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 do you really need to break platform conventions (that users have already spent a lot of time learning) just for your one thing?
Maybe instead of pointing an arrow at a hamburger button and telling the user what's under that button, we should consider something less insanely vague and useless as the hamburger button?
Having built a pretty large number of apps so far, my position right now is: if you find yourself building a tutorial screen/mechanism, you have already failed, and the only good you're doing for your UX now is controlling the degree of failure between "mild" and "utter".
My experience with tutorial screens - not just on the implementation and UX side, but also where they seem to come up during the product development process - suggests that they are at least a bit cargo-cult-y. People suggest them because other apps have them and it's at least a superficially sensible thing to do.
A lot of projects start with the fundamental premise that tutorial screens will be necessary, and when these projects inevitably run into conversion/completion barriers because of the tutorial screens, attempts to mitigate rarely involve completely removing the screens. It's as if the presence of tutorial screens is fundamentally non-negotiable.