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Onboarding ux

Skill Amey-Thakur/AI-SKILLS/skills/ui-ux/onboarding-ux

Plug-and-play skills and prompts for every AI coding agent

Install
npx -y skills add Amey-Thakur/AI-SKILLS --skill onboarding-ux

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What its author says it does

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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.

SKILL.md

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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).

Keep looking

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