AINH · CONTEXTUAL NUDGE GUIDELINE

Recommendations for shipping contextual nudges that scale across teams and releases.

A working document for Product and Engineering teams of BUs and Platform. Advisory by nature—recommendations grounded in user research, not code-enforced rules.

Audience · Product & Eng teams (BUs, Platform)
Status · DRAFT · IN REVIEW

PART OF THE AINH STACK
AINH Framework — Product/Eng owned. Technical layer.
AINH Guidelines — This document. Experience-org owned. Advisory.
AINH Guardrails — Product/Eng owned. Future code-enforcement layer. Not yet built.

Overview

What AINH is, why it exists, and how to read the rest of this document.

The shift

Today, help is something products make. Every BU writes its own onboarding, its own Guided Tours, its own in-product tips — shipped in a release, maintained until it goes stale. When the product changes faster than the help can be rewritten, customers fill the gap themselves.

AINH closes that loop. Help is no longer content shipped with a feature — it's a system response generated at runtime from sources, contexts, and triggers. BUs define what their content is and where it applies; the framework decides when, what, and how to surface.

WHAT THIS KILLS
  • The release-by-release help authoring cycle
  • Static guided tours scripted in advance
  • Per-BU implementation of the same help patterns
  • The Help Center as an end-user destination
  • The customer-authored screenshot guide
WHAT IT MAKES POSSIBLE
  • Time-to-availability for new help approaches zero
  • Help adapts to user state — mastery, mode, context
  • Cross-BU coordination becomes possible
  • BUs focus on sources; orchestration moves to the platform
  • Help becomes measurable as a system, not artifacts

Principles that guide it

If a rule conflicts with one of these, the principles win.

01
Don't be annoying
Surface only at moments of genuine need.
02
Read the room
Personalize on context — what makes it AI-native.
03
Don't overshare
Start with the minimum; let users get more.
04
Be where they expect you
Consistency builds trust.

The five nudge categories

A working taxonomy of why a nudge fires. The visual pattern can be the same across all five — what differs is intent and trigger.

Friction
User is stuck or failing at something they're trying to do.
Signal: repeated attempts, errors, or backtracks.
Resolution
User left a task unfinished and may benefit from resuming it.
Signal: started in a prior session, never completed.
Mastery
User has shown repeated competence; help can step back.
Signal: repeated successful completion over time.
Relocation
Something moved or changed; the user needs orientation.
Signal: user clicks where an element used to be, or hesitates on the surface.
Novelty
A new feature is genuinely relevant to what the user is doing now.
Signal: user is already in the context where the new feature applies.

Where to look next

  • User problems — the 7 patterns these rules are designed to prevent
  • Rule guidelines — the 11 active rules, grouped by what they govern
  • User research insights — what 10 customer interviews surfaced
  • Open questions — decisions still being worked through

The user problems this addresses

These are the patterns observed in research that the framework is designed to prevent. Each problem is grounded in a concrete user scenario, mapped to the rules that address it, and anchored in a design principle.

PROBLEM 01
Too many nudges at once

A new user opens AINPX with a dozen nudges queued — from the platform, from CSM, from ITSM, from Workspace. Without prioritization and pacing across BUs, these stack on the same surface. The user can't tell which matters, dismisses the pile, and the framework loses credibility before it earned any.

Evidence · Surfaced repeatedly in leadership review and field research. P3 described being overwhelmed by simultaneous platform guidance during the first week.
ADDRESSED BY THESE RULES
1.1 One nudge at a time, scoped to active context
3.1 Group by topic first, then pick
3.2 Fixed priority order across categories
Anchored in Principle 01 — Don't be annoying
PROBLEM 02
Nudges that interrupt focused work

A user drafting an incident response under SLA pressure gets a nudge mid-task — the interruption kills the suggestion, no matter how useful it would have been. A well-intentioned mastery nudge fires offering to show them how to save the response as a template. The suggestion is technically useful, but it lands mid-thought. The user dismisses it as friction. Repeat many times across a day and the user starts dismissing everything reflexively, including the nudge that would have mattered.

Evidence · P2.06: "Sometimes I just need to finish what I'm doing — interruptions while I'm in the middle of something kill momentum even if the suggestion is technically useful."
ADDRESSED BY THESE RULES
1.1 One nudge at a time, scoped to active context
1.10 Don't interrupt when the user is heads-down
2.7 Match the format to the moment and the task
Anchored in Principle 01 — Don't be annoying
PROBLEM 03
Nudges that promote instead of teach

A BU ships a nudge for a new feature with copy that reads like a press release — "Powerful new automation. Streamline your workflow today." The user wants to know what the feature does and how to use it; the marketing framing reads as noise. They dismiss without reading. The team interprets the dismissal as a signal to write the next nudge more aggressively, and the cycle deepens.

