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|Session Name:||Teaching by Design: Tips for Effective Tutorials from 'Mushroom 11'|
|Track / Format:||UX Summit|
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|Overview:||When acclaimed anti-platformer 'Mushroom 11' was first prototyped, it was clear that effective teaching was required to introduce the players to its unique mechanics, overcoming their natural cognitive limitations. In the years it took to make 'Mushroom 11', various rules and tips were devised to make a relatively painless, gradual and focused tutorial, comprised of actual gameplay puzzles with very little hand-holding. Join indie designer Itay Keren as he goes over how he and the team designed challenges to address teaching new concepts by understanding human biases and using various cognitive tools to break them down.|