A representative graph scheme of flow to measure the challenge a person engages in relation to their current skill level at the time.
In regards to achieving the state of flow,
“...it will be when your challenges are higher than average and your skills are higher than average. And you may be doing things very differently from other people, but everyone
will be doing what is enjoyable" (TED 2004)
Arousal is still good because you are over challenged there. Your skills are not quite as high as they should be, but you can move into flow fairly easily by just developing a little more skill.
Control is also a good place to be, because there you feel comfortable, but not very excited. It’s not very challenging any more. And if you want to enter flow from control, you have to
increase your challenges.
(TED 2004: Flow, the secret to happiness. Mihaly_Csikszentmihalyi )
Clues and hotspots are used to direct the user's focus and progress the narrative or experience.
I Expect You to Die (Schell Games, 2016)
Clue is a piece of information waiting to be discovered that leads the user to the next step.
(ie. car keys found as a clue to turn on the engine)
Moss (Polyarc, 2018)
Hotspot can be a sensory occurrence (i.e. visual, auditory, haptic) that calls the user's attention.
(ie. haptics draw you to location, orb appears and interaction point gives light cue to confirm when you are in the correct location)
User will learn from their own actions (overt behavior) in experience. The events that take place will ‘condition’ the player, and apply that to future events within the experience.
Modeling is one way in which behavior is learned. When a person observes the behavior of another and then imitates that behavior, he or she is modeling the behavior. This is sometimes known as observational learning or social learning. Modeling is a kind of vicarious learning in which direct instruction need not occur. One can model behavior by observing how to do an action from the following:
Character
Object
Video or Animation
In this gif, you model the action from a non-human character
Alyx Half-Life
In this gif, there is an animation of how to select a card
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Citation:
Matthew M. White; Learn to Play: Designing Tutorials for Video Games, Taylor & Francis Group, (2014).
Hedges, N. (2017, October 13). Video Game Tutorials: How Do They Teach? www.Gamedeveloper.Com. Retrieved 2020, from https://www.gamedeveloper.com/design/video-game-tutorials-how-do-they-teach-
Joyce, Alita (June 21, 2020). Mobile-App Onboarding: An Analysis of Components and Techniques; www.nngroup.com. Retrieved 2020, from https://www.nngroup.com/articles/mobile-app-onboarding/
Aurora Harley (February 16, 2014). Instructional Overlays and Coach Marks for Mobile Apps; www.nngroup.com. Retrieved 2020, from https://www.nngroup.com/articles/mobile-instructional-overlay/