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Overview
Testing Insight
What this drove
Each failure pointed to the same root: the tutorial presented information instead of directing attention. The redesign had to move, speak, and point.
Research
One mechanic at a time, introduced when it's needed, not front-loaded.
A wall of text has no reading order. A narrator's voice does. It moves through the screen and tells players where to look next.
Motion, glow, or a direct cue. Without one, an empty space reads as "done," not "your turn."
Hypothesis
Design Solution
A narrator introduces each element in turn, and each one lights up as it's named. The tutorial now moves, speaks, and points, the three cues that competing games were using but ours was not. It stops feeling like a rulebook and starts feeling like a character guiding the player through their first minute.
Impact