Page 1
Onboarding: “Loonies" case-study
Gili Zeevi
Page 4
Team
Gili ZeeviNear PrivmanSimon Reisman Tamar Abrahams
Page 5
Stix reinvents the multiplayer experience for the mobile generation.
Page 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
Page 10
Virtual Stores
Game Mechanics
AdsCross Promotion ChatReplay
FB integration Push NotificationsSession ListsInvite friend Random Player
Game ServerState managementReal Time CommunicationPersistent Data StoreAnalytics
Cross Platform Client Side
Page 14
Activation (Experiment 1)
Launched Completed Tutorial FB Connected Finished a turn
100%
48%
26%21%
Page 16
Activation (Experiment 1)
Launched Completed Tutorial FB Connected Finished a turn
100%
48%
26%21%
Page 17
Activation (Experiment 3)
Launched Completed Tutorial FB Connected Finished a turn
100%
80%75%
65%
Page 18
Retention (Experiment 1)
Day 0 Day 1 Day 3 Day 7 Day 14 Day 28
100%
22%
9%3% 1% 0%
Page 19
Retention (Experiment 3)
Day 0 Day 1 Day 3 Day 7 Day 14 Day 28
100%
42%
27%
11%4% 3%
Page 22
Onboarding learning's
Page 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
Page 24
The user should experience flow.
Page 25
1. The user needs to understand what's cool in the game as soon as possible.
Page 30
User personalization as the first step
Page 31
First sessions with AI
Page 32
First sessions with AI
Page 33
First sessions with AI
Page 34
First sessions with AI
Page 35
2. The tutorial should be as playful as the game
Page 36
Unlike these examples…
Page 37
Unlike these examples…
Page 38
3. Use a coach/mentor character
Page 39
helps to guide the users,
Page 40
And can create a narrative to the the onboarding experience.
Page 41
4. Avoid Overwhelming the user
Page 42
Divide the experience as much as possible.
Page 43
Divide the experience as much as possible.
Page 44
And highlight the important.
Page 45
5. Learning is failing
Page 46
Allow the users to safely fail.
Page 47
Allow the users to safely fail.
Page 48
But don’t forget to set the stage for the user success.
Page 49
But don’t forget to set the stage for the user success.
Easy to reach rival
Page 50
But don’t forget to set the stage for the user success.
Page 51
7. Delay “requirements” as much as possible.
Page 52
Delay “requirements” as much as possible.
Page 53
8. Reward the user for his effort.
Page 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
Page 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
Page 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
Page 57
9. Keep introducing new content and features with a tutorial
Page 58
The tutorial never ends.
Page 59
10. Tracking and analyzing user-data is priceless.
Page 60
Track as much as you can, analyze the data, and act based on insights.
Page 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.
Page 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 tutorial10.Track as much as you can, analyze the data,
and act based on insights.
Page 63
Thanks for you time.