AB TEST

AB TEST

AB Test flow mindmap
AB Test flow mindmap

SUMMARY

SUMMARY

SUMMARY

SCOPE

SCOPE

SCOPE

Usually it’s better to give agency to players, but when things are very complex it can have a negative impact.

Usually it’s better to give agency to players, but when things are very complex it can have a negative impact.

Usually it’s better to give agency to players, but when things are very complex it can have a negative impact.

PROBLEM

PROBLEM

PROBLEM

Due to its complexity if we don’t force players might not learn the game. Should we?

Due to its complexity if we don’t force players might not learn the game. Should we?

Due to its complexity if we don’t force players might not learn the game. Should we?

HYPOTHESIS

HYPOTHESIS

HYPOTHESIS

Forcing players to complete all Tutorials will present a difference in learning as players will go through a training where they will learn all skills necessary for Rainbow 6.

Forcing players to complete all Tutorials will present a difference in learning as players will go through a training where they will learn all skills necessary for Rainbow 6.

Forcing players to complete all Tutorials will present a difference in learning as players will go through a training where they will learn all skills necessary for Rainbow 6.

DESCRIPTION

DESCRIPTION

DESCRIPTION

Three flows to analyze retention of players during one month to see if Tutorials had to be mandatory, semi-mandatory or non-mandatory.

Three flows to analyze retention of players during one month to see if Tutorials had to be mandatory, semi-mandatory or non-mandatory.

Three flows to analyze retention of players during one month to see if Tutorials had to be mandatory, semi-mandatory or non-mandatory.

GOAL

GOAL

GOAL

Choosing the right flow when transitioning to Ftp.

Choosing the right flow when transitioning to Ftp.

Choosing the right flow when transitioning to Ftp.

TOOLS

TOOLS

TOOLS

Experimental design, Neuroscience papers, interviews, keypad tracking, surveys, statistic analysis and player recordings.

Experimental design, Neuroscience papers, interviews, keypad tracking, surveys, statistic analysis and player recordings.

Experimental design, Neuroscience papers, interviews, keypad tracking, surveys, statistic analysis and player recordings.

POPULATIONS

POPULATIONS

POPULATIONS

DIFERENCES

DIFERENCES

DIFERENCES

  • Locking conditions, only present in mandatory paths.

  • Rewards only in mandatory flows. There are no rewards in non-mandatory, we needed players to have enough Operators to start playing pvp matches.

  • Locking conditions, only present in mandatory paths.

  • Rewards only in mandatory flows. There are no rewards in non-mandatory, we needed players to have enough Operators to start playing pvp matches.

  • Locking conditions, only present in mandatory paths.

  • Rewards only in mandatory flows. There are no rewards in non-mandatory, we needed players to have enough Operators to start playing pvp matches.

INSIGHTS

INSIGHTS

INSIGHTS

I designed the first AB test in the game, implementation was altogether with the Data and Onbaording team.

Despite our initial thoughts, no statistical difference was seen between the three populations. The outcome made us chose the semi-mandatory as it is the in between of the three of them.

I designed the first AB test in the game, implementation was altogether with the Data and Onbaording team.

Despite our initial thoughts, no statistical difference was seen between the three populations. The outcome made us chose the semi-mandatory as it is the in between of the three of them.

I designed the first AB test in the game, implementation was altogether with the Data and Onbaording team.

Despite our initial thoughts, no statistical difference was seen between the three populations. The outcome made us chose the semi-mandatory as it is the in between of the three of them.