Using Data To Design Onboarding: Martin Jurasek - Pixel Federation
Using Data To Design Onboarding: Martin Jurasek - Pixel Federation
BUYING SHIPS
DISPATCHING SHIPS
Therefore cognitive
overload is reduced
5. WE’re DONE AND
READY FOR SAIL!
???
???
???
???
???
???
Usability > 100% accurate Realism
Old rule - “Realistic”
Once the player buys a new ship and has empty slots in his fleet, purchased ship
strats sail to the port from the right side of the screen
Once the player buys a new ship and has empty slots in his fleet, purchased ship
shows immediately in the port
OLD NEW
???
69% of
purchased ships
were sent
REDESIGNED
Interaction
85% of
purchased ships
were sent
Many MANY MORE DETAILS improving FTUE
Retention chest
Sawmill PRODUCTION
Problem:
Solutions:
● Reduce travel time to Small Town -> more interaction with ships
● Redesigned map areas to create more exploration zones -> more mini goals
for player
● Moved exploring to earlier stages of the game -> early game curiosity
● Add treasure chest destinations on the map -> More rewarding experience
NO GUIDE WITH GUIDE
SO WHAT DOES THIS MEAN?
v
Hello?
TODAY’s Takeaway:
tl;dr
GUIDE mechanic
NPC triggered by various events at
the beginning of the game.
Mechanic is robust and usable in
later stages of the game as well.
now for “tutorial”
GUIDE’s purpose:
5 rounds of iterations
GUIDE LAUNCH -> A/B TEST
NO GUIDE WITH GUIDE
NO GUIDE
YES GUIDE
WITH GUIDE
YES GUIDE
DIFFERENCE
YES GUIDE
SHIPS DISPATCHED AFTER PURCHASE
v
WITHOUT
WITH GUIDE
GUIDE
85% 96%
THANK YOU!
QUESTIONS?
MARTIN JURASEK
UX Game Designer
[email protected]
https://www.linkedin.com/in/jurasekmartin
www.pixelfederation.com