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In-app onboarding design: how to welcome a new user

How to design onboarding: when it helps and when it gets in the way, teaching in context, permissions, setup, empty states. With Apple, Android and NN/g advice.

  • Why the best onboarding is often the one you don't notice
  • How to teach by doing, not with “Welcome” slides
  • When to ask for permissions, data and an app store rating
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Five steps to onboarding that doesn't annoy

  1. 1

    Step 1

    Check whether you need onboarding at all

  2. 2

    Step 2

    Break down what onboarding is made of

  3. 3

    Step 3

    Teach by doing and in context, not with slides

  4. 4

    Step 4

    Permissions, the account and empty screens

  5. 5

    Step 5

    Design the first launch and test it with newcomers

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This guide is for you if you

  • Got a “make onboarding” task

    The first thing that comes to mind is three illustrated slides, and you'd like to know whether that actually works.

  • Are making an app case study

    You want to design the first launch so people quickly get to something useful instead of getting lost.

  • Want to go deeper into UX

    You see that onboarding isn't a screen but a first experience, and you want to design it on purpose.

In short

  • Onboarding is everything that helps a new person settle in: teaching, setup, first data. Not just slides.
  • NN/g advises doing without separate onboarding whenever possible and putting the effort into a clearer interface.
  • Teach by doing and in context: a tip next to a feature at the moment it's needed.
  • Ask for permissions when people first use the feature that needs them.
  • First-launch empty screens are onboarding too: explain what will be there and offer the first action.

Five steps to onboarding that doesn't annoy

  1. 1

    Step 1

    Check whether you need onboarding at all

    Nielsen Norman Group defines onboarding as the process of getting users familiar with a new interface through dedicated flows and UI elements. It covers not only teaching but also any necessary setup, and not only the first launch: existing users are onboarded too when new features or redesigns ship. At the same time, NN/g recommends avoiding separate onboarding whenever possible: it costs time and attention, strains memory and doesn't always improve performance. According to NN/g, onboarding is justified when:

    • you can't start without information from the person: for example, a bank needs to verify identity;
    • the app depends heavily on the person's context and preferences: for example, a diet app benefits from knowing their current weight;
    • the main feature is genuinely new and unusual, with no standard patterns for it.

    💡 NN/g's advice: first test the app without onboarding. If people manage, you don't need it. If they don't, start by making the interface itself clearer.

  2. 2

    Step 2

    Break down what onboarding is made of

    NN/g identifies three components that most often appear in mobile onboarding. Each has its own rule:

    • feature promotion (“what the app can do”): NN/g advises against showing it at first launch: the person has already downloaded the app, so these screens feel like marketing and get skipped. They belong on the app store page, or as a tip at the moment a feature becomes useful;
    • customization (language, interests, goals): ask only for what you can't start without. Apple recommends postponing nonessential setup and providing reasonable defaults so most people can start right away;
    • instructions (how to use it): the riskiest component. It's the next step.

    Show your first launch

    You already know your app; a newcomer doesn't. Fresh eyes will quickly show where onboarding gets in the way. People share prototypes and get feedback in the community. It's free.

    Get feedback on your onboarding

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  3. 3

    Step 3

    Teach by doing and in context, not with slides

    Classic onboarding is a few slides of tips before you start. NN/g calls these push revelations: they appear with no link to what the person is doing right now. Such tutorials interrupt, are often skipped, and what they show is quickly forgotten. Apple advises the same: teach through interactivity and, instead of one long flow, offer context-specific tips. What to do instead of slides:

    • a tip next to the feature at the moment it's needed: NN/g calls these pull revelations;
    • a first action instead of an explanation: let the person do the main action right away on safe sample data;
    • if you need a separate tutorial, make it short and optional, and, per Apple, don't show it again once skipped, but keep it findable, for example in settings or help;
    • teach your app, not how to use the phone.
  4. 4

    Step 4

    Permissions, the account and empty screens

    The first launch is when an app most often asks for things. The order of those asks is design too:

    • permissions: Android's documentation advises asking for a permission in context, when the person starts using the feature that needs it, not blocking them, and letting them cancel an explanatory screen. Apple adds: if the app can't work without a permission, explain in onboarding why it's needed and what the benefit is;
    • ratings and purchases: Apple recommends letting people experience the app before asking for a rating or a purchase;
    • the account: if you can show something before sign-up, show it. It's easier to agree once you've seen the value;
    • empty states: NN/g recommends using empty screens to explain what will appear, give learning cues and offer a direct button for the first action.

    💡 Lay out the first launch on paper: each ask is a separate card. For each, ask yourself: “Could I ask for this later?” Move everything that gets a “yes” closer to the moment it's actually needed.

    Not sure your onboarding is needed? Ask the community →
  5. 5

    Step 5

    Design the first launch and test it with newcomers

    A portfolio exercise: pick an imaginary app, such as a habit tracker or an app for swapping books with neighbors, and design its first launch in Figma.

    • define one first useful action: the reason the person downloaded the app;
    • draw the path from launch to that action and count the steps. Every step that doesn't bring them closer is a candidate for removal or postponement;
    • make two versions: one with minimal onboarding and one with tips in context. Link them into a clickable prototype;
    • give the prototype to people who haven't seen your app and a task for the first action. Compare where they reached the goal faster and what they remembered.

    💡 How to build a clickable prototype with transitions is covered in Prototyping in Figma. And show both versions of the onboarding in the community and ask which one people would enjoy more, and why.

You're not alone with these questions

We counted what people ask about most in our community. Learning, portfolios and Figma are the top three. Onboarding shows well how a designer thinks about people.

You're not alone with these questions
Learning and courses938
Portfolio and case studies705
Figma647
AI tools380
Jobs and vacancies314
UX research131

Messages by topic in Spaceberry Community, July 2024 — November 2026. Keyword search.

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Questions and answers

Didn't find your answer? Ask it in the community.

How many screens should onboarding have?

As few as possible. The test isn't a number but a question: can the person not start without this screen? Anything you can explain with a hint at the moment of use doesn't belong in onboarding. Apple recommends keeping required onboarding brief and not making people memorize a lot of information.

Are illustrated “Welcome” slides bad?

Not in themselves, but NN/g advises against feature promotion at first launch: people have already chosen the app, and such screens are often skipped. If you have slides, make them easy to skip and don't show them again. It's usually better to replace them with a first real action that shows the person a result right away.

How is onboarding different from an empty state?

Onboarding is dedicated flows and elements for getting to know a product. An empty state is a regular screen with no data yet. But NN/g recommends using empty states for learning: explain what will be there and offer a button for the first action, so they often replace part of the onboarding.

Is onboarding a good portfolio project?

Yes, especially if you show decisions, not just pretty screens: why you dropped some steps, what you tested with people and what you changed. A strong case study shows a before and after and what you learned from testing with a few newcomers. How to present it: [Designer portfolio](/en/guides/designer-portfolio).

Is the Spaceberry community paid?

No, Spaceberry Community is free. It's run by Spaceberry Foundation, a non-profit organization. All you need to join is a Telegram account. In the chat you can ask questions, share your work for feedback and take part in design games: the same brief for everyone, a deadline and a community vote. Conversations are in Ukrainian.