Getting players to act without being told: a tutorial redesign

Project
Responsible Data Science game
Focus
Educational UX, onboarding
What I did
Diagnosed onboarding failures from playtests, and redesigned the tutorial flow
Context
2025 • UX/UI Designer • Live project
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Overview

Secrets of Soltryss teaches data ethics through fantasy mini-games. Players balance a potion for a village, a stand-in for a fairness-aware algorithm. My question: do players know what to do before the game tells them?

Testing Insight

The tutorial was built as a practice round, but players read it as a demo.

They sat and watched. Some tapped Start without ever touching the ingredients, assuming the practice had already happened off-screen.
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Ingredients table
Nothing moved or glowed. Static space read as "not your turn."
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"Practice Round" title
Read as a difficulty label, not an invitation. Players sat back and watched.
3
Controls & Objective panels
Equal visual weight, no reading order. Players didn't know where to start.
4
 Start button
Isolated from everything else. Players assumed pressing it would run the practice for them.

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

How do the best mini-games teach a mechanic in under 10 seconds?

I played 8 mini-games back to back, watching how each handled first contact. Three patterns showed up in the ones that worked.
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Just-in-time information

One mechanic at a time, introduced when it's needed, not front-loaded.

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Narration creates order

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.

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Players need a prompt

Motion, glow, or a direct cue. Without one, an empty space reads as "done," not "your turn."

Hypothesis

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 the best mini-games used and ours didn't.

Design Solution

From static modal to narrated sequence

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

By replacing static instructions with a narrated, sequential flow, players were able to understand the goal and act sooner.