If someone opens my videoconferencing product 98% of the time it's they've got a scheduled call to join within the next 20 seconds. They're not going to be late for their meeting so they can read my release notes.
If someone opens my PDF viewer, 99.9% chance they want to view the PDF they just opened. Very rare someone opens the PDF reader because they're just having a look around to see if there are any interesting new features.
If someone opens my virtual whiteboard product, 95% chance they're in some sort of sprint review meeting and they want to write some virtual post-it notes right now. A tour isn't what they need.
If someone opens the ticket management product, or the expense report filing product, or the music playing product... you get the picture.
Just a couple examples offhand..
Discord (constant tooltips covering the screen to harass me to try "Nitro", or some new AI BS I am never going to even remotely consider trying)
Miro ("Sign in with Google" modal in the top right, "CANVAS 26" conference signup site stripe covering the top of the screen, frequent "What's new" modal covering the entire app, "How likely are you to recommend this product or service to a friend or co-worker?" net promoter score survey covering the bottom of the screen, which makes zero sense whatsoever as an enterprise user)
JIRA ("Try dark theme" tooltip covering the top right of the page)
Figma ("Reconnect with Community" tooltip covering some content on the left)
Popups are a great way to get your content ignored.
Yet onboarding is the holy grail of corporate products (maybe coz it feels like powerpoint presentation of the whole product?) and the holy grail of marketing brainwashing - carefully composed sequences of known psychological tricks and manipulations to "convert" people.
P.S. I'm not sure these floating tasks lists are much better. They always feel like unnatural pressure into something you don't need to do, aka. hardsell again. I came to the product to solve my tasks, not yours.
Too bad I didn't get to work there for long but I loved their stance that everybody should personally make safety the first priority, not just because the company requires you to do so but because your safety really is your priority.
So yes, this was before 2014 but I still think these kind of "training" and feedback should be a two way street, not a series of next I have to press to get the software to shut up.
after that its determining how people to digest info, some like docs (me), others want to sit thru a video, others NEED a person to guide them in person, some like tooltips, checklists, etc.
i'm not saying you need to litter your app with this stuff, but i don't think there is some magical UX pattern that always works.
It’s a great article, thanks!
Because I want you to leave me the fuck alone.
... which incidentally always have a skip button.
Sorry but in many startup cases it's by design. See: got a KPI increase (email is collected), but as the user left there's no AWS resource usage! Profit!
Why most ads on Youtube gets get skipped
etc etc
I HATE that. Let me play with the toolset you give me "in the field". Don't interrupt my fucking game/workflow to show me the feature of the moment YOU want me to use right now. (For applications software in 2026, this is likely to be some stupid AI integration.)
but this time, make apps actually respect it :)
Or better: tie it to an OS-level screen-reader AI that explains what's what's on the spot.
I'd go even further. If someone opens your product, they don't care about anything in your release notes as long as they are still able to join the call. Not only does nobody care about the new background effects etc. right then, they probably don't care about them at all. Maybe if someone discovers the feature and uses it, they might hunt around for it before the next meeting, but probably by the time that meeting comes around they'll be busy then as well.
More generally, most people don't care about 90% of the features of a product, just that it lets them do the one thing they need it to do, as soon as possible. If it isn't obvious how to do that one thing, making that obvious is more important than a product tour explaining it.
Imagine you walked into a convenience store and the owner was like "Hey you need to take the tour first!"
I've got a task to accomplish, I wasn't just sitting around with nothing to do.
Imagine you get in your car to drive to work, and the dashboard displays a pop-up that tries to show you the latest feature. No!
Incremental games do an amazing job at this (things like Universal Paperclips, A Dark Room, etc); parts of the game are revealed to you as you need them and it's often a fun surprise. I don't think the same thing is directly applicable to productivity apps, but I wonder if something could be taken from the pattern.
This is timely -- I'm coding an app at the moment and had the fleeting thought that "hey I should do a new user onboarding tour thingy" and then remembered that in general I skip them, so I havne't made one :)
On the other hand, I think it's interesting to compare the dislike in these comments (and elsewhere) to "RTFM" culture. What's the primary difference? That you can read the manual or use the product at your discretion? e.g. `ls` doesn't forcefully open the man page when you run it for the first time?
(I'm aware of the goomba fallacy and that these are likely two different groups of people - I still think it's interesting!)