Evidence · P1.02: "I would just like to learn the nuts and bolts without being preached at about why this is so much better… I'm not looking for editorialization."
ADDRESSED BY THESE RULES
2.1 Only surface nudges that pull their weight — includes the promotion nuance
Anchored in Principle 04 — Be where they expect you. Note: content-shape rules on tone and opening structure — how a nudge sounds and how it opens — live in the AINH content design guidelines. Framework rules govern whether and when to surface; content design governs how the words read once surfaced.
PROBLEM 04
Nudges that don't match what the user came to do

A user opens the platform to triage urgent escalations and gets a nudge about something unrelated — the mismatch turns even useful content into noise. A nudge fires recommending they try a new report template. The content is fine; the moment is wrong. The user is task-loaded with a specific intent — anything that doesn't serve that intent reads as system noise, regardless of how valuable the suggestion would be on a different day.

Evidence · P3.03: "If [the suggested prompt] is not what I was going to do, I would just click 'Got it' or click the X."
ADDRESSED BY THESE RULES
1.1 One nudge at a time, scoped to active context
2.1 Only surface nudges that pull their weight
2.7 Match the format to the moment and the task
3.3 Novelty only fires when the user is already in the right context
Anchored in Principle 02 — Read the room
PROBLEM 05
Nudges that users can't come back to

A user encounters a nudge about a feature they don't have time to explore right now. They click the X to dismiss it and move on. Two weeks later they realize that feature is exactly what they need — but it's gone, and they don't know how to get it back. The action vocabulary collapsed "no, never" and "not in this moment" into the same outcome.

Evidence · P1.01: "The only thing I would wonder is, if I click 'Not now', does that mean never again?"
ADDRESSED BY THESE RULES
1.6 Three responses: Dismiss, Not Now, Engage
1.7 Suppression ends when something changes, not when time passes
Anchored in Principle 01 — Don't be annoying. Out of scope for these rules: the Help Center is the re-entry path for dismissed nudges. Users who want to re-launch help they previously dismissed go through the Help Center, not through re-surfacing logic.
PROBLEM 06
Nudges that don't recognize what the user already knows

A user who has been creating incidents confidently for six months gets a nudge offering to walk them through it. The system ignoring accumulated competence reads as not paying attention. The system surfaces a nudge offering to walk them through how to create an incident. The user reads it as the platform not paying attention. Trust in the system's ability to read context erodes — and with it, attention to future nudges, including the ones that would have been useful.

Evidence · P2.03: "If I've already done this thing five times today, please don't keep asking if I want to learn how."
ADDRESSED BY THESE RULES
1.5 Suppress when the user has shown competence
1.7 Suppression ends when something changes, not when time passes
Anchored in Principle 02 — Read the room
PROBLEM 07
New users don't know what they don't know

A newly-onboarded user is doing their work the long way because they don't know the platform has a shortcut for it. They can't ask for help with capabilities they haven't discovered. But proactive surfacing of every capability would recreate Problem 01 — so the framework has to introduce the right capabilities at the right moments, not all of them at once.

Evidence · P3.01 + AI Onboarding Insights Rollup (April 2026): capability awareness and feature blindness are the two most common friction points in AI-native onboarding.
PARTIALLY ADDRESSED BY THESE RULES
2.6 Task-based nudges need an end-state preview before the steps
3.3 Novelty only fires when the user is already in the right context
Anchored in Principle 02 — Read the room and Principle 03 — Don't overreach. Note: current rules constrain when Novelty fires more than they actively drive discovery. The capability-discovery gap is incompletely addressed by this framework — see Open questions.

User research insights

The synthesis from research that shaped these guidelines. Each insight points to which rule or principle it informed, so the reasoning is traceable back to source.

Themes across the insights

The 10 insights cluster around 4 patterns. Each detailed insight below maps to 1.

THEME 01
Trust depends on restraint and provenance

Trust erodes from accumulated volume and from opaque sources. Both have to be managed — restraint at the per-day level, transparency at the per-nudge level.

Insights · 01, 04
THEME 02
Discoverability has to fight visual noise

Users miss capabilities they can't see — and, in the framework's data-dense interface, our preference for peripheral placement isn't always enough.

