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Onboarding

Skill Uxcel-Lab/product-skills/ux/flows/onboarding

Expert UX design and product management skills for AI assistants, built from the Uxcel learning library.

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npx -y skills add Uxcel-Lab/product-skills --skill onboarding

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Design or critique a user-onboarding flow — the first-run experience that gets users to value fast. Gates context-dependent choices (onboarding method, progressive profiling, product tours) and applies the always-true core. Trigger when designing welcome screens, first-run experiences, product tours, activation flows, or when onboarding drop-off needs improving.

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SKILL.md

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Onboarding Flow Skill

How this skill behaves (read first)

This is a generative skill, and onboarding is a prime over-design trap: the default instinct is a multi-screen tour nobody reads plus a wall of upfront questions and "enable all permissions" prompts — which actively blocks the product and drives drop-off. The lessons are blunt: most apps don't need a tutorial; users learn by using. So this skill gates hard:

  1. First gate: does this even need onboarding? Often the answer is "barely" — and the best onboarding is the lightest one that gets users to value.
  2. Apply the always-true core — the principles that hold for any first-run experience.
  3. Choose the method and asks deliberately — surface the context-dependent decisions with trade-offs; don't default to a 6-screen carousel.

Then hand off to the audits — especially dark-patterns (onboarding is where forced permissions/notifications and friend-spam concentrate).


Step 0 — Establish context, starting with the gate

Gate — does it need onboarding? Per the lessons, onboarding is warranted mainly when:

  • the app is complex (explain features as users reach them, not upfront), or
  • you genuinely need data to function (e.g. a banking app), or
  • workflows are unique/unfamiliar, or
  • a tutorial is expected (e.g. mobile gaming).

If none hold, recommend the lightest touch — empty-state nudges and contextual tips — over a tour. Then capture:

  • Product complexity — learn-by-doing vs. genuinely needs explanation.
  • What's truly required to start — the minimum data/permissions, if any.
  • Audience — novice vs. expert; one persona or several (drives persona-based branching).
  • Platform — mobile (system permission prompts, tight space) vs. web.

State assumptions if proceeding without answers.


The always-apply core (true for any onboarding)

  • Front-load value; deliver an early win. Show the benefit before asking for anything. Duolingo ends onboarding with two real sentences. Early success drives retention.
  • Keep it short. ~4–5 screens max; most users expect onboarding to take ≤60 seconds. If it feels like a lecture, users skip it.
  • Ask for the minimum, and say why. Don't bombard with questions before trust is built. Every field/permission needs a clear "why now"; if you can't justify it at launch, collect it later, contextually.
  • One thing at a time. One contextual tip at a time; introduce features at the pace users meet them. Less is more.
  • Apply progressive disclosure. Primary/most-common features first; reveal advanced options on request. Keep to ≤2 levels of depth.
  • Always skippable, with visible progress. Tell users how many steps and where they are; let them exit. Never trap them in the tour.
  • Use empty states and success states. A blank screen is an onboarding opportunity (educational content + a clear CTA); a success state early creates a positive first connection.
  • End with a clear, relevant CTA — the next logical action ("Start shopping", "Create your first project").
  • Don't re-show completed onboarding. Track state; repeating tips after completion is friction.

The context-dependent decisions (surface, don't auto-apply)

Present each with its trade-off and a recommendation tied to Step 0. Defaulting to "full walkthrough + ask everything" is the failure mode.

DecisionApply whenAvoid / adapt whenDefault recommendation
Onboard at all (and how heavy)App is complex, data-required, unfamiliar, or tutorial-expectedSimple learn-by-doing appsLightest touch that reaches value; prefer empty-state + contextual tips over a tour
Method (walkthrough / interactive tour / contextual tips / checklist / empty-state-led / permission priming)Match to need: interactive tour for hands-on learning, checklist for multi-step setup, contextual tips for discoverable featuresA static swipe-through carousel at first launch (usually skipped)Interactive/contextual over static; see method notes below
Customization / persona questionsAnswers genuinely change the experience (e.g. proficiency level, freelancer vs. enterprise)Asking for data you won't use, or visual customization at first launchAsk only if it reshapes onboarding; explain why; else defer
Permission / notification timingContextually, at the moment of value, with permission priming (explain benefit before the system prompt)Requesting all permissions / "enable all notifications" upfrontContextual + primed — never force-all (→ dark-patterns)
Registration timingAccount genuinely needed before valueForcing signup before users see anythingGradual engagement — let users preview/try first (delaying registration can lift signups ~29%)
Feature / instructional onboardingUnique or newly-released features; genuinely unfamiliar workflowsAt first launch for a self-evident appPromote new features contextually, not in a launch tutorial

Method notes (the picker's menu)

  • Interactive tour — hands-on, triggered in context (learn by doing).
  • Contextual tips — minimal cues, one at a time, at point of need.
  • Checklist — guided setup with progress; good sense of accomplishment for multi-step products.
  • Empty-state-led — the screen itself teaches the first action; lightest touch.
  • Permission priming — a value-explaining screen before the system permission dialog.
  • Walkthrough (static screens) — only if necessary; ≤4–5 screens, focus on the few most exciting/essential things.

Validate the result (orchestration)

Hand-offs name each lens by its installable skill name. Invoke one only if that skill is installed; if it isn't, this skill's own core already carries these rules — proceed without it rather than blocking.

After generating or revising, hand the result to the audit lenses rather than declaring it done. These are candidate lenses — posture is set by docs/orchestration-policy.md, or route the whole thing through ux-design-review. Here, dark-patterns, heuristics, and microcopy are Tier A (auto-run); accessibility and aesthetics are Tier B (offered) — under an existing design system aesthetics is suppressed and accessibility narrows to usage. If the user invoked this skill for one specific thing, respect that scope.

  • ux-dark-patterns-audit (Tier A) — the onboarding-specific traps: forced/upfront permissions, "enable all notifications", friend-spam contact access, confirmshaming a skip option. Onboarding should respect autonomy (mindful onboarding).
  • ux-aesthetics-audit (Tier B — offer; suppress under a design system) — do the tips/overlays/tour screens create clutter or bury the primary action?
  • ux-heuristics-audit (Tier A) — user control (skippable), visibility (progress, success states), recognition, help & documentation.
  • ux-accessibility-audit (Tier B — offer; narrow under a design system) — tooltips/overlays reachable by keyboard and screen readers; the flow is skippable without a mouse.
  • ux-microcopy-audit (Tier A) — onboarding copy (tips, CTAs, empty/success states) is clear, action-based, and on-voice.

If an audit flags overload or a forced action, resolve toward the gate: the lightest flow that still reaches value.


Common do/don't patterns

❌ Don't✅ Do
Add a tutorial because every app has oneGate first — many apps just need empty-state + contextual tips
6+ static walkthrough screens at first launch≤4–5 screens, or skip the carousel for in-context guidance
Ask every question / request all permissions upfrontMinimum asks; permission priming at the moment of value
Force signup before showing anythingGradual engagement — preview/try first
Explain features before delivering valueFront-load an early win
Block users in the tourAlways skippable, with visible progress
Leave empty/success states blankUse them to teach the first action and reward early success
Keep showing tips after completionTrack state; don't repeat
"Enable all notifications" to maximize re-engagementContextual, justified opt-ins (→ dark-patterns audit)
Ship without checkingHand off to dark-patterns + aesthetics + heuristics + accessibility

Source lessons (Uxcel)

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