TUTORIAL GUIDANCE

TUTORIAL GUIDANCE

DESCRIPTION

DESCRIPTION

A task-by-task teaching loop (explanation → existing knowledge → exploration) aligned with signifiers/feedback, plus adaptive comms display states and fail-state recovery.

A task-by-task teaching loop (explanation → existing knowledge → exploration) aligned with signifiers/feedback, plus adaptive comms display states and fail-state recovery.

TOOLS

TOOLS

Neuroscience research, Miro, Ubisoft 3D Engine, Jira, Eye HeatMaps, Axure RP, Excel and Scientific literature on learning.

Neuroscience research, Miro, Ubisoft 3D Engine, Jira, Eye HeatMaps, Axure RP, Excel and Scientific literature on learning.

CHALLENGE

CHALLENGE

Guiding players through complex mechanics without front-loading too much information.

Guiding players through complex mechanics without front-loading too much information.

SOLUTION

SOLUTION

Designed an objective orchestration + guidance system for Tutorials that adapts to player knowledge.

Designed an objective orchestration + guidance system for Tutorials that adapts to player knowledge.

IMPACT

IMPACT

Make tutorials learnable and skippable: depth when needed, out of the way when not. Increase in D1 11% and D3 9% in retention.

Make tutorials learnable and skippable: depth when needed, out of the way when not. Increase in D1 11% and D3 9% in retention.

IN DEPTH

IN DEPTH

First wireframe low fidelity task system
Second wireframe low fidelity task system
Third wireframe low fidelity task system
First wireframe low fidelity task system
Final version in engine of Task system

TASK LOOP

TASK LOOP

TASK LOOP

1.EXPLANATION

1.EXPLANATION

Explainning new concepts to players through:

  • TV.

  • Caster dialogues.

  • Objectives ongoing.

  • Introduction of Signifiers.

Explainning new concepts to players through:

  • TV.

  • Caster dialogues.

  • Objectives ongoing.

  • Introduction of Signifiers.

Task System picture
Task System picture
Completed dialogue animation
Completed dialogue animation
Fail objective dialogue animation
Fail objective dialogue animation

2. EXISTING KNOWlEDGE

2. EXISTING KNOWlEDGE

Use knowledge from previouse experiences to foster adaptation.

Use knowledge from previouse experiences to foster adaptation

Use knowledge from previouse experiences to foster adaptation.

Image of benchmarks in Miro
Image of benchmarks in Miro
Image of benchmarks in Miro

3.EXPLORATION

3.EXPLORATION

Player applying knowledge to objectives based on explanation through:

  • Feedback: objective completed, sound and vfx when shot, dummy disappearance.

  • Signifiers disappear.

  • Game skeuomorphism.

Player applying knowledge to objectives based on explanation through:

  • Feedback: objective completed, sound and vfx when shot, dummy disappearance.

  • Signifiers disappear.

  • Game skeuomorphism.

Image of main signifiers and feedbacks of System. Pings, highlight on HUD, Animation loops, level design barriers and sound meter.
Image of main signifiers and feedbacks of System. Pings, highlight on HUD, Animation loops, level design barriers and sound meter.
Image of main signifiers and feedbacks of System. Pings, highlight on HUD, Animation loops, level design barriers and sound meter.

EXPLANATION - COMMS DISPLAY

EXPLANATION - COMMS DISPLAY

The communication display adapted its different states to multiple player uses so that it could tackle players who know more vs those who didn't know much, error prevention, and dynamism.

The communication display adapted its different states to multiple player uses so that it could tackle players who know more vs those who didn't know much, error prevention, and dynamism.

Openning State of Communications Display

Start State

Start State

Openning State

Openning State

Caster State when there are dialogues but no action gifs.

Caster State

Caster State

Caster State with dialogues

Caster State with dialogues

Action GIF video showing how to perform an action

Action GIF

Action GIF

Video showcasing how to perform actions

Video showcasing how to perform actions

Static images are to represent concepts casters are explainning which require visual support.

Static Image

Static Image

Concepts casters explainned by casters

Concepts casters explainned by casters

Dynamic Counter

Dynamic Counter

Completing objectives

Completing objectives

When an action that must be completed is not, this state shows rebooting the flow for the player.

Fail State

Fail State

Unsuccessful action

Unsuccessful action

ACCESSIBILITY CHECKS - COLOR BLINDNESS

ACCESSIBILITY CHECKS - COLOR BLINDNESS

Image showcasing the same frame with Gray Scale filter
Image showcasing the same frame with Gray Scale filter

Gray Scale

Gray Scale

Image showcasing the same frame with Deuteranopia  filter
Image showcasing the same frame with Deuteranopia  filter

Deuteranopia

Deuteranopia

Image showcasing the same frame with Protanopia  filter
Image showcasing the same frame with Protanopia  filter

Protanopia

Protanopia

Image showcasing the same frame with Tritanopia  filter
Image showcasing the same frame with Tritanopia  filter

Tritanopia

Tritanopia

INSIGHTS

INSIGHTS

Image of player completing an objective in Tutorials
Image of player completing an objective in Tutorials

We avoided creating new signs and feedback to reuse the ones in game to avoid players getting used to a different language, which created some issues as some pings and level design elements were not clear enough some times.

From our continuous tests we saw how the comms display states adapted very well to each player's level of knowledge as only players who needed more stopped to watch additional media. It also provided great feedback on what was done correctly or what needed to be repeated. Moreover, it was a great tool to teach conceptual knowledge and key motor skills related inputs. 

We avoided creating new signs and feedback to reuse the ones in game to avoid players getting used to a different language, which created some issues as some pings and level design elements were not clear enough some times.

From our continuous tests we saw how the comms display states adapted very well to each player's level of knowledge as only players who needed more stopped to watch additional media. It also provided great feedback on what was done correctly or what needed to be repeated. Moreover, it was a great tool to teach conceptual knowledge and key motor skills related inputs.