Insights · 02, 07
THEME 03
Users aren't static — the system must adapt

Mastery, mode, and intent change over time. Guidance, format, and suppression controls all need to respond to that — not a one-time setup, but continuously.

Insights · 03, 05, 06, 09, 10
THEME 04
Generation, not authorship, is what scales

When products don't generate help, the authoring cost moves to customers — colleagues writing step-by-step guides for each other. Runtime generation removes that cost.

Insights · 08
INSIGHT 01 · Cumulative load
SYNTHESIS
Trust erodes from accumulative load, not from any single nudge

Volume of nudges across a day matters more than the quality of any single one — Users tolerate one well-timed nudge but dismiss patterns of nudges en masse.

Across sessions, the problem isn't whether a single interruption was good or bad — it's the volume across a whole day. Users tolerate one well-timed nudge; they dismissed patterns of nudges en masse. This is why per-user volume matters more than per-nudge quality.

Source · P1, P2 customer interviews on AINH help patterns
Informed · Rule 1.1 (Per-user load); Design principle 01 (Don't be annoying)
INSIGHT 02 · Capability awareness
PRIMARY
Capability awareness is the hardest problem in AI-native UX

As AI takes more autonomous action, users become less aware of what the system can do — making capability surfacing both more valuable and more easily ignored.

Capability awareness and feature blindness are the two most consistent friction points in AI-native onboarding.

Source · AI Onboarding Insights Rollup (Caitlin Kenny, April 2026)
Informed · Nudge category — Novelty; Design principle 02 (Read the room)
INSIGHT 03 · Discovery vs guidance
SYNTHESIS
Guidance reduces exploration — but also reduces feature discovery outside the guided path

AI guidance reduces cognitive load, but also reduces feature discovery outside the guided path — a structural tension, not a bug.

Once AI starts guiding users through workflows, users explore less. The same mechanism that reduces cognitive load also reduces discovery of features outside the guided path. This is a structural tension, not a bug — nudges shouldn't be the only way users learn the system.

Source · AI Onboarding Insights Rollup (April 2026); reinforced by P5, Customer Service Specialist
Informed · Design principle 03 (Don't overreach); Rule 1.6 (Suppression after mastery)
INSIGHT 04 · Source transparency
PRIMARY
Trust depends on source transparency

Without visible sources, customers default to dismissing or disabling AI-generated help entirely.

When shown AI-generated definitions and explanations in AINH help patterns, customers asked where the source data came from. Without visibility, users defaulted to dismissing or disabling the AI-generated help entirely. "If there's a doubt, they're more likely to turn it off." Relevancy and HITL control are the other two foundations of trust.

Source · Jeffrey Chan, AINH help pattern customer feedback
Informed · All four design principles; informed governance scope boundary (AINPX vs AINH)
INSIGHT 05 · Recovery signals
PRIMARY
Dismissal is a strong signal — but not always permanent

Dismissal is a strong signal, but not a permanent one — if a previously dismissed nudge becomes relevant again, the system should listen to the new signal.

Users dismiss for many reasons: bad timing, irrelevant content, or just wanting to focus. But ignoring dismissals to keep retrying degrades trust faster than any single irrelevant nudge would. Treating every dismissal as "permanent off" overcorrects. The recovery-path pattern matters: if a previously dismissed nudge becomes relevant again because the user is struggling, the system should listen again.

Source · P3 + behavioral patterns observed across sessions; reinforced by P5, Customer Service Specialist
Informed · Rule 1.6 (Three-response system); Rule 1.7 (Auto-decay with friction override)
INSIGHT 06 · Transition path
SYNTHESIS
Transition matters as much as destination

Jumping directly to AI-native experiences risks user disorientation — onboarding from traditional → assistive → predictive → AI-native is essential. Nudges that introduce AI capabilities at first-touch, before users have established baseline readiness, perform worse than those that fire at moments of demonstrated readiness.

Source · AI Onboarding Insights Rollup (April 2026); reinforced by P5, Customer Service Specialist
Informed · Rule 2.x eligibility gates — see Rule guidelines
INSIGHT 07 · Visual prominence
PRIMARY
Peripheral placement isn't enough in dense interfaces

In data-dense workspaces, peripheral nudges can be missed entirely — partners endorsed overlay-style treatment for onboarding, in tension with the framework's preference for subtle placement.

