6. Prior experience and skills
Gili ZeeviNear PrivmanSimon Reisman Tamar Abrahams
PO PO PO PO
UX designUX designUX design
Branding DEV
DEV
BusinessBusiness
No experience in commercial
games
7.
8.
9.
10. Virtual Stores
Game Mechanics
AdsCross Promotion ChatReplay
FB integration Push NotificationsSession ListsInvite friend Random Player
Game Server
State management
Real Time Communication
Persistent Data Store
Analytics
Cross Platform Client Side
23. Onboarding?
• The process of increasing likelihood that new
users become successful in adopting your
product.
• Onboarding / First Time User Experience
(FTUE) / Initial user activation
54. Reward them for putting the effort.
• Reward them for
fulfilling “requirements”
(connecting their FB,
Approving push
notifications, etc…)
• Reward them for
completing the tutorial.
Users are greedy bastards
55. Reward them for putting the effort.
• Reward them for
fulfilling “requirements”
(connecting their FB,
Approving push
notifications, etc…)
• Reward them for
completing the tutorial.
Users are greedy bastards
56. Reward them for putting the effort.
• Reward them for
fulfilling “requirements”
(connecting their FB,
Approving push
notifications, etc…)
• Reward them for
completing the tutorial.
Users are greedy bastards
60. Track as much as you can, analyze the
data, and act based on insights.
61. Summary
1. The user needs to understand what's cool in the
game as soon as possible.
2. The tutorial should be as playful as the game.
3. User a coach/mentor character, it helps guide
the user and builds a narrative for the
onboarding experience.
4. Avoid Overwhelming the user. Divide the
teaching as much as possible, and highlight the
important.
5. Allow the users to safely fail.
62. Summary
6. Design the experience to allow the user to
succeed.
7. Delay “requirements” as much as possible.
8. Reward the user for his effort.
9. The tutorial never ends. Keep introducing
new content and features with a tutorial
10.Track as much as you can, analyze the data,
and act based on insights.
Gem snatching battle! An async turn-based duel between 2 player who fight for resources. Each turn the player can aim and shoot his loony, as in billiard and try and collect as possible. The player should also plan his move carefully to end it in a safe location, if not the other player can steal his gem and emerge victorious.
Dynamically change the training arena, based on their performance to make sure they complete it.
Script the first turns of the AI so that even less skilled users can feel a sense of achievement.
Dynamically change the training arena, based on their performance to make sure they complete it.
Script the first turns of the AI so that even less skilled users can feel a sense of achievement.
Dynamically change the training arena, based on their performance to make sure they complete it.
Script the first turns of the AI so that even less skilled users can feel a sense of achievement.
Don’t force users to connect with Facebook and remind them again later when they understand the value of it.
Don’t force users to be connected during the tutorial if they don’t have to.