendo Entertainment System (SNES). This game never uses text nor obvious highlights to instruct the player on how to start playing the game, yet ‘Super Metroid’ is the game that propelled the ‘Metroid’ brand’s success forward to its popularity today.
I would love to study more on exploring minimal onboarding. So, my question is: Does anyone have an example of a successful or unsuccessful product with minimal amounts of an onboarding experience?