First Time User Experience: Boosters

First Time User Experience: Boosters

First Time User Experience — Boosters

Reinventing the FTUE as a zero barrier onboarding experience designed for immediate engagement and long-term retention.

Reinventing the FTUE as a zero barrier onboarding experience designed for immediate engagement and long-term retention.

Reinventing the FTUE as a zero barrier onboarding experience designed for immediate engagement and long-term retention.

ROLE

UX Designer

PLATFORM

iOS/Android

TIMELINE

H1 2025

TEAM

PM, Dev,

Data, Art

01

Overview

In H1 2025, I established company-wide FTUE (First Time User Experience) design principles and a unified player experience vision to guide all onboarding initiatives. Within this framework, I led the redesign of booster onboarding — replacing legacy hard-coded pop-ups with an immersive, contextual introduction that teaches boosters in the moment of need.

By demonstrating usage in relevant gameplay situations, players could immediately understand, trust, and apply boosters, driving significant increases in usage, purchase conversion, and revenue.

02

FTUE Strategic Vision

Before tackling specific problems, I developed a comprehensive player experience vision that was implemented organization-wide, establishing the design philosophy and strategic approach that now guides all FTUE development across Candy Crush.

This project specifically focuses on the onboarding experience of Boosters in Candy Crush Saga

03

Booster Context

Boosters are power-ups accessed from the booster bar, designed to help players clear challenging levels. They can be earned, purchased, or rewarded through gameplay.

Example

Party Booster

Party Booster clears the entire top layer of the gameboard!

Booster Bar

Shows the boosters a player owns, with quantities displayed for each. This is the primary point of access during gameplay — and the place players expect to find a newly unlocked booster after a tutorial.

05

Research & UX Audit

A systematic product quality review by PMs and Researchers identified the most pervasive FTUE issues, which I translated into actionable design improvements backed by qualitative and quantitative insights.

50+

Unique Problems

7

Critical Priority

20

Internal Evaluators

1000

Users

PROBLEM

PRIORITY

Lack of Booster Explanation

Unrefined Booster System introduction

Blank events tab

Lack of explanation about golden crown

Unclear / unintuitive wording

Lack of Economy System Introduction

Hints lack educational input

PROBLEMS WITH BOOSTERS FTUE

5 DEADLY BOOSTER PROBLEMS

Based on the Product Quality Review of Candy Crush Saga’s FTUE, I identified and prioritized four foundational onboarding issues, drawing on user research and direct feedback from first-time players.

PROBLEM 1

Players unlock boosters without understanding how to use them, leading to low adoption and missed monetization opportunities.

PROBLEM 2

Poor context & flow structure weakens onboarding effectiveness

The flow presents score summary with animated stars, but gets disrupted mid-sequence by a booster introduction popup, breaking continuity before resuming the summary. This jarring interruption fragments the user's mental model during a critical learning moment, reducing comprehension and undermining the tutorial's effectiveness.

PROBLEM 3

Popup-heavy onboarding causes fatigue and reduces effectiveness

The booster tutorial adds to an already crowded popup ecosystem filled with promos, bonuses, and event alerts. This overload creates popup fatigue, causing players to skip tutorials and miss key instructions, reducing learning and breaking gameplay flow at critical moments.

PROBLEM 4

Tutorials are hard coded , not dynamic or adjustable.

2012

When Candy Crush Saga Launched

2025

Still using the same onboarding popup and flow

PROBLEM 4


Slow booster rollout drivers users to competitors

Candy Crush waits until Level 90+ to unlock some boosters, while rivals showcase them within the first 20 levels. This delay makes early play feel repetitive and less rewarding, driving players to faster-paced competitors.

UFO

The awesome UFO booster that blasts explosive candies across the board only unlocks at level 72!

06

Problem–Solution Framework

I treated the five most critical FTUE issues as design constraints, ensuring every solution directly addressed a friction point in the player journey. This framework created an onboarding experience that is contextual, dynamic, scalable, and invisible to the player.

Mapping Problem to Solution

Poor Booster Context

Contextualized and immediately usable

Flawed Popup format

Dynamic overlay above gameplay

Hard Coded

Modular, scalable, and easily adjustable system

Late Introduction

Front-loaded, lifecycle-aware, progressive disclosure

Look & Feel Principles

Consistent with brand

Lightweight & snappy

Invisible onboarding

By pairing each pain point with a clear, flexible solution — and applying consistent design principles — we have a clear framework for approaching all FTUE & onboarding experiences in the future.

06

Initial Concepts

Key Design Changes

1

Improving contextual understanding by Moving the Booster ahead of the game round for immediate usage.

