---
name: Onboarding tour
slug: onboarding-tour
category: pattern
status: published
created: 2026-08-21T00:00:00.000Z
modified: 2026-08-21T00:00:00.000Z
definition: A short sequence of pointers layered over a live interface, each
  naming one control, advanced by the reader and skippable at any point.
aliases:
  - name: product tour
    source: community
  - name: guided tour
    source: ui-patterns
  - name: walkthrough
    source: ui-patterns
  - name: playthrough
    source: ui-patterns
  - name: feature tour
    source: community
  - name: in-app tour
    source: community
tags:
  - onboarding
  - overlays
relations:
  contrastWith:
    - onboarding-checklist
    - coach-mark
  variantOf: []
  partOf: []
  seeAlso: []
implementations: []
sources:
  - title: "UI Patterns: Guided Tour"
    url: https://ui-patterns.com/patterns
  - title: "Cloudscape: Onboarding"
    url: https://cloudscape.design/patterns/
demo: inline
exhibit: false
useWhen: a stepped overlay walks you around a live screen
---

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.
