Design a first-run experience that gets users to their first success fast, teaching by doing rather than by tour. Use when designing signup, first-run, or activation flows for a product.
Scanned 9/5/2026
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---
name: onboarding-ux
description: Design a first-run experience that gets users to their first success fast, teaching by doing rather than by tour. Use when designing signup, first-run, or activation flows for a product.
---
# Onboarding UX
Onboarding is the user's first minutes with a product, and it decides
whether they get to value or give up. The goal is not to explain the
product; it is to get the user to their first real success quickly, so
they experience the value rather than being told about it.
## Method
1. **Aim at the first value moment, and shorten the path to it.** Identify
the moment a new user first gets real value (the "aha": the note taken,
the report generated, the teammate invited; see user-activation), and
design onboarding to reach it in as few steps as possible. Everything
between signup and that moment is friction to minimize.
2. **Defer everything you can.** Do not front-load profile setup,
settings, and permission requests before the user has seen value. Ask
for what a step actually needs, when it needs it (progressive
disclosure), not everything up front. A wall of setup before the payoff
loses users (see user-flows, mvp-scoping).
3. **Teach by doing, not by touring.** Guided first actions and contextual
hints (help them do the real thing) beat a carousel of feature slides
or a modal tour the user dismisses reflexively. People learn an
interface by using it; design the first use to be the lesson (see
interaction-design).
4. **Use the empty state as the guide.** The first screen is empty; make
it show what to do first, with a clear primary action and, where it
helps, sample data or a template so the product demonstrates itself
(see empty-and-error-states). An empty dashboard with no next step
teaches nothing.
5. **Show progress and give early wins.** A short checklist of
getting-started actions (with progress) gives direction and the
satisfaction of completion; make the first action easy and rewarding so
momentum builds. Respect skipping: let users who know what they are
doing bypass the hand-holding.
6. **Reduce, do not add, over time.** The temptation is to bolt more
onboarding onto every new feature until it is a gauntlet. Instead,
design the product to be self-evident (good IA, clear affordances,
sensible defaults; see information-architecture, usability-heuristics)
so it needs less onboarding, and keep what remains lean.
## Boundaries
- Onboarding cannot rescue a product with unclear value or a confusing
core; if users need a heavy tutorial to use it at all, the design is the
problem (see usability-heuristics). Onboarding accelerates a good
product's value, it does not manufacture one.
- Over-onboarding (forced tours, nagging tooltips, invite walls) annoys
and can hurt activation more than help; measure it (see
user-activation's guardrails). Attention is borrowed, not owned.
- B2B onboarding often involves multiple roles (admin sets up, team
adopts): design each role's first experience, not one generic flow (see
multi-tenancy, user-activation).
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