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NUX Onboarding

Guiding new players through their first steps with a structured and engaging onboarding experience.

✦ UX Design
✦ Firt Time User Experience
✦ @Azerion

Project Brief

A New Tutorial for the Social Game "Smeet"

Without guidance, Smeet's breadth of features works against retention rather than for it. This project designed a tutorial that gives first-time users a clear, engaging path into the game — while the editor used to build it was still being developed in parallel.

Details

Platform

Mobile, Desktop

Team Size

2

Focus

UX Designer, Game Designer, UX Writer, Character Designer, QA Tester

TLDR

A ground-up redesign of Smeet's post-registration onboarding experience, condensing a feature-rich virtual world into a focused, three-pillar tutorial — built simultaneously with the custom editor powering it.

The Final Design

Understanding the User

Empathize

01

Understanding where new players were getting lost required mapping the full breadth of Smeet's feature set against what a first-time user could realistically absorb in a single session.

3 Pillars

Our current users were drawn to three particular aspects of the game. So naturally, research was based on how new users would expereince those and how they learned how to navigate them.

Socializing

Socializing

Meeting other avatars, joining conversations, and building relationships through shared spaces and real-time chat.

Group Play

Group Play

Participating in challenges, mini-games, and events with other players — the heartbeat of the game's community.

Room Customization

Room Customization

Designing and decorating personal rooms as a form of creative expression and social signalling.

01   ✦   EMPATHIZE

What New Players Need

Understanding what new players need to feel confident, engaged, and motivated to return — by examining the game's complexity, audience expectations, and the emotional weight of first impressions.

Minimalism
Orientation Without Overwhelm

Orientation Without Overwhelm

A game with vast feature depth needs guardrails. Players who feel lost in their first five minutes don't come back. Guidance must feel supportive, not restrictive.

Fast Pace
Fast Path to Fun

Fast Path to Fun

The sooner a new player experiences something genuinely enjoyable — a laugh, a room they love, a social connection — the higher the likelihood of long-term retention.

Tutorial Character
A Familiar Face

A Familiar Face

A dedicated guide character creates a sense of being welcomed. Having a consistent, relatable personality reduces the cold-start anxiety of entering a new virtual world.

In-Game Only
Learn by Doing

Learn by Doing

Passive instruction is forgotten. Players retain mechanics best when they discover them through action — the tutorial must be a hands-on, contextual experience, not a manual.

"The extensive range of features made a structured introduction essential — the challenge was guiding players through complexity without making the experience feel like homework."

01 Too Much, Too Fast

Smeet's core appeal — the sheer range of things you can do — was also its biggest onboarding liability. New players were entering a virtual world with socializing tools, room customization, group challenges, and more, all available at once with no clear starting point.

Smeet's core appeal — the sheer range of things you can do — was also its biggest onboarding liability. New players were entering a virtual world with socializing tools, room customization, group challenges, and more, all available at once with no clear starting point.

Understanding this overwhelm was the foundation of the empathize phase: the problem wasn't that features were hard to use, it was that there were too many competing for attention at exactly the wrong moment.

02 Three Pillars

Through this research, three features emerged as the ones that defined the Smeet experience most essentially — socializing, group play, and room customization.

Through this research, three features emerged as the ones that defined the Smeet experience most essentially — socializing, group play, and room customization.

These weren't arbitrary categories; they represented the moments players were most likely to find their reason to return. Identifying them early gave the entire project a focused brief to work from rather than an open-ended mandate to "explain everything."

Framing the Problem

Define

02

The core problem was framed around the tension between Smeet's feature richness and a new player's limited cognitive bandwidth during their first session.

How Might We

...introduce a multi-feature social world to a brand-new player in a way that feels fun while simultaneously building the tool to deliver it?”

02   ✦   DEFINE

Design Principles

After intensive research and interviews, we clustered findings via affinity maps, identified key needs and pain points, to then craft a precise problem statement.

