LEARN STUDY
LEARN STUDY

SUMMARY
SUMMARY
SUMMARY
SCOPE
SCOPE
SCOPE
Initiative to develop the FTUX and decide what skills to prioratize at each step of the experience.
Initiative to develop the FTUX and decide what skills to prioratize at each step of the experience.
Initiative to develop the FTUX and decide what skills to prioratize at each step of the experience.
PROBLEM
PROBLEM
PROBLEM
Players are struggling to learn a huge part of our game as it is very complex.
Players are struggling to learn a huge part of our game as it is very complex.
Players are struggling to learn a huge part of our game as it is very complex.
GOAL
GOAL
GOAL
List of mechanics and concepts being taught or not to update or develop new features or systems.
List of mechanics and concepts being taught or not to update or develop new features or systems.
List of mechanics and concepts being taught or not to update or develop new features or systems.
TOOLS
TOOLS
TOOLS
Miro and Confluence.
Miro and Confluence.
Miro and Confluence.
METODOLOGY
METODOLOGY
METODOLOGY


1. INVESTIGATE
1. INVESTIGATE
1. INVESTIGATE
What every feature in the game teaches or lacks.
What every feature in the game teaches or lacks.
What every feature in the game teaches or lacks.


2. DEFINE
2. DEFINE
2. DEFINE
Skill tree of mechanics from the game. Created.
Skill tree of mechanics from the game. Created.
Skill tree of mechanics from the game. Created.


3. CLASSIFY
3. CLASSIFY
3. CLASSIFY
Post-its from both analyses into teaches well, well but not enough, and not at all.
Post-its from both analyses into teaches well, well but not enough, and not at all.
Post-its from both analyses into teaches well, well but not enough, and not at all.


4. CLUSTER
4. CLUSTER
4. CLUSTER
Post-its into groups and prioritize the biggest and more interesting ones. In our case, it was Gadgets and Maps.
Post-its into groups and prioritize the biggest and more interesting ones. In our case, it was Gadgets and Maps.
Post-its into groups and prioritize the biggest and more interesting ones. In our case, it was Gadgets and Maps.


5. CLEAN
5. CLEAN
5. CLEAN
By deleting what is already being taught. What is left is the learning gaps.
By deleting what is already being taught. What is left is the learning gaps.
By deleting what is already being taught. What is left is the learning gaps.


6. BRAINSTORM
6. BRAINSTORM
6. BRAINSTORM
New features. Help yourself with Data and User Research to prepare pitches or ecosystem updates.
New features. Help yourself with Data and User Research to prepare pitches or ecosystem updates.
New features. Help yourself with Data and User Research to prepare pitches or ecosystem updates.
INSIGHTS
INSIGHTS
INSIGHTS


We identified the key things that our game was teaching actively and passively, which allowed us to find the gaps and decide whether we wanted to create new designs or not.
Firstly, this tool was particularly useful to map the journey of players and position in what part of the player life cycle to focus on.
Secondly, it was useful to know what learnings and skills were more beginner or advanced.
Thirdly, it allowed for great brainstorming sessions and discussions with the team and directors to see where we wanted to go through workshops. The result board is the one above.
The specific outcomes of this are NDA protected.
We identified the key things that our game was teaching actively and passively, which allowed us to find the gaps and decide whether we wanted to create new designs or not.
Firstly, this tool was particularly useful to map the journey of players and position in what part of the player life cycle to focus on.
Secondly, it was useful to know what learnings and skills were more beginner or advanced.
Thirdly, it allowed for great brainstorming sessions and discussions with the team and directors to see where we wanted to go through workshops. The result board is the one above.
The specific outcomes of this are NDA protected.
We identified the key things that our game was teaching actively and passively, which allowed us to find the gaps and decide whether we wanted to create new designs or not.
Firstly, this tool was particularly useful to map the journey of players and position in what part of the player life cycle to focus on.
Secondly, it was useful to know what learnings and skills were more beginner or advanced.
Thirdly, it allowed for great brainstorming sessions and discussions with the team and directors to see where we wanted to go through workshops. The result board is the one above.
The specific outcomes of this are NDA protected.