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Onboarding: “Loonies" case-study Gili Zeevi
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Page 1: Onboarding - Lessons Learned

Onboarding: “Loonies" case-study

Gili Zeevi

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Team

Gili ZeeviNear PrivmanSimon Reisman Tamar Abrahams

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Stix reinvents the multiplayer experience for the mobile generation.

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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

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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

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Activation (Experiment 1)

Launched Completed Tutorial FB Connected Finished a turn

100%

48%

26%21%

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Before After

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Activation (Experiment 1)

Launched Completed Tutorial FB Connected Finished a turn

100%

48%

26%21%

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Activation (Experiment 3)

Launched Completed Tutorial FB Connected Finished a turn

100%

80%75%

65%

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Retention (Experiment 1)

Day 0 Day 1 Day 3 Day 7 Day 14 Day 28

100%

22%

9%3% 1% 0%

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Retention (Experiment 3)

Day 0 Day 1 Day 3 Day 7 Day 14 Day 28

100%

42%

27%

11%4% 3%

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Onboarding learning's

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Onboarding?

• The process of increasing likelihood that new users become successful in adopting your product.

• Onboarding / First Time User Experience (FTUE) / Initial user activation

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The user should experience flow.

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1. The user needs to understand what's cool in the game as soon as possible.

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Intro video

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Intro video

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Intro video

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User personalization as the first step

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First sessions with AI

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First sessions with AI

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First sessions with AI

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First sessions with AI

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2. The tutorial should be as playful as the game

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Unlike these examples…

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Unlike these examples…

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3. Use a coach/mentor character

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helps to guide the users,

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And can create a narrative to the the onboarding experience.

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4. Avoid Overwhelming the user

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Divide the experience as much as possible.

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Divide the experience as much as possible.

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And highlight the important.

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5. Learning is failing

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Allow the users to safely fail.

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Allow the users to safely fail.

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But don’t forget to set the stage for the user success.

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But don’t forget to set the stage for the user success.

Easy to reach rival

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But don’t forget to set the stage for the user success.

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7. Delay “requirements” as much as possible.

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Delay “requirements” as much as possible.

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8. Reward the user for his effort.

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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

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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

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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

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9. Keep introducing new content and features with a tutorial

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The tutorial never ends.

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10. Tracking and analyzing user-data is priceless.

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Track as much as you can, analyze the data, and act based on insights.

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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.

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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.

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Thanks for you time.