Contextual, Not Instructional

Contextual, Not Instructional

Every tutorial step should arise naturally from the game world — not from a pop-up modal that pauses the experience.

Precise Flow Definition

Precise Flow Definition

Since the Editor was built in parallel, every UX step required exact specification from day one. Ambiguity had engineering consequences.

Iterative by Design

Iterative by Design

Every version of the tutorial was also a test of the Editor. The feedback loop between content and tooling was a feature, not a bug.

Balanced Pacing

Balanced Pacing

Concepts are introduced at a pace that keeps players engaged without feeling rushed — each step earns the next.

Platform Agnostic

Platform Agnostic

The tutorial logic must be independent of platform-specific UI — one system that adapts gracefully across all five surfaces.

Social From Step One

Social From Step One

The tutorial should immediately signal that Smeet is about people — the guide character embodies this from the first moment.

01 Defining the Curve

The define phase made it clear that the tutorial needed to respect the user's natural learning curve rather than front-load information.

The define phase made it clear that the tutorial needed to respect the user's natural learning curve rather than front-load information.

New players don't need to understand everything — they need to understand enough to feel competent and curious. Framing the problem this way shifted the goal from comprehensive feature coverage to selective, confidence-building introduction.

02 A Moving Target

An unusual complication during this phase was that the tutorial editor itself was being built at the same time as the tutorial content. This meant problem statements and requirements had to be defined with unusual precision from the start

An unusual complication during this phase was that the tutorial editor itself was being built at the same time as the tutorial content. This meant problem statements and requirements had to be defined with unusual precision from the start

There was no room for vague briefs when every journey step needed to translate directly into a functional editor trigger. The constraints of a tool still under construction shaped how problems were scoped and documented.

02   ✦   DEFINE

Core Challenges

01

Feature Prioritisation at Scale

Feature Prioritisation at Scale

Smeet offers socialising, room building, games, challenges, events, and more. Condensing this into a focused tutorial required deliberate decisions about what to show — and what to defer. The risk was either overwhelming players or underselling the game.

02

Designing Without the Tool

Designing Without the Tool

The Tutorial Editor was being built simultaneously with the tutorial content itself. Every design decision needed to be expressed with enough precision that the editor's architecture could accommodate it — essentially writing a spec for a tool that didn't yet exist.

03

Pacing Across Varied Player Types

Pacing Across Varied Player Types

New players range from social-game veterans who want to skip everything, to first-time players who need every step explained. The tutorial needed to feel appropriate for both without alienating either.

04

Multi-Platform Consistency

Multi-Platform Consistency

Tutorial triggers, UI overlays, and the guide character needed to work coherently across PC, web browser, Android, macOS, and iOS — each with different interaction models and screen constraints.

Exploring Ideas

Ideate

03

Ideation focused on how to introduce core mechanics through doing rather than explaining, and on what kind of guide character would make that feel natural.

01 Learning by Doing

The central ideation principle was that instruction text alone wouldn't cut it. Players retain mechanics better when they discover them through interaction, so the challenge was designing scenarios where the learning happened as a byproduct of playing rather than reading.

The central ideation principle was that instruction text alone wouldn't cut it. Players retain mechanics better when they discover them through interaction, so the challenge was designing scenarios where the learning happened as a byproduct of playing rather than reading.

This shaped how tutorial steps were conceived — each one needed a clear action at its core, not just an explanation.

02 Character as Vehicle

A dedicated guide character was ideated as the primary delivery mechanism for tutorial content.

A dedicated guide character was ideated as the primary delivery mechanism for tutorial content.

Early ideation defined her as modern, chatty, and socially engaged, traits that made her feel like a natural inhabitant of the world she was introducing rather than a bolted-on helper.

<sup style="font-size: 14px;">01</sup> 
Exploring Solutions

01 Exploring Solutions

I conducted comprehensive competitor analysis to identify opportunities for differentiation. Through close engagement with users, I rapidly explored various design variations, including themed slot concepts like Christmas, Halloween, and team-based competitions.