A senior service manager on the partner side endorsed the framework's overall direction, but identified a hard limit: in ServiceNow's data-dense workspaces, peripheral nudges can be missed entirely. He described it as "fighting against a lot of data on a single page — that's your enemy". His recommendation was an overlay-style treatment that grays out the surrounding screen and spotlights the nudge, particularly during onboarding and in-flow contextual help — especially for first-time users — and that the framework's content should sound collaborative and inviting ("see an example") rather than condescending ("let me show you how").

This sits in tension with the framework's instinct towards subtle, non-blocking placement. It shares ground with Insight 02 (capability awareness is the hardest problem in AI-native UX) and Insight 06 (transition matters as much as destination) — all three insights push the edge between a nudge firing and the user actually noticing. The content tone consideration reinforces Insight 04 (trust) — it's also about relevant stance.

Source · P4, Partner Sr. Service Manager
Informed · Open question on visual prominence; possible future principle on visual prominence; content-tone conversation informs the AINH content design guidelines (formerly Rules 2.4 and 2.5 — now moved out of the framework)
INSIGHT 08 · Authoring burden
PRIMARY
Customers carry the cost of authoring help when products don't generate it

When products lack contextual help, the authoring burden moves to customers — colleagues create step-by-step guides for each other, often with screenshots. Runtime generation removes that cost.

P5 described real, ongoing effort spent helping a colleague navigate a feature: "I have to make a lot of screenshots of where he can find it so that he can see what the information is. It was a lot of steps." This is a familiar pattern across enterprise teams — product-side help is missing, so colleagues fill the gap for each other. P5 explicitly said that runtime-generated help would change this: "For me, it will be very helpful and I know it will optimize a lot of process here."

This is direct customer validation of the AINH generation paradigm. It strengthens the case that retiring the BU-authored submission model (Rules 2.2 and 2.3) wasn't only an internal architectural choice — it reflects a real cost that customers are absorbing today.

Source · P5, Customer Service Specialist
Informed · Validates the AINH generation paradigm; supports the retirement of Rule 2.2 and 2.3; reinforces Rule 2.1 (measurability requirement before surfacing)
INSIGHT 09 · Format vs mode
PRIMARY
Working users under time pressure need fast answers, not tours

Help format must shift with user mode — tours are welcome during learning, unusable during live execution under time pressure.

P5 drew a sharp distinction between learning and working mode. Tourist and walk-throughs are useful during on- and off-boarding to understand the product better — but the moment they're on a live call with measured handle time, the tone breaks down: "If I'm in a call right now and I just forgot how to do something, the top time average will go high because I'm spending time looking for a water I forgot. I would prefer to have a feature that I can just go and search super quickly."

This is a different axis from Insight 03 (discovery vs exploration) and Insight 06 (dismissal signals): it's about format fitting with what user is doing right now, not about whether help fires or how. The framework already handles suppression-after-mastery (rule 1.5); what's missing is the surface that takes over once tours have outlived their use — search, direct answers, or Otto on demand.

Source · P5, Customer Service Specialist
Informed · Complements Rule 1.6 (Three-action response) and Rule 1.7 (Auto-decay); Opens a new question on what user-facing dismissal signals the framework should standardize across nudge categories
SOURCE CORPUS
AI Onboarding Insights Rollup · Caitlin Kenny, Staff UX Researcher · April 2026 · Source for AI onboarding challenges, migration strategies, and pattern taxonomy.
AINH + AINH Prioritized User Problems · Working document · 2026 · Source for prioritized problems, stakeholder alignment, and pattern mapping.
AINH help pattern customer feedback · Jeffrey Chan, UX Researcher · Ongoing, 2026 · Source for trust and source-transparency signals.
Q2 2026 research plan · Jeffrey Chan · In progress, 2026 · Upcoming research that will inform v0.3 revisions and resolve several open questions.

Rule guidelines

The 11 active rules referenced from the User problems tab. If you're scanning, read the at-a-glance summary first — the full rules sit below.

RULES AT A GLANCE
The whole framework in one screen. Each rule below has full detail with rationale, examples, and the problem it addresses.
PER-USER LOAD · HOW THE FRAMEWORK RESPECTS THE USER
1.1 One nudge at a time, scoped to active context
1.5 Suppress help on tasks the user has shown they can do
1.6 Every nudge offers 3 responses: Dismiss, Not Now, Engage
1.7 Suppression ends when something changes, not when time passes
1.10 Don't interrupt when the user is heads-down — modal, install, agent call
PER-NUDGE QUALITY · WHAT THE FRAMEWORK REQUIRES OF NUDGES IT SURFACES
2.1 Only surface nudges that pull their weight — intent, necessity, density, measurability
2.6 Task-based nudges need an end-state preview before the steps
2.7 Match the format to the moment and the task — mode plus complexity
CROSS-BU COORDINATION · HOW COMPETING NUDGES RESOLVE
3.1 Group by topic first, then pick
3.2 Fixed priority order across categories
3.3 Novelty only fires when the user is already in the right context
1.1 · Per-user load
REVIEWED
One nudge at a time, scoped to active context

Only one nudge surfaces at a time, and only nudges relevant to the user's active context are eligible to surface in the first place.

