BBMM Technologies
← All articles
6 min readonboarding, product-design, ux, states

Designing for First-Run Versus Returning Users

By Maksym Bardakh · Co-founder & President

In short

A first-run user needs orientation; a returning user needs to get out of their way. Designing for both means treating them as distinct states rather than designing one interface for an average user who does not exist. First-run guidance should be prominent but temporary, fading as competence grows, so the interface that helps a newcomer does not become clutter that slows a regular.

Two users, one screen

The same screen is seen by someone opening the product for the first time, who needs to understand what to do, and by someone who has used it daily for a year, who knows exactly what they want. These two have opposite needs. The newcomer benefits from explanation, prompts, and guidance. The regular finds those same elements an obstacle between them and their goal. Designing a single interface for an imagined average user serves neither well.

The better frame treats first-run and returning use as distinct states the same surface moves through, rather than as a compromise to be split down the middle. The interface should present the guidance a newcomer needs and then let it recede as the person no longer needs it.

Guidance that fades

First-run guidance should be prominent when it is useful and absent when it is not. Tips, prompts, and explanatory text that help on the first few uses become noise once the person has learned the pattern, and an interface that keeps showing them treats every returning user as if they were new. Guidance that fades, triggered by first use and retired as competence is demonstrated, keeps the help available exactly as long as it serves.

  • Show orientation prominently on first use, when it is genuinely needed.
  • Retire guidance as the person demonstrates they no longer need it.
  • Never make first-run help a permanent fixture for returning users.

Respect the returning user’s fluency

The returning user is the one who matters most over the life of the product, because they are the one who stays. Their experience is degraded by anything that assumes they are still learning: re-explaining what they know, prompting them through steps they have automated, or cluttering the path they take many times a day. The design should let a fluent user move quickly and quietly, with the scaffolding that helped them begin gone from view.

An interface optimized for the first five minutes at the expense of the next five years serves the wrong user. First-run design should help the newcomer become a fluent regular and then get out of that regular’s way.

Key takeaways

  • First-run and returning users have opposite needs on the same screen.
  • Designing for an average user who does not exist serves neither well.
  • Treat first-run and returning use as distinct states the surface moves through.
  • Make first-run guidance prominent but temporary, fading as competence grows.
  • Respect the returning user’s fluency by removing scaffolding they no longer need.

Frequently asked questions

Why design separately for first-run and returning users?
They have opposite needs: newcomers need orientation, regulars need it out of the way, and a single average-user interface serves neither well.
What should happen to first-run guidance over time?
It should fade, prominent on first use when needed and retired as the person demonstrates competence, rather than remaining a permanent fixture.
Which user matters most over a product’s life?
The returning user, because they are the one who stays, so the interface should help newcomers become fluent regulars and then get out of those regulars’ way.

References

About the author

Maksym Bardakh

Co-founder & President

Maksym is a software engineer and product strategist focused on executive-function and behavioral system design. At BBMM he leads product direction across Flowo, TextPack, and Pillow, working at the intersection of human cognition and durable interface design.