SpaceGPS is a game developed for the Atmo game console. The goal was to improve its tutorial so that players could learn the rules on their own without the need of an animator.
Evaluate the current tutorial and understand why it doesn’t work. Make changes based on the findings and iterate fast.
Additional complexity is that players have to understand the novel interaction system (physical dice) of the console beyond the tutorial.
I was responsible for the research, conceptual design and development of the tutorial. I worked together with a UI designer.

Atmo: game console with projected AR and physical game pieces
We conducted 12 user tests with groups of 2 and 4 players to evaluate 3 significant iterations of the tutorial. The method we used was a combination of usability testing, observation and interviewing.
You’re in a bar and decided to try this new game you just noticed blinking in the corner.
We wanted to recreate the original context of using the system as much as possible. That is, players find the game without any background knowledge, discover its controls and rules and start playing.
v1 design
The tutorial is part of the game, so players can learn while playing. Since the game is very simple we decided to show all the information required to play in one step.
findings

screenshot of the v1 tutorial
v2 design
Each player has an own interactive tutorial in their own corner. These are divided into 4 steps in order to show the right information at the right time. New steps appear as players follow the instructions.
findings

screenshot of the v2 tutorial - 1st step of the orange player and 2nd step of the green player
v3 design
The game is separated from the tutorial. As a result we could unify the tutorial for all the players to support co-discovery and better focus. Steps are visualized in the center with instructions and short animations. Players can control the steps back and forth at their own pace together.
findings
slideshow of the steps of the v3 tutorial
slideshow of the steps of the v3 tutorial