Addresses Too many nudges at once · Nudges that interrupt focused work · Nudges that don't match what the user came to do

DO
Hold nudges from other BUs or platform concerns until the user enters their context
Wait for the current nudge to resolve before surfacing the next one
DON'T
Surface multiple nudges on the same surface at the same time
Let a nudge fire because a BU wants the impression — context has to be earned
User queues, badges, or stacked indicators that show the user how many nudges are waiting

Why it matters. Volume is the enemy. Without scoping and pacing, users see a stack on every surface and dismiss the whole pile — taking trust in the framework with them.

Use case. User opens Agent Workspace and a friction-rescue nudge fires for an abandoned task. Nothing else competes for attention. They act on it and move on. The next eligible nudge waits until this one resolves.
Open dependency: a cross-system priority contract with the Notification team is needed so that high-priority notifications and high-priority nudges resolve cleanly when both want to surface. Decision held — see Open questions.
1.5 · Per-user load
REVIEWED
Suppress when the user has shown competence

When a user has demonstrated they can do a task, stop offering help on it — unless they later show they're stuck on the same thing again.

Addresses Nudges that don't recognize what the user already knows

DO
Track repeated successful completion as the competent signal
Lift the suppression if the user shows current-session struggle on the same task
Track competent signals across sessions; session level is the v1 minimum
DON'T
Surface friction nudges for tasks the user just completed successfully
Treat one success as permanent mastery
Ignore current-session struggle because the user mastered the task before

Why it matters. Help that ignores prior competence reads as the platform not paying attention. The visible inattentiveness costs more than the help would have gained.

Use case. User creates an incident at 10am with no help needed. At 3pm, they create another and briefly hesitate — a phone interruption, real life. The system has already logged their morning success and does not surface a friction nudge.
1.6 · Per-user load
REVIEWED
Three responses: Dismiss, Not Now, Engage

Every nudge offers three distinct response options, each with a different consequence — so users can say no without saying never.

Addresses Nudges that interrupt focused work · Nudges that users can't come back to

DO
Offer three distinct response options — Dismiss, Not Now, Engage
Use explicit labels that signal outcome — users should know what each choice does before they click
See Rule 1.7 for what each signal means downstream
DON'T
Collapse the three responses into a single "X to close" action
Use ambiguous labels like "Cancel" or "Skip" that don't tell the user what happens next

Why it matters. The current "X to close" pattern is why users hesitate to use it — they don't know if dismissing means "never again" or just "not in this moment". Splitting the actions removes the cost of saying no.

Use case. User encounters a mastery nudge ("save this as a template?") during a focused session. They're interested but mid-flow. They click "Not Now". Next time they run the same report, the framework surfaces guidance on the same topic again. This time, they engage.
Source: P1, Technical product manager: "The only thing I would wonder is if I click 'Not Now', does that mean never again?"
1.7 · Per-user load
PENDING REVIEW
Suppression ends when something changes, not when time passes

A nudge that's been dismissed or ignored stays hidden until the user's situation actually changes. They hit the same problem again, or the feature itself has meaningfully changed. Waiting 30 days and re-showing it is not a signal. It's a guess.

1.10 · Per-user load
PENDING REVIEW
Don't interrupt when the user is heads-down

A focus state is any moment where the user is actively committed to a specific attention-demanding surface — a modal that needs action, a live voice or agent call, or a form or editor with unsaved input where they're actively typing. During these moments, the platform holds proactive nudges. Guided tours, especially. If the user asks for help directly (types a question, clicks a help icon), that's different — they are pulling, not being pushed.

Addresses Nudges that interrupt focused work

DO
Hold proactive nudges while a modal, active call, or mid-flow input state is in progress
When the focus state ends, re-check whether the nudge still makes sense — don't just fire what's queued
If the user asks for help directly, respond even during a focus state — they're pulling, not being pushed
DON'T
Show a guided tour during any focus state
Treat a paused or backgrounded state as an open surface
Fire the moment focus ends — the user is switching gears, not ready to receive
Treat an installation or a long-running background process as a focus state — the user can walk away from it

Why it matters. Focus states are commitments. The user chose what they are doing. Interrupting them — especially with a tour — is the textbook definition of intrusive. Insight 09 is direct on this: working users can't follow tours, and a nudge mid-task kills the suggestion, no matter how useful it might have been.

