What a website tour can do β€” interactive gallery

Compiled by the Toutour team through in-depth web research: 32 onboarding patterns, 10 data-backed anti-patterns. Tags also tell you which package each pattern belongs to.

🌐 ηΉι«”δΈ­ζ–‡η‰ˆ ⭐ Toutour, free (MIT) ⚑ Get Toutour Pro

⚠ Interactivity requires JavaScript. If you're seeing this line in a chat preview panel, it means the script has been blocked β€” download this file and open it directly in a browser, and all the demos will come alive.

Whatever can be made interactive, we made interactive β€” every card's dashed box can be played with directly. Tags represent Toutour's stance on each pattern:

FreeMIT open source, use it directly ProBuilt into Toutour Pro, verified by automation AdvisoryProvided as an audit recommendation Won't build

1 Β· Core tour patterns round 1 Β· the standard SaaS-tool playbook

Checklist Pro

Memory decays once the tour ends; the checklist persists across sessions, turning "unfinished setup" into visible progress. Each item can carry a mini-tour as its payload.

Getting started 0/3
βœ“Run the main tour once
βœ“Explore the Design panel
βœ“Invite a teammate

Action-gated Steps Pro

Next-Next-Next passive tours "get finished but never get learned." Action-gated steps lock Next until the user actually performs the action.

Try clicking the button on the left
πŸ‘† Next unlocks only after you complete the action

Welcome Segmentation Survey Pro

One tour serving everyone = wrong for most people. Add one question to the welcome card, different roles get different tours, and the GA4 funnel gets segmented along with it.

What's your role?
Developer Designer
β†’ Tour step 1: wire the engine into your build

Success / Celebration State Pro

Finish a step and get dead silence β€” the user isn't sure "did it work?" Acknowledge, locate, celebrate are three different things; only the last one earns an animation.

Hotspot / Beacon Pro

New features that ship quietly go unnoticed, but users won't sit through the tour again. A pulsing dot is a non-intrusive invitation β€” the explanation only expands once it's clicked.
Already built in: persistent beacons + single-point guidance, capped at 2 per page.

✨ New feature: Reports can now export CSV

JIT Contextual Trigger Pro

Explanations shown at signup are long forgotten by the time they're needed. Help needs to show up right when it's needed β€” only when a user first enters a panel does it offer that panel's mini-tour, once and only once.
Already built in: a first-visit rule engine + stall trigger, with a per-session cap on offers.

Overview Export
Switch to "Export" and see (the offer appears the first time)

Empty State Pro

New accounts are full of blank screens β€” a tour pointing at an empty table is pointing at nothing. The empty state itself is a tour surface: explanation + first-step CTA.
Already built in: available in both the generic and store variants; once real content exists, it retires for good.

πŸ“‚
No projects yet

Progressive Disclosure Design principle

Say everything at once = nothing gets absorbed. This isn't a widget, it's a pacing policy: main tour ≀5 steps, overflow automatically demotes to a mini-tour or a checklist item. Toutour's two-tier structure is itself this pattern.

Main tour (5-step cap)
Demoted to tier two: Export settings ? Advanced filters ? Keyboard shortcuts ?

Tooltip vs Modal vs Slideout Pro

Turn a minor tip into a blocking modal, and what users learn is "see it, dismiss it." Priority determines the container: must-see β†’ modal, element explanation β†’ tooltip, announcement β†’ slideout.

⚠️ Only must-see-level messages deserve a modal
πŸ“£ Announcement level: doesn't steal focus

Permission Priming Pro

A browser permission prompt popping up out of nowhere is almost irreversible once denied. Explain the benefit with your own UI first β€” only call the real API once "Enable" is clicked; "Not now" keeps the right to ask again later.

πŸ”” Notify you when your order ships?

Front-loaded Value Advisory

Filling out your profile first, inviting teammates first β€” that's wasting the user's highest motivation, right when they arrive, on zero-value busywork. Step 1 should produce a "first result"; dump the busywork on the checklist.

βœ— Old order: Fill out profile β†’ Choose preferences β†’ Invite β†’ Create first project
βœ“ New order: Create first project β†’ everything else goes on the checklist for later

Sensible Defaults Advisory

Every decision you force during setup is friction, and most people just accept the default as-is β€” a badly-set default silently defines the product experience. This lives in the customer's form, not in the overlay.