<sup style="font-size: 14px;">02</sup> 
Accelerated Ideation

02 Accelerated Ideation

AI tools helped generate UI elements and general ideas quickly, enabling fast idea collection and team alignment before investing in a human-made low-fidelity prototype.

03   ✦   Ideate

Concepts for the Tutorial Flow

We explored different tutorial flow concepts to guide players clearly through the experience, focusing on the core features like socializing, challenges, and room customization as the foundation of the flow.

Welcome

Guide character introduction

Navigation

Controls & movement

Socialize

Chat & meet players

Group Play

Join a challenge

Room Edit

Customise your space

Complete

Reward & free play

03   ✦   Ideate

Tutorial Flow Blueprint

With the expansion of the tutorial system, it quickly became apparent that a reusable template had to be created. In addition to improving the existing process, I developed an outline that could explain the correct approach when developing a tutorial, providing novice developers on my team with guidance for their first project without having to rediscover the architecture themselves.

Bringing Ideas to Life

Prototype

04

Every iteration of the tutorial simultaneously served as a prototype for both the player experience and the editor being built to support it.

01 Dual Feedback Loop

The prototyping phase had an unusual structure: because the tutorial editor was in development alongside the content, each tutorial build was effectively a test of two things at once.

The prototyping phase had an unusual structure: because the tutorial editor was in development alongside the content, each tutorial build was effectively a test of two things at once.

Insights from playtesting the tutorial flow fed directly back into the editor's feature development, and limitations in the editor shaped what the tutorial could attempt. This created a tightly coupled iterative loop that was constraining at times but ultimately produced a tool and a tutorial that were well-aligned.

02 Character Iterations

The guide character went through multiple design rounds to ensure she worked both visually and functionally.

The guide character went through multiple design rounds to ensure she worked both visually and functionally.

Beyond aesthetics, her design had to be optimized for animation from the start. Each iteration was evaluated against both criteria simultaneously.

<sup style="font-size: 14px;">01</sup> 

Dual Feedback Loop

01 Dual Feedback Loop

The prototyping phase had an unusual structure: because the tutorial editor was in development alongside the content, each tutorial build was effectively a test of two things at once. Insights from playtesting the tutorial flow fed directly back into the editor's feature development, and limitations in the editor shaped what the tutorial could attempt. This created a tightly coupled iterative loop that was constraining at times but ultimately produced a tool and a tutorial that were well-aligned.

<sup style="font-size: 14px;">02</sup> 

Character Iterations

02 Character Iterations

The guide character went through multiple design rounds to ensure she worked both visually and functionally. Beyond aesthetics, her design had to be optimized for animation from the start. Each iteration was evaluated against both criteria simultaneously.

04   ✦   Prototype

3 Main Tutorials

The first tutorial provided training on socialization, that is, how to interact with other players.

Tutorial two introduced group games, which were meant to familiarize the players with collaborative gaming within Smeet.

The last tutorial was devoted to personalizing one’s room, a step-by-step procedure in creating a space for oneself in the game.

04   ✦   Prototype

Design Principles

After intensive research and interviews, we clustered findings via affinity maps, identified key needs and pain points, to then craft a precise problem statement.

Non-Intrusive Triggers

Non-Intrusive Triggers

Tutorial cues were designed to emerge contextually — from zone entries, actions, and timers — rather than interrupting gameplay with modal blocks.

Extensive Debugging

Extensive Debugging

Each tutorial iteration required thorough flow debugging. Edge cases — skips, disconnects, multi-step failures — were tracked and resolved across all platforms.

Precision from Day One

Precision from Day One

Because the Editor was built simultaneously, every UX decision had to be specified with engineering-level precision — leaving no room for interpretive gaps.

