Design problem
Onboarding takes too long
People sign up, meet a wall of setup before anything useful happens, and never come back.
How you know you have it
- A measurable share of accounts never reach the first useful action.
- The product asks for a team name, a logo and an integration before showing anything.
- A product tour runs before there is any content to tour.
- Day-two return rate is far below signup rate.
Do these first
- 1Name the first genuinely useful action, then remove everything between arrival and it.
- 2Default or infer whatever you can, and let people correct it later.
- 3Replace the tour with teaching at the point of need.
- 4Make the first result real, using their data rather than a sample.
Why it happens
Setup ordered by the system's needs
Configuration that could be defaulted, deferred or inferred is collected up front because the schema wanted it.
Value deferred past the point of patience
Every step before the first useful moment is a step people can leave on.
Teaching that arrives before context
Tooltips explaining controls nobody has a reason to use yet are forgotten by the time they matter.
What to read, and why
Onboarding is a sequencing problem: the entries here deal with ordering, deferral and teaching in context rather than with welcome screens.
Why it behaves this way
6The mechanism underneath the symptom. Read these when the fix needs justifying to somebody else.
Goal-Gradient Effect
Effort increases as a visible goal gets nearer, and artificial early progress accelerates the whole journey.
LawEstablished research
Zeigarnik Effect
Unfinished tasks stay mentally active, which is why visible progress pulls people back to complete them.
LawMixed evidence
Paradox of the Active User
Users start acting immediately rather than reading, even when reading would be faster, so design has to teach through doing.
PsychologyEstablished research
Endowment Effect
People value things more once they own them, and more still once they have put work into them.
Cognitive biasEstablished research
Spacing Effect
Learning spread over time is retained far better than the same amount of learning crammed into one session.
PsychologyEstablished research
Cognitive Load
Working memory is a narrow channel, and interfaces spend it on three kinds of work, only one of which is useful.
PsychologyEstablished research
The craft decisions
3The visual and structural levers that produce or relieve this problem.
Visual Hierarchy
The order in which elements are noticed, controlled by size, weight, colour, position and space.
UI foundationCraft convention
Motion
Animation should explain a change, and anything that does not explain something is delay.
UI foundationCraft convention
Emphasis
Making one thing stand out, which only works if most things do not.
UI foundationCraft convention
Patterns that address it
4Recognised solutions, with the conditions under which each earns its place.
Onboarding
Getting someone to their first real outcome, which is a very different goal from explaining the interface.
PatternCraft convention
Empty States
The screen before there is anything to show, which is a teaching opportunity rather than a gap.
PatternCraft convention
Multi-Step Flows
Breaking a long task into steps, which reduces per-screen load but adds navigation cost and abandonment points.
PatternCraft convention
Progressive Disclosure
Show the common case first and reveal the rest on request, so complexity is available without being present.
PrincipleExpert heuristic
Components involved
4States, behaviour and the accessibility contract you will need to specify.
Progress Indicator
Communicating how far through something the user is, which requires honesty about what you can measure.
ComponentCraft convention
Modal Dialog
Blocks everything else, which is why it should be reserved for things that genuinely cannot wait.
ComponentCraft convention
Tooltip
A short description on hover or focus, which must never be the only place information lives.
ComponentCraft convention
Button
Triggers an action. If it navigates somewhere, it should be a link instead.
ComponentCraft convention
Language
3Where the words carry more of the fix than the layout does.
Microcopy
The small pieces of text that do most of the work: labels, hints, empty states, errors and confirmations.
UX writingCraft convention
Voice and Tone
Voice is who you are and stays constant. Tone is how you speak in a moment and must change with the situation.
UX writingCraft convention
Content Design
Deciding what content a user needs and in what order, which is a design activity rather than a writing one.
UX writingCraft convention
Accessibility requirements
3The requirements this problem raises, mapped to the decisions that produce them.
Focus Management
Deliberately moving focus when the interface changes, so keyboard and screen reader users are not stranded.
AccessibilityCraft convention
Keyboard Navigation
Everything must be operable with a keyboard alone, which is the single most load-bearing accessibility requirement.
AccessibilityCraft convention
Reduced Motion
Large-scale motion can cause nausea and dizziness, so the system preference must be honoured.
AccessibilityEstablished research
How to find out
3Methods suited to confirming the cause before you commit to a fix.
Funnel Analysis
Measuring progression through a sequence, where the largest drop is rarely the biggest opportunity.
Research methodCraft convention
Usability Testing
Watching people attempt real tasks, which is the most direct evidence available about whether a design works.
Research methodEstablished research
Diary Studies
Participants record their own experience over time, which captures things a single session cannot.
Research methodEstablished research
Check your work
1Interactive review passes, with progress saved in your browser.
Onboarding Checklist
Whether a new user reaches real value, and how much you make them do before they get there.
ChecklistCraft convention
Decisions other teams made
1Worked cases, including the options that were rejected.
Whether to Require an Account at Checkout
A retailer required registration before purchase to build its customer database, and lost the sales it was trying to capture data about.
Case studyCraft convention
Where this usually shows up
The same material, organised around the surface you are building rather than the symptom you are fixing.