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Onboarding: “Loonies" case-study Gili Zeevi

Onboarding - Lessons Learned

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Onboarding: “Loonies" case-study

Gili Zeevi

Team

Gili ZeeviNear PrivmanSimon Reisman Tamar Abrahams

Stix reinvents the multiplayer experience for the mobile generation.

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

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

Activation (Experiment 1)

Launched Completed Tutorial FB Connected Finished a turn

100%

48%

26%21%

Before After

Activation (Experiment 1)

Launched Completed Tutorial FB Connected Finished a turn

100%

48%

26%21%

Activation (Experiment 3)

Launched Completed Tutorial FB Connected Finished a turn

100%

80%75%

65%

Retention (Experiment 1)

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

100%

22%

9%3% 1% 0%

Retention (Experiment 3)

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

100%

42%

27%

11%4% 3%

Onboarding learning's

Onboarding?

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

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

The user should experience flow.

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

Intro video

Intro video

Intro video

User personalization as the first step

First sessions with AI

First sessions with AI

First sessions with AI

First sessions with AI

2. The tutorial should be as playful as the game

Unlike these examples…

Unlike these examples…

3. Use a coach/mentor character

helps to guide the users,

And can create a narrative to the the onboarding experience.

4. Avoid Overwhelming the user

Divide the experience as much as possible.

Divide the experience as much as possible.

And highlight the important.

5. Learning is failing

Allow the users to safely fail.

Allow the users to safely fail.

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

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

Easy to reach rival

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

7. Delay “requirements” as much as possible.

Delay “requirements” as much as possible.

8. Reward the user for his effort.

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

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

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

9. Keep introducing new content and features with a tutorial

The tutorial never ends.

10. Tracking and analyzing user-data is priceless.

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

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.

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.

Thanks for you time.