Generation-time audit output:
⚠ #freq has no default (friction)
⚠ #tz defaults to UTC β€” recommend pulling in the browser timezone

Deep-link / Resume Tour FreePro (enhanced)

A tour dies the moment the page changes, and can't be shared. The URL is addressable (support can hand a customer a link that jumps straight to step 3) + it auto-resumes after being interrupted.
The Free engine has startAt and resume() built in; Pro adds named routing across main and sub-tours, welcome-card suppression, and fast-forwarding through action-gated steps.

app.example.com/?tt_tour=setup&tt_step=3

Activation Instrumentation Pro

Tour completion rate is a vanity metric. Activation (the first real value) and time-to-value are what predict retention. The customer declares one aha event, and the event stream carries elapsed time.
Already built in: an event map + a GA4 activation event, carrying time-to-value.

tour_start 1000
tour_complete 620
activation (create project) 410

2 Β· Award-site patterns round 2 Β· guidance without a tour, from Awwwards / FWA

Big finding: the entire award-site design culture almost never uses a spotlight tour. Guidance is woven into the page itself β€” these are "ambient" tours.

P2 Β· Scroll hint / false-bottom fix Free

Below a 100vh full-bleed hero there's no hint of continuation, so it reads as "that's the whole page" β€” the false-bottom effect kills exploration. Fix: expose half a card plus an arrow that disappears. The #1 ailment of vibe-coded sites.

HERO full-bleed title
Feature intro
Scroll and see β€” the arrow disappears after the first scroll
βŒ„

P1 Β· Preloader narrative Partly planned

The load wait is unavoidable anyway, turn it into the first beat of brand narrative β€” name, a one-line positioning statement, a progress count. Different from a skeleton: a skeleton previews the layout, a preloader narrative delivers a message.

TELA AUREA LABTurn the site into a guided experience0%

P3 Β· Cursor as guidance Desktop only

When the cursor nears an interactive zone, it becomes the instruction itself (drag / hold / view pill). A tooltip speaks once and disappears; a cursor label re-teaches every time you get close.

Move your mouse in here (touch devices fall back to a static hint)
Drag

P4 Β· Gesture rehearsal cue Situational

Describing a motion in words is the worst way to teach it. The game industry's answer: demonstrate the motion itself β€” a ring fills in as you hold, a drag handle wobbles toward the direction.

Hold Hold for 0.8s β€” the ring tells you how long to hold

P5 Β· Sound consent gate Situational

Before an audio-driven experience starts, give an explicit choice first: sound on / off. Browsers already block autoplay anyway β€” turn a technical constraint into an orientation moment.

P6 Β· Escape-hatch rule Free + Pro rule

Every entrance animation needs two escape hatches: a visible skip button + an automatic static version under reduced-motion (vestibular disorders, ADHD, power-saving mode). This isn't a feature β€” it's the pass bar for everything you ship.

Your system currently Detecting…
Every animation on this page is gated behind prefers-reduced-motion β€” flip it in your system settings and watch the arrows and pulses all stop.

3 Β· Game-industry patterns round 2 Β· the deepest tutorial tradition

Players quit within three seconds of confusion, and there's no sales rep to call and win them back β€” so the game industry has spent forty years honing "the tutorial that doesn't feel like one."

P7 Β· Safe first screen (the 1-1 principle) Advisory

The classic platformer's first level: flat ground, one slowly approaching threat, jump is the only move you need β€” the layout itself makes the correct behavior the natural behavior. Web translation: the first screen carries exactly one primary action.

βœ— First screen
βœ“ First screen

P8 Β· Capability gate (event verification) Pro

A step beyond level-gating: completion detection switches to real app events. "Add your first product" completes the moment a product_created event fires β€” done yesterday, done in another tab, done before the tour even started, it all counts. Order doesn't matter, and the tour never breaks just because the user went off-script.

βœ“Add your first product

P9 Β· Ambient salience nudge Pro

Games use light and color to pull your eye toward the right path β€” no arrows needed. Web version: no modal, no tooltip β€” just make that one target pulse while everything else desaturates slightly. Most guidance moments only need to point at one thing.

P10 Β· Stall-detection prompt Pro

The trigger isn't "page load" β€” it's hesitation. The relevant screen is open, the expected step hasn't been done, mouse and keyboard have sat idle for N seconds β€” only then does a prompt appear. Help with precise timing reads as smart; help that pops the instant the page loads reads as an ad.