Testing with Users

Test

05

A/B testing was introduced early in the process, providing quick signal on which tutorial structures and character concepts were resonating with new players.

01 Early Signals

One of the more valuable decisions made during the test phase was running A/B tests early rather than waiting for a polished build.

One of the more valuable decisions made during the test phase was running A/B tests early rather than waiting for a polished build.

Getting real feedback before things felt "finished" turned out to be one of the most useful things the process had going for it.

02 Continuous Refinement

Testing also involved extensive hands-on debugging to ensure tutorial triggers fired naturally and without interrupting the experience.

Testing also involved extensive hands-on debugging to ensure tutorial triggers fired naturally and without interrupting the experience.

A tutorial step that fires at the wrong moment can create confusion and even annoy the player. Treating trigger reliability as a UX concern rather than purely a technical one kept this work appropriately prioritized.

<sup style="font-size: 14px;">01</sup> 
Validation & Pivot

01 Validation & Pivot

Early qualitative and quantitative testing revealed a critical insight: themed slot machines significantly improved retention metrics. This data-driven finding prompted a strategic pivot in our design approach, despite the added system complexity. User engagement data showed dramatic improvements even with the lower-fidelity prototype, as users were eager to invest, with engagement increasing up to 100%.

<sup style="font-size: 14px;">02</sup> 
Continuous Refinement

02 Continuous Refinement

Ongoing testing informed UI adjustments and balancing changes that addressed fairness concerns and visual appeal, ultimately transforming user frustration into highly engaging experiences.

05   ✦   Test

Shaped in Practice

While the tutorial was being built, every implementation was also used as a practical input for refining the system behind it. This allowed issues in pacing, structure, and usability to surface early and be addressed directly within the development process.

05   ✦   Test

Finding What Works

The tutorial was shaped through rapid iterations driven by real player sessions and early A/B tests. Different versions of flows, characters, and interaction patterns were tested quickly to identify what worked best in guiding players through the core mechanics.

05   ✦   Test

A New Character

Special attention was given to how players emotionally responded to the tutorial character and guided interactions. Observations focused on engagement, motivation, and moments of confusion to understand how the experience felt rather than how it functioned.

What We Achieved

Impact & Learnings

06

Development of a custom tool and content at the same time is risky yet potentially very fruitful, as a result can be made perfectly adjusted to the particular problem, while costs of dependency are significant. The tutorial helped reduce drop-outs in the beginning of the game due to easier path to proficiency, and the custom editing tool designed along with it became the foundation for any further tutorials.

✦   Impact & Learnings
Final Notes

Key Takeaways

Perfect Famework
The Value of Tailored Tools

The Value of Tailored Tools

Developing a custom editor tailored specifically to the needs of tutorials underscored the value of investing in tools that simplify workflows and improve efficiency. By creating a solid framework, we not only addressed the immediate requirements but also laid the groundwork for scalability and seamless future updates.

dependency
The Cost of Tailored Tools

The Cost of Tailored Tools

Developing the new editor and framework alongside the actual tutorials posed challenges whenever a new custom functionality was needed. This sometimes slowed down the workflow, as the production process would be delayed while waiting for new features or bug fixes to be completed.

✦   Impact & Learnings
Final Notes

The Impact

+100% Engagement
Increased Retention

Increased Retention

I helped new players quickly grasp the game’s mechanics, reducing frustration and minimizing drop-offs. Additionally, I highlighted the game’s key features, ensuring players could recognize and engage with its most exciting aspects, significantly boosting the potential for long-term retention and enjoyment.

Scalable Framework
Editor within an Editor

Editor within an Editor

Editor within an Editor We started the project from scratch, designing everything from the ground up. We developed a custom editor within the existing framework to meet the tutorial system’s unique needs, building a robust infrastructure to streamline tutorial creation and support future development.

✦   Contact Me

Have a project in mind?

Looking for collaboration? Send an email to contact@vhoffmann.design for inquiries and projects or fill out the form.

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