2

Instructional copywriting that succinctly explains the booster mechanic

3

Booster seeding animation to indicate how many boosters enter the player's inventory

4

Boosters animate into the booster bar to to draw a causal connection to the booster bar UI.

More Celebratory & Narrative Driven

Candy Crush Saga's character mascots are under-utilized. We explored inserting the characters to celebrate the unlock moment, without taking away focus from the booster.

06

In-Game Booster Outcomes

Implementing the new FTUE

Before

Seeded after a game round, with a subpar tutorial.

After

Seeded right before a game round starts, immediately usable.

Removing the Hard Code Barrier

Decoupled FTUE from fixed level triggers, replacing the hard-coded popup with a configurable system. This allows the team to easily shift onboarding to different levels or reorder the sequence to improve player experience without additional development effort.

Old Progression had Boosters locked to their level ordinals

New Progression front-loads the booster experience to prevent a content desert. it is also fully operable

Future Slices

Improved UI & Art

This flexible framework enables future visual improvements for FTUE and onboarding of any game elements. By removing hard-coded barriers, the team now has full control over UI updates and iterations

Load Screen Reinforcement Learning

In a concurrent project I'm working on that compliments the new booster tutorial sequences, I designed load screen micro-tutorials that flash core gameplay concepts during transitions, turning dead time into passive learning moments that reinforce mechanics without interrupting play.

06

Pre-game Boosters Outcome

Before

Before — Popup Format

The old popup format did not differentiate pre-game boosters from in-game ones, and were not introduced in the right context where players can use them.

After — Auto-selection & Explicit Seeding

Auto Selected Pre-game boosters, teach the players that they can equip certain boosters right before the game round.

Success Metrics & Key Learnings

This project reinforced the importance of designing for immediate value discovery rather than comprehensive feature education. By focusing on the moment players first experience meaningful progress with boosters, we fundamentally shifted our approach to onboarding. The key insight: players don't need to understand everything upfront — they need to experience joy quickly and build confidence through progressive success. Our streamlined tutorial prioritized showing value over infantilizing users with excessive explanation, showing that effective onboarding with progressive disclosure is stronger when we focus on the player experience and early game perceptions, rather than information transfer by brute force."

Retention D30

3%

Gross Bookings

0.5%

Booster Usage

10%

Booster Purchases

8%

03

Booster Context

Boosters are power-ups accessed from the booster bar, designed to help players clear challenging levels. They can be earned, purchased, or rewarded through gameplay.

Example

Party Booster

Party Booster clears the entire top layer of the gameboard!

Booster Bar

Shows the boosters a player owns, with quantities displayed for each. This is the primary point of access during gameplay — and the place players expect to find a newly unlocked booster after a tutorial.

01

Overview

In H1 2025, I established company-wide FTUE (First Time User Experience) design principles and a unified player experience vision to guide all onboarding initiatives. Within this framework, I led the redesign of booster onboarding — replacing legacy hard-coded pop-ups with an immersive, contextual introduction that teaches boosters in the moment of need.

By demonstrating usage in relevant gameplay situations, players could immediately understand, trust, and apply boosters, driving significant increases in usage, purchase conversion, and revenue.

02

FTUE Strategic Vision

Before tackling specific problems, I developed a comprehensive player experience vision that was implemented organization-wide, establishing the design philosophy and strategic approach that now guides all FTUE development across Candy Crush.

This project specifically focuses on the onboarding experience of Boosters in Candy Crush Saga

03

Booster Context

Boosters are power-ups accessed from the booster bar, designed to help players clear challenging levels. They can be earned, purchased, or rewarded through gameplay.

Example

Party Booster

Party Booster clears the entire top layer of the gameboard!

Booster Bar

Shows the boosters a player owns, with quantities displayed for each. This is the primary point of access during gameplay — and the place players expect to find a newly unlocked booster after a tutorial.

05

Research & UX Audit

A systematic product quality review by PMs and Researchers identified the most pervasive FTUE issues, which I translated into actionable design improvements backed by qualitative and quantitative insights.

50+

Unique Problems

7

Critical Priority

20

Internal Evaluators

1000

Users

PROBLEM

PRIORITY

Lack of Booster Explanation

Unrefined Booster System introduction

Blank events tab

Lack of explanation about golden crown

Unclear / unintuitive wording

Lack of Economy System Introduction

Hints lack educational input

PROBLEMS WITH BOOSTERS FTUE

Based on the Product Quality Review of Candy Crush Saga’s FTUE, I identified and prioritized four foundational onboarding issues, drawing on user research and direct feedback from first-time players.

PROBLEM 1

Players unlock boosters without understanding how to use them, leading to low adoption and missed monetization opportunities.