4 Β· Commerce-only patterns round 2 Β· shoppers don't take tours

The store's aha moment is "an anonymous visitor completes a purchase" β€” SaaS-style tours don't translate here. These patterns hide the tour inside the purchase flow itself.

E1 Β· Personalized quiz Pro

A 3–7 question branching quiz whose answers map directly to a filtered product set. For a store, this is the tour β€” you learn the catalog's decision dimensions while answering. A commercialized version of the segmentation quiz.

Looking for what kind?
Camping Hiking

E2 Β· Size finder Pro

Apparel's first friction point is size uncertainty β†’ returns. Two or three inputs on the PDP, look up a table to output a suggested size. No ML needed β€” a size chart is enough.

Heightcm Weightkg

E3 Β· Shopping guide wizard Pro

"What room? What's the budget?" β€” a faceted filter turned into questions. Shares 80% of its skeleton with E1, but stateless: outputs a filtered URL, doesn't store a profile.

Same component as E1, payload swapped for filter parameters β€” saves a build.

E4 Β· Guest-first checkout Advisory

The best onboarding is tearing down a wall. Push account creation to the order-confirmation page β€” for someone who already paid, that's just one extra password field. Baymard: forced registration before checkout is a self-inflicted top cause of cart abandonment (roughly 24–35% across survey waves).

βœ— Browse β†’ Register first β†’ Checkout
βœ“ Browse β†’ Checkout β†’ confirmation page "Set a password to save your order?"

E5 Β· Search-as-tour Platform-dependent

autocomplete suggests scope ("running shoes β€” in men's / in women's"), users learn the catalog taxonomy while typing. A tour can only point at the search box once; autocomplete teaches on every query.

E6 Β· Zero-results rescue Pro

The page where nothing turns up is the most common dead end. The rescue version: keep the query editable, show best-sellers and nearby categories, and log the query for the store owner while you're at it.

E7 Β· Honest first-purchase offer Pro

First-purchase discount popups work (vendor benchmark ~2.4% vs ~1.7%), but the variables decide whether it's a tour or an ambush: a 6–10 second delay or exit-intent trigger, a genuine one-time code, a frequency cap, a decline button that doesn't shame the user.

🎁 10% off your first order β€” WELCOME10
The decline button just says "No thanks" β€” not "I don't like saving money"

E8 Β· Red-envelope social loop Won't build

Chinese ecommerce fuses acquisition, activation, and referral into one loop (new-user pricing, cash red envelopes, unlock-by-inviting) β€” the most aggressive onboarding on the planet. The only cleanly portable idea: a new-customer-only, clearly-stated concrete benefit β€” everything else needs backend economics plus fraud prevention, and slides fast into manipulation.

Listed deliberately β€” "consciously not building this" is different from "never thought of it."

5 Β· Anti-patterns proven harmful at platform scale β€” the list a generator should refuse to build

Free already flags these ten patterns during analysis (with the figures below); Pro goes further and refuses to generate the harmful patterns, and hands you a guardrailed alternative component instead (honest offers, zero-results rescue, etc.). Most tools generate more overlays β€” few tools refuse to generate the harmful ones.

