There seems to be something being missed in this thread with the back and forth of effective tutorial screens: What if we created UX that didn't require explicit hand-holding? I'm sounding snarky I'm sure, and maybe that's because this is kind of a snarky comment, but as someone who makes mobile apps for a living it's a position that is surprisingly infrequently considered. Yes, I know it will look really cool, but d…
Completely agree here. I think the main theme of that section being "Don't over-educate users" if you can reach for high engagement and conversion rate without overlays, arrows, etc. then that's the way to go. It's great to design the experience at the outset to not need the tutorial screens. And then test into the possibility of including them anyways. One "in-between" possibility would be to have something similar…
Sure, but I'd still argue that 95% of the time you're still negotiating the degree of failure.
Honestly, the times I've been able to exert enough force on a project, we have always come out with a better, more refined, and clearer design that required no tutorials whatsoever.
5% of the time, user confusion comes from the fact that you're doing something truly new and groundbreaking and that the user will simply have to learn it somehow.
95% of the time, your design simply isn't good enough and you haven't iterated enough on it, or you have a tolerance for convention-breaking that is poorly-justified in the context of your app.
Mobile devs (me sometimes, too) have an annoying tendency to think they are in the 5% category all the time. My challenge to people is to accept that almost all of the time when users can't figure out your app, the solution isn't user education, it's to un-fuck your design.
[edit] I just read your post more carefully...
> "It's great to design the experience at the outset to not need the tutorial screens. And then test into the possibility of including them anyways."
Wait what. That seems entirely unreasonable. If you've designed an experience that is intuitive and requires no tutorial screens, you want to include them anyways?
Am I reading your post wrong?
Tutorial screens and mechanisms are never a good thing. They can (rarely) be justified as a necessary evil, but at no point are they actually good, and at no point do they make your UX better. A well-designed tutorial is simply less awful than a poorly-designed tutorial. Both scenarios are categorically worse than simply not needing a tutorial.
Note that I'm drawing a distinction between onboarding and tutorials - one introduces the user to the product, the other introduces the user to the UI. Onboarding (like, say, an online dating app helping you import your first photo so your account is even marginally useful) is entirely legit, tutorials aren't. The screenshots provided in the original article are tutorials, not onboarding.