Use case. A user is mid-call with a customer, working through a case in the agent workspace. A novelty tour for a recently released feature is queued. The platform holds it for the duration of the call. When the call ends and the user closes the record, the platform re-runs qualification — if the tour is still relevant and nothing higher priority is waiting, it becomes eligible. If not, it stays held.
PENDING REVIEW

The recommendations below have not yet been through review with design leadership. They are included here to show the full shape of the framework; treat them as drafts open to challenge.

2.1 · Per-nudge
PENDING REVIEW
Only surface nudges that pull their weight

Every nudge has to earn its place on the screen. Before one surfaces, four things need to be true: the user's intent is clear, the guidance is actually needed, the content saves them real time, effort, or errors, and the outcome can be measured. If it can't pass all four, it doesn't ship.

Addresses Nudges that don't match what the user came to do

DO
Name the specific task that the nudge is helping with — if you can't name it, the intent isn't clear enough
Surface only when the user wouldn't stumble onto the answer through normal use
Surface only when missing this help costs the user real time, effort, or errors
Define what success looks like before the nudge ships — a specific action the user takes within a defined time window
DON'T
Surface generic feature, promotion, or marketing — promotion is only valid when tied to what the user is doing right now
Fire because "users should know about this" — that's a hunch, not a signal
Ship a nudge with no measurable success signal — it becomes invisible debt

Why it matters. Users learn what the platform's judgment is worth from every nudge they see. One low-value nudge makes the next useful one lose credibility. Value density is what protects the whole system.

Use case. The platform observes a behavioral pattern across three sessions: a user is updating incidents one at a time, 20 at a time, in situations where bulk-edit would apply. Intent is clear from the repeated pattern. They haven't discovered bulk-edit through normal use. Missing it costs them roughly 20 minutes per session. Success is defined upfront — the user opens bulk-edit within their next two sessions. All four hold. The nudge becomes eligible.
Source: P3, Information Systems Analyst: "If [the suggested prompt] is not what I was going to do, I would just click 'Got it' or click the 'X'."
2.6 · Per-nudge
PENDING REVIEW
Show the finished thing first, then the steps

When a nudge walks the user through multiple steps, the platform requires a preview of the end result — a thumbnail, GIF, or finished view — to appear before the steps. If there is no preview, the nudge doesn't surface.

Addresses New users don't know what they don't know

DO
Require a preview thumbnail, GIF, or finished view as part of the nudge
Show the preview before the steps
Hold nudges that arrive without a preview
DON'T
Ship a task-based nudge without a preview
Put the preview at the end as confirmation — it belongs at the start
Rely on the user to imagine what they're building toward

Why it matters. Users decide whether to invest attention in a multi-step task based on whether the destination looks worth it. Showing the end first lets them make that call before they've spent effort.

Use case. A nudge guides a user through setting up a new CMDB relationship view. It opens with a thumbnail of the finished view — three simple relationships rendered as they'll appear. The user commits to the steps because they can see the destination.
Source: P2, App Manager & Admin/Developer: "If there was an example of what [the platform] should look like when you're done, or a thing that you can have a comparison to, rather than just saying 'Hey, enter this and you're good.'"
2.7 · Per-nudge
PENDING REVIEW
Match the format to the moment and the task

The platform picks format from two signals: what mode the user is in (orientation vs. working) and how complex the task is (a quick answer vs. a walk-through). A user under SLA pressure needs a fast answer. A first-time user, learning a five step flow, needs a tour. A first-time user learning a one-click action just needs an in-line hint, not a tour.

Addresses Nudges that interrupt focused work · Nudges that don't match what the user came to do

DO
Read both signals at runtime — user mode (orientation vs. working) and task complexity (simple vs. multi-step)
Reserve tours for orientation mode with genuinely complex tasks
For simple content, use lightweight formats, regardless of mode — inline hint or popover
For complex content that lands on a working user, surface a fast summary now and offer the tour when they have time
DON'T
Bind format to feature type ("all new features get a tour")
Give a tour to a working user, even outside focus-protected states
Give a tour for a simple task just because the user is in orientation mode

Why it matters. A first-time user learning a one-click action doesn't need a tour. A working user hitting a complex new flow can't take a tour, but still needs to understand it. If format is decided by mode alone or by feature type, one of these users gets served wrong.