PROBLEM 2

Poor context & flow structure weakens onboarding effectiveness

The flow presents score summary with animated stars, but gets disrupted mid-sequence by a booster introduction popup, breaking continuity before resuming the summary. This jarring interruption fragments the user's mental model during a critical learning moment, reducing comprehension and undermining the tutorial's effectiveness.

PROBLEM 3

Popup-heavy onboarding causes fatigue and reduces effectiveness

The booster tutorial adds to an already crowded popup ecosystem filled with promos, bonuses, and event alerts. This overload creates popup fatigue, causing players to skip tutorials and miss key instructions, reducing learning and breaking gameplay flow at critical moments.

PROBLEM 4

Tutorials are hard coded , not dynamic or adjustable.

2012

When Candy Crush Saga Launched

2025

Still using the same onboarding popup and flow

PROBLEM 4

Slow booster rollout drivers users to competitors

Candy Crush waits until Level 90+ to unlock some boosters, while rivals showcase them within the first 20 levels. This delay makes early play feel repetitive and less rewarding, driving players to faster-paced competitors.

UFO

The awesome UFO booster that blasts explosive candies across the board only unlocks at level 72!

06

Problem–Solution Framework

I treated the five most critical FTUE issues as design constraints, ensuring every solution directly addressed a friction point in the player journey. This framework created an onboarding experience that is contextual, dynamic, scalable, and invisible to the player.

Mapping Problem to Solution

Poor Booster Context

Contextualized and immediately usable

Flawed Popup format

Dynamic overlay above gameplay

Hard Coded

Modular, scalable, and easily adjustable system

Late Introduction

Front-loaded, lifecycle-aware, progressive disclosure

Look & Feel Principles

Consistent with brand

Lightweight & snappy

Invisible onboarding

By pairing each pain point with a clear, flexible solution — and applying consistent design principles — we have a clear framework for approaching all FTUE & onboarding experiences in the future.

06

Initial Concepts

Key Design Changes

1

Improving contextual understanding by Moving the Booster ahead of the game round for immediate usage.

2

Instructional copywriting that succinctly explains the booster mechanic

3

Booster seeding animation to indicate how many boosters enter the player's inventory

4

Boosters animate into the booster bar to to draw a causal connection to the booster bar UI.

More Celebratory & Narrative Driven

Candy Crush Saga's character mascots are under-utilized. We explored inserting the characters to celebrate the unlock moment, without taking away focus from the booster.

06

In-Game Booster Outcomes

Implementing the new FTUE

Before

Seeded after a game round, with a subpar tutorial.

After

Seeded right before a game round starts, immediately usable.

Removing the Hard Code Barrier

Decoupled FTUE from fixed level triggers, replacing the hard-coded popup with a configurable system. This allows the team to easily shift onboarding to different levels or reorder the sequence to improve player experience without additional development effort.

Old Progression had Boosters locked to their level ordinals

New Progression front-loads the booster experience to prevent a content desert. it is also fully operable

Future Slices

Improved UI & Art

This flexible framework enables future visual improvements for FTUE and onboarding of any game elements. By removing hard-coded barriers, the team now has full control over UI updates and iterations

Load Screen Reinforcement Learning

In a concurrent project I'm working on that compliments the new booster tutorial sequences, I designed load screen micro-tutorials that flash core gameplay concepts during transitions, turning dead time into passive learning moments that reinforce mechanics without interrupting play.

06

Pre-game Boosters Outcome

Before

Before — Popup Format

The old popup format did not differentiate pre-game boosters from in-game ones, and were not introduced in the right context where players can use them.

After — Auto-selection & Explicit Seeding

Auto Selected Pre-game boosters, teach the players that they can equip certain boosters right before the game round.

Success Metrics & Key Learnings

This project reinforced the importance of designing for immediate value discovery rather than comprehensive feature education. By focusing on the moment players first experience meaningful progress with boosters, we fundamentally shifted our approach to onboarding. The key insight: players don't need to understand everything upfront — they need to experience joy quickly and build confidence through progressive success. Our streamlined tutorial prioritized showing value over infantilizing users with excessive explanation, showing that effective onboarding with progressive disclosure is stronger when we focus on the player experience and early game perceptions, rather than information transfer by brute force."

Retention D30

3%

Gross Bookings

0.5%

Booster Usage

10%

Booster Purchases

8%

03

Booster Context

Boosters are power-ups accessed from the booster bar, designed to help players clear challenging levels. They can be earned, purchased, or rewarded through gameplay.

Example

Party Booster

Party Booster clears the entire top layer of the gameboard!

Booster Bar

Shows the boosters a player owns, with quantities displayed for each. This is the primary point of access during gameplay — and the place players expect to find a newly unlocked booster after a tutorial.