The best UX is using obvious and standard design, plus a searchable menu / command palette.
It's a writing reviewer app, and the landing page is the product. It's literally a document with a critique. You can write in it, use the editor, even delete the whole page.
I always skip tours, but I think this kind of thing (if your product can support it) is much better. Then again, this isn't so much a "you've logged in, now let us teach you how to use this product" as a "welcome, here's what this product does".
And the other reason is because most users probably have day jobs and need to get something done.
In the US engineers don't get that ring and they implement product tours.
Atlassian is particularly enraging, especially if you're dealing with setting up "new" accounts. I've worked with your shitware for a decade now, I know how it works, DO NOT FORCE ME TO MAKE TEN CLICKS TO GET RID OF A FUCKING INTRO.
Rather, invest your time into a good, logical UI and, most importantly, good AND CURRENT documentation.
Never understood why they don't propose the update when the call has ended.
I can't think of a single time I've looked at a product tour and thought "well, I'm really glad they told me that, I never would have figured that out.
What the product tour I think often misses is that people don't want to learn your entire tool at one time.
They came to do one thing, that one thing needs to be brain dead simple.
Over time, you can show people what else they can do. But a product tour isn't the way to do that.
I think progressive UIs where you expose more and more to the user over time is the way to go.
If you're thinking "but I have so many features and capabilities this person needs" you probably haven't identified what the one thing people are paying you for is.
"Did you know that in California all gas stations are required to provide you with free air and water for your car?"
Not only do I close the page but I typically lose interest in whatever I may have wanted to do on that page in the first place, and generally just put my phone down or close my laptop and do something else.
The web basically died several years ago for me. It was fun while it lasted.
I've also noticed blocking consent/informational banners of sorts when connected to a US VPN becoming more popular
For those an ingame encyclopedia and/or external wiki is a much better solution.
Plus, there's no way I'm going to remember whatever the tour tells me by that time anyway. To actually learn the product you need experience to lock in what the manual says
Correct, yes.
1) Push vs pull. As you identified, ls doesn't stop you from doing the thing you wanted to push the man page on you when you don't need/want it. ls just does the thing you ask. man also just does the thing you ask. The product tour is a sign that the developer doesn't understand consent and is trying to get the user to do what the developer wants, not what the user wants.
2) It's infantilizing. The product tour assumes the user doesn't know what they want, and doesn't know how to RTFM to learn how to do the thing they want to do. It treats the user as having no agency.
2.5) It's a tacit admission that TFM sucks and R-ing it isn't a productive use of your time.
* Creation programs (image/video editors, 3D rendering... hell, even a slides program or an IDE). Doesn't mean I won't dismiss them sometimes anyways, but these are tools that often I do want to get an initial idea how to use, that I have allotted some time to play around with, and that are sufficiently complex that a tutorial is justified. These are also places were I can spend 2-5 minutes learning the basics of the tool, because whatever I am about to do with it is going to take the next few hours anyways.
* Videogames (i.e. the tutorial). For very similar reasons to the above ;)
Also, this is always on first install. Getting a tutorial on update for an authoring tool (and to a lesser extent a game) is far less likely to be welcome.
Browsers are especially notorious for this. When I get a tour for a new feature, it's almost always just some new, tacked-on junk to disable. "Check out our bundled VPN", "Use Copilot to shop for socks", "You now have more privacy choices" (meaning we opted you into some invasive data-collection feature). I just want to browse the internet.
Guided tour does have its place where the product is a workflow, a platform offering, has bunch of features and you want to introduce the feature to them.
If you are paying 10-25k USD per year, you expect some onboarding specialist who gives instructions on integrating ACH and payroll systems etc. It is very common for non-technical folk to hop on a onboarding call.
People often try to automate that as it is expensive, but i think people prefer that human touch esp. when you are paying alot of money.
But they are so common, i don't know who designs them and makes me feel like 5yo.
You gotta understand, people will use the product you made, in a way that makes sense to them, not according to your devised "one way". And that's fine because it allows user to own his workflow using your product.
I like the "checklist" and "load sample data" approach better.
This is primary reason perhaps why my apps are growing fast.
They'll be reintroduced under a new name in a decade or two with endless self-congratulation. Same as physical car controls.