Use case. A new bulk-edit feature ships — simple to explain. But a first-month agent and an experienced agent both get inline hints when they hit the moment bulk-edit would help. Task complexity is low, so format is light regardless of mode. A new CMDB relationship flow ships — five configuration steps, genuinely complex. A first-month agent gets a tour. An experienced agent under SLA pressure gets a two-line summary now, with "take the tour when you have time" as follow-up.
3.1 · Cross-BU coordination
PENDING REVIEW
Group by topic first, then pick

When multiple nudges are eligible, group them by topic before picking one. Three nudges about "reporting" should collapse into one slot, not compete individually against a nudge about search. Users experience topic areas, not team boundaries.

Addresses Too many nudges at once

DO
Tag each nudge with a topic (platform navigation, incident management, reporting)
Group all eligible candidates by topic before priority logic runs
Treat three nudges touching the same topic as one slot
DON'T
Run priority selection on raw candidates — that lets within-topic signals leak into the cross-category order
Show two nudges from the same topic because they came from different teams
Skip grouping and assume priority logic handles it — it doesn't; it ranks within a topic, not across topic

Why it matters. Without grouping, a topic with many candidates wins disproportionate attention. The platform ends up doing whatever is loudest, not what's most useful to the user.

Use case. Three nudges are eligible — two about reporting from different teams, one about search. Without grouping, both reporting nudges compete and search might lose. With grouping, the two reporting nudges become one, and the platform picks between reporting and search — a fair comparison.
3.2 · Cross-BU coordination
PENDING REVIEW
Fixed priority order across categories

When nudges from different categories compete for the same slot, they resolve in a fixed order: Friction beats Resolution beats Mastery beats Relocation beats Novelty. A user who's stuck always beats a user who's being introduced to something new.

Addresses Too many nudges at once

DO
Apply the order as written: Friction > Resolution > Mastery > Relocation > Novelty
Trust the hierarchy — it doesn't need to be overridden case by case
DON'T
Let within-category signals override the order across categories
Promote a novelty above a friction because a team flagged it as important

Why it matters. The order reflects user need. A user who's stuck needs help before a user who could learn something new. If teams could tune the order, the platform's judgment would be their judgment — and the user would get whichever team shouts loudest.

Use case. Two nudges compete for the same slot — a friction rescue in Search, and a novelty tour for a just-released reporting feature. Friction wins. Even if the novelty is "strategic" — the user is stuck now.
3.3 · Cross-BU coordination
PENDING REVIEW
Novelty only fires when the user is already in the right context

A nudge about a new feature can only surface when the user is already doing the kind of work that feature is for. Just shipping something doesn't earn the right to interrupt.

Addresses Nudges that don't match what the user came to do · New users don't know what they don't know

DO
Wait for the user to enter a context where the new feature actually helps
Use their real work as a trigger, not the release calendar
Hold novelty until the context appears — even if it never does for that user
DON'T
Fire novelty on login just because a release happened
Surface novelty across surfaces where it's not relevant
Make exceptions for "high-profile" features — the bar is the same for everyone

Why it matters. Novelty on release is the loudest failure mode of platform help — users get interrupted about something they weren't asking about, don't have context for, and can't act on. Earned context is what makes novelty land.

Use case. A new escalation feature ships. On the release date, no nudges fire. That evening, a user opens an incident and starts working through escalation options. The nudge surfaces then, in context: "A new escalation path is available for this type of incident."
Parked & retired
Recommendations that didn't survive review. Kept with reasoning so the thinking isn't lost.
1.2
Within-session pacing gap (5-10 min minimum)

Why parked: Time is the wrong unit. The real concern is task state — whether the user is in a position to absorb another nudge. Without telemetry on task boundaries, app-switching, and engagement signals, a time-based rule risks both silencing needed help and over-firing on field workers using the platform in 5-minute bursts.
Action: Hold until telemetry exists; revisit as a behavior-based rule.

1.3
Daily cap by user lifecycle (FT 4-5 / Mid 2-3 / Power 1)

Why parked: Tenure is a proxy for mastery — but a weak one. An 18-month user who's never adopted a feature isn't a power user for it. The right signal is behavioral (feature adoption, task efficiency, help-seeking patterns), and that telemetry doesn't exist yet.
Action: Hold until behavior-based signals are available; mastery and resumption signals added to engineering open questions.