1 Β· App install interstitial β€” Google's own field test: only 9% tapped through to the store, 69% abandoned the page outright; switching to a small banner raised mobile site daily actives +17%, with install volume barely dropping (βˆ’2%).
2 Β· Forced registration before checkout β€” Baymard: about 1/4–1/3 of cart abandoners name this as the reason; 42% of sites still insert an account question mid-checkout.
3 Β· Upfront tutorial card set β€” NN/g's original quantitative study (70 participants, between-subjects design, 4 iPhone apps): the group that saw the tutorial cards rated post-hoc usability (SEQ) lower: 4.92 vs 5.49 for the group that skipped it (p=0.047). No significant difference in success rate or completion time β€” the tutorial's only significant effect was making the app feel harder to use. Source: Kendrick, "Mobile Tutorials: Wasted Effort or Efficiency Boost?" (NN/g, 2020)
4 Β· Fake countdown / fake stock β€” a countdown that resets, "only 3 left" with no stock fact behind it. BEUC has already filed complaints over this kind of mechanism, and EU consumer law increasingly treats it as an unfair commercial practice. Generator rule: a countdown must be bound to a real expiry timestamp β€” refuse any request for an evergreen countdown.
5 Β· Casino-style rewards (spin wheel, shake-to-win) β€” works at Temu's scale; a small store just imports gambling psychology and regulatory risk. Excluded outright from the generator's vocabulary.
6 Β· Instant popup (<5 seconds) and stacked popups β€” even the popup vendors' own data says the sweet spot is after 6–10 seconds or on exit-intent. Generator enforces a minimum delay plus at most one popup at a time.
7 Β· Confirmshaming ("No thanks, I don't like saving money") β€” erodes trust at the exact moment it's forming. The decline button copy is hardcoded to neutral wording β€” not exposed for templating.
8 Β· Unskippable animation / no reduced-motion β€” vestibular harm plus WCAG 2.2.2/2.3.3 exposure. P6 is the pass bar for every output.
9 Β· Zero-results dead end β€” see E6; "check your spelling" is not a way out.
10 Β· A tour that breaks the moment you go off-script β€” users skip around, have already done this before, and the scripted tour just gets stuck. The structural fix is P8 (completion determined by events, not click choreography).

References each entry verified 2026-07-31, with trust grades

Independent peer review (peer-reviewed)

Β· Andersen, E., O'Rourke, E., Liu, Y.-E., et al. (2012). The Impact of Tutorials on Games of Varying Complexity. CHI 2012. doi:10.1145/2207676.2207687 β€” A/B experiment with 45,000+ players across 8 tutorial designs: tutorials were only effective for the most complex products (playtime up to +29%), with no significant effect for simple interfaces.
Β· Agrawal, Y., Carey, J. P., Della Santina, C. C., et al. (2009). Disorders of Balance and Vestibular Function in US Adults. Arch Intern Med 169(10). PMID 19468085 β€” 35.4% of US adults aged 40+ have vestibular dysfunction (NHANES, objective balance testing); the accessibility basis for reduced-motion.

Independent industry research (independent-industry)

Β· Kendrick, A. (2020). Mobile Tutorials: Wasted Effort or Efficiency Boost? Nielsen Norman Group. nngroup.com/articles/mobile-tutorials β€” n=70 between-subjects experiment, 4 iPhone apps: card-tutorial group SEQ 4.92 vs skip group 5.49 (p=0.047); no significant difference in success rate or time.
Β· Baymard Institute. Cart Abandonment Rate Statistics. baymard.com/lists/cart-abandonment-rate β€” meta-average abandonment rate of 70.22% across 50 studies; "requiring account creation" accounts for 18% in the current abandonment-reasons survey (earlier survey waves were 24–26%; cite the year when quoting).
Β· NN/g qualitative series (design principles, no quantitative figures, directional only): Instructional Overlays and Coach Marks Β· Onboarding Tutorials vs. Contextual Help Β· Mobile-App Onboarding

First-party / vendor-reported (vendor-reported β€” read for direction, not as precise values)

Β· Morell, D. (2015). Google+: A case study on App Download Interstitials. Google Webmaster Central Blog. developers.google.com/search/blog β€” the interstitial saw only 9% tap install and 69% leave immediately; after switching to a small banner, mobile-site daily actives rose +17% while installs fell only βˆ’2%. This is self-disclosure against the vendor's own prior approach, so bias is relatively low.
Β· Userpilot (2024). User Activation Rate Benchmark Report. 547 SaaS companies, average activation rate 37.5%
Β· Userpilot (2024). SaaS Product Metrics Benchmark. 188 B2B companies: checklist average completion rate 19.2% (median 10.1%)
Β· Chameleon. Product Tour Benchmarks. 15,000,000 tour interactions β€” average completion rate approximately 30%; 3-step tours 66%, tours over 5 steps drop below 50%; user-initiated triggers (67%) far outperform automatic pop-ups (31%).

Trust grade key: peer-reviewed is the highest trust; independent-industry has no conflict of interest from selling tour tools; vendor-reported samples come from the vendor's own customer base and carry selection bias, noted where cited. Pattern names are common industry terminology; all prose on this page is original synthesis.

Β© Toutour Β· telaaurealab.com β€” Free MIT open source (engine + scroll hints + anti-pattern warnings); Toutour Pro includes finished code and Playwright verification for all cards marked "Pro".