In this section, sketch out three situations where your users find themselves using your product or service. To give you some ideas:
…designer, you need to know what inhibits the user’s ability to purchase and also what motivates it. You can then design systems and interfaces in the sweet spot where motivation exceeds ability, and the user makes the purchase.
…ion and ability are the two key levers a designer has to get users to do what they want them to do. If something is easy for a user to do, it will require less motivation to make it happen.