1.4
Per-release novelty cap (3 per user per release)

Why retired: If contextual gating works (1.1), a user who never visits a surface never sees nudges from that surface — so a release-level cap is solving a problem that doesn't exist. The mechanism it relied on (BUs coordinating at planning) is unrealistic. The concern is absorbed by the contextual gate.

1.8
Release sunset (archive after 2 release cycles, unused)

Why retired: "Release cycles" is not a coherent unit (customers update on their own timelines), all nudges shouldn't decay the same way (1.7 handles category-specific decay), and the rule assumed BUs manually author and resubmit nudges — which may not be the right model in an AI-native framework. The cleanup concern is absorbed by 1.7.

1.9
Introduction debt cap (5 unresolved novelty per user)

Why retired: the cap's stated purpose was back-pressure on BU planning, but BUs don't monitor cross-BU queues, so the planning-discipline mechanism doesn't work. The user-facing concern (stacking) is already handled by selection logic — even if many nudges are pending, only one fires per moment. The user never experiences queue debt.

2.2
BU declares 1-2 primary nudges per release

Why retired: this rule assumed BUs author and submit discrete nudges per release. In the AINH framework, BUs define content sources, contexts, and triggers — the framework constructs nudges dynamically. "Primary nudges per release" is a concept from the submission paradigm. The user-facing concern (volume control) is already handled by 1.1 (context scoping) and 3.2 (priority hierarchy).

2.3
Mandatory pre-launch review for every nudge

Why retired: pre-launch review assumed BUs submit finished nudges that get gated before shipping. In the AINH-native framework, there is no "ship" event for individual nudges — the framework constructs them at runtime from sources. The integrity concern (category accuracy, trigger conditions, success metrics) moves into the design of the framework's qualification logic — now covered by 2.1.

2.4
Nudges should sound like a colleague, not a marketer

Why retired: content-shape rules — tone, opening structure — belong in the AINH content design guidelines. Framework governs whether and when to surface; content design governs how the words read once surfaced. The framework-level concern (generic promotion firing when it shouldn't) is now covered by 2.1's promotion nuance.

2.5
AI nudges lead with what's already been done

Why retired: same reason as 2.4 — how an AI nudge opens (evidence vs. pitch) is a content design rule, not a framework guardrail. Moves to the AINH content design guidelines. The framework requirement adjacent to this — that task-based nudges include an end-state preview — is retained as 2.6.

Open questions

Items the framework needs to resolve, hold positions on, or hand to other teams. Surfacing these here so they are not buried in conversation.

Who authors nudges — BUs, or the framework?

The current document assumes BUs author and submit nudges. The PM agreement suggests AINH generates nudges using BU-defined context and triggers. These are different framing decisions with downstream implications for review gates, content discipline, and decay rules. Needs explicit framing before further work.

What can BUs configure — and within what limits?

A recurring theme: when BUs are given configurability, they optimize for their own surface at the user's expense. A working position has emerged — platform sets, BUs tighten — but it needs explicit endorsement and a concrete list of what BUs can adjust on their own surfaces.

Cross-system priority with the Notification team

Nudges and notifications can compete for the same surface and same moment. The framework currently has no contract with the Notification system for resolving priority. Working hypothesis: priority decides, not type — but this requires alignment between two systems that don't yet talk to each other.

Telemetry gaps that block behavioral-based rules

Several recommendations are held as v1 placeholders because the behavioral signals they need don't exist yet: cross-session mastery, current-session struggle, task-interruption recovery, and the engagement pattern over time. Each of these unlocks a rewrite of recommendations 1.2, 1.3, and 1.5.

Overlay-style change indicators for newly-onboarded users

Research with newly-onboarded customers (P3) and the AI Onboarding Insights Rollup both endorse overlay/spotlight patterns for new users — but this sits in tension with the framework's preference for a peripheral, non-blocking placement. The framework needs an explicit position rather than an implicit one.

Whether 1.5, 1.6, and 1.7 should be merged

All three recommendations govern how the system responds to user signals over time (mastery, dismissal, engagement, decay). They were written separately and overlap heavily. A future structural review may collapse them into one rule with sub-clauses or restructure the relationship between them.

The capability-discovery gap for new users

Problem 07 is only partially addressed by the current rules. Rules 2.6 and 3.3 shape how Novelty nudges land when they fire — but they constrain when Novelty fires more than they drive discovery. The framework as currently written protects against overload (Problem 01) better than it solves discovery. A discovery-side rule, or a different mechanism altogether, may be needed. Worth specific input from Jeffrey Chan's Q2 2026 research plan.