pattern · onboarding
Onboarding tour
also called product tour (community), guided tour (ui-patterns), walkthrough (ui-patterns), playthrough (ui-patterns), feature tour (community), in-app tour (community)
A short sequence of pointers layered over a live interface, each naming one control, advanced by the reader and skippable at any point.
An onboarding tour has four parts and they are always the same four: something that points at one element (a spotlight, a ring, a beak), a card of copy naming what that element does, a position counter so the reader knows how much is left, and a way out. The interface underneath stays visible, which is the whole argument for a tour over a slideshow: the reader is being shown their own screen rather than a picture of somebody else’s.
It is also the pattern most often reached for by accident. A tour is a lecture delivered before anyone asked a question, so the reader’s incentive is to reach the end of it, not to learn from it, and step four is read less carefully than step one. That makes it a poor teacher of whole products and a decent announcer of single changes: one pointer at the control that moved does work that five pointers at five controls do not. Where the interface is the thing being learned, an empty state that explains itself, a first-run task with the answer inline, or a persistent help affordance all outlast a sequence the reader has to sit through once.
If a tour ships, a few things are not optional. It has to be skippable from every step, and Skip must mean skip rather than remind me later. It must never point at a control the scrim also blocks, which is the classic implementation bug: the reader is told to click something the tour will not let them reach. Anchors have to be real element positions rather than fixed coordinates, or the pointer drifts onto empty space the moment the layout changes or the window narrows. And the tour should remember it has been seen, per person and per feature, because the second showing is what turns a helpful pointer into an obstacle.
Accessibility is where most tours quietly fail. The card is the only thing on screen that matters while a step is up, so real implementations move focus into it, announce it, keep Escape working as a way out, and make the step counter readable rather than implied by a row of dots. The specimen here draws its spotlight rather than focusing anything, since a demonstration that grabbed the keyboard of a passing reader would be doing exactly what a badly built tour does.
Which word?
| If you want | say |
|---|---|
| a stepped overlay walks you around a live screen | onboarding tour |
| a setup list you can leave and come back to | onboarding checklist |
| a teaching bubble pointing at a control | coach mark |