Here's a solution off the top of my head: have a dedicate "info" button at the OS level. Holding the button disables normal interaction, highlights all inspectable elements, and allows you to click on each one for a description. Like "inspect element" in the browser.
(FWIW, I'm not aware of any country where it's common for software folks to wear one)
Oftentimes it's less jarring to have an invisible tutorial though (a level made to exploit the new gameplay element / feature). But it depends on what you want the user to learn and the type of videogame; I don't mind a guided tour in more strategic games (RTS, turn by turn RPG, ...).
Raising the visibility of something, or pointing an arrow at it is fine, but don't dim and block the rest of the UI immediately because I might need it for context to understand what the hell you want me to click next and why. If I can't do that, then it's just a forced speedrun of 20 steps that I will immediately forget.
It feels like many of these forgot that the point is to teach for the future, not to boost extremely short term interaction metrics. Showing (much less a single time) is not usually enough to teach, you need to establish context so they understand why instead of just what, and generally offer repetition.
It feels like vendors just tack on the first thing that pops into their head. How do we tell users about the new feature? Pop-up dialog! That should work.
Because their goal metric is number of tasks closed/features delivered (and this counts as one), not customers satisfied.
Plus, social parroting - a misconception that if it's popular and everyone does it it "can't be wrong".
You've got to think and care deeply about what you're creating while at the same time understanding it's of approximately zero interest to those who you're building for outside certain key moments of interaction. Try to just nail those as much as possible and beyond that, get out of the way.
I think this is the core of good design, that things make sense, are nice, and well explained to the point they are even fun to discover and explore when you care to go looking for them. If you don't care to, they're invisible and out of your way.
Don't get in my face when I'm trying to get task done. Ain't nobody got time for that!
If you want to learn how to better teach new users about your product, GDC talks about video game tutorials are one of the best resource you can find
Often these are the product managers building follow-on features that don't get the usage they want. Users aren't using them, but monthly usage is the currency of so much PM work that they have to try to draw attention to it.
It’s why Windows feels like multiple different companies desperate for your attention, with internal adverts begging you to look at their new feature. Because that team needs people using it to look good on the analytics.
Vs a company like Apple which seems to operate at a higher level, they don’t care if you use iMovie or not, it’s there if you want it but they aren’t going to push every individual feature on you.
This is a really cool idea. Agreed! Wish something like this actually existed.
Instead add the killer feature: a feature search box ala Google Docs.
maybe if you're a video editor coming from years within the field, the metaphors make sense? for me, having mostly done audio stuff, it was a bit of a journey.
i dont think an onboarding thing would be the solution, though
Worse yet, sometimes these tours seem to be a band-aid for an unintuitive UX. If usability was the priority, I'd discover new features on my own.
So many programs still don't have a feature where yoy can just search for the menu option you need rather than going through 10 menus.
Apple really doesn't care how apps are used, Radar issues go untouched for several releases.
EDIT: missing "management".
To name one: if you ever connect any headphones with media controls and you accidentally press one of them while no media is playing, it will open up Apple Music. Its convoluted to stop that behaviour.
Its not as bad as Microslop but it does exist.
Some people don't know how to operate a TV remote controller, unless it has 1 or 2 buttons.
It's protection against the frustration that a few experience: ultimately unable to use a thing or jam it. At the expense of the majority bugged by mild distraction.
First thing I do in a new app or new web service is click all the stuff, try and get a lay of the land and understand the UI metaphors. It's much harder to do if there is a twee, condescending guided tour "hyuck hey there champ didja know the gear icon that says Settings next to it is where you can change some settings?" stopping me from doing that, and names hidden behind hover popovers and crappy monochrome SVGs of....shapes to serve as icons.
I am very unlikely to need every part of every tool, app, or service I use. I need to do one thing with it right away, and I need to find my way there and experiment to see how it works. I don't give a shit if I can have it waft my farts if I'm trying to compress a gif or something, the fart-wafter button just needs to be clear so at a time when I go "huh what does this do" I can figure it out non-destructively to see if I'm interested. If you need a big popup saying "We just added the Fart-Wafter! Want to know how to find it?", you've failed, utterly.
The other side though is sometimes even more important it's what this thing does as a high-level introduction so you can understand all the things you're supposed to be able to do depending on the software this is some sometimes not obvious and that explanation can be really helpful to understand all the things you're supposed to be able to do and thus plan to use all those features.