Growth Insights Series: Building Competency in New User Onboarding
Our Growth Insights Series is back with more tips and strategies to help you build and grow your business with Horizon OS! In the last installment, we looked at the importance of properly setting expectations through your Product Details Page and immediately paying them off.
In this article, we’ll dive into strategies for creating effective onboarding experiences. You'll find practical approaches, common pitfalls to avoid and data-driven insights from successful titles on the Meta Horizon Store.
We’ll also start to cover the three pillars of successful onboarding that form the foundation of user retention. This article is designed to support developers currently planning a new app launch, but the tips you’ll find can also be useful for actively supporting live titles. Dive in below to start gaining strategies for effective user onboarding, and look out for our next article covering mid-term and long- term best practices.
Understanding Effective Onboarding
Onboarding, sometimes referred to as the New User Experience (NUX) or First Time User Experience (FTUE) is how your app introduces new users to your experience. Onboarding includes everything a new user encounters, from effective marketing, demo modes and tutorials to introducing major systems and guiding users through them during their first weeks.
Given that VR sessions tend to be shorter and more infrequent than flat gaming sessions, you should consider that your users may be onboarding longer than anticipated and prepare to support them through the process.
Onboarding starts pre-download and continues until users have enough mastery to successfully engage with your app without assistance. Building onboarding holistically with plenty of opportunities for practice and recall will improve your retention.
Getting onboarding right can be difficult and may require a lot of iteration. This effort can pay huge dividends later on with the potential to increase engagement, engagement and in-app purchases.
There is a direct correlation between time spent on the first day and long-term retention (see chart below). For example, in the Action genre of Meta Horizon Store games, someone who played for more than 30 minutes on their first day is three times as likely to return as someone who played less than five minutes. Figures like these illustrate why nailing user onboarding is well worth the effort.
Chart based on data from top-performing Meta Quest games. Source: Meta internal data
Creating an effective onboarding experience building three essential pillars that work together to set your users up for success and enjoyment:
Competence comes from mastering the key interactions in your experience. This includes the ability to learn and execute controls that correlate to ideal interactions with app systems. The bulk of an app’s tutorial is spent on leading users to competence.
Recall is a user’s ability to remember and perform core actions when they return to your app. This is particularly critical for immersive experiences where interface conventions are still evolving. Without good recall support, users might need to relearn controls with each session.
Progression bridges the gap between tutorial and your core user experience. Leveling systems, battle passes, crafting systems or other ways to demonstrate growth over time all help users gain skills and showcase why they should return to your experience.
Pillar One: Building Competency
User competency refers to a user’s ability to learn and execute on interactions within your app, like controls, movement, and UI navigation. This period of onboarding is often referred to as a tutorial.
Tutorials help users feel confident with the controls and interface, making them more likely to return to your experience. There is a direct relationship between competence and retention, meaning that if you make users feel capable, they’re more likely to stick around. VR and mixed reality experiences likely require detailed tutorials to teach users how to interact with your experience because there is a higher likelihood that they have no prior play experience to draw from.
With that being said, tutorials are the most recognizable parts of an onboarding experience and there are a wealth of best practices to lean on from existing games and apps. Where you’ll find distinction is within the details of pacing, methodology, tone and content that are personal to your app and require iteration to perfect.
The following tips should help you start framing early onboarding, including your tutorial:
Lead with comfort settings and consider standing vs sitting playstyles.
Teach skills progressively so users can build their knowledge naturally. Ensure support for New Users who haven’t mastered immersive controls.
Adapt to user learning styles and foster safe practice environments where users can repeat skills until they feel confident to move on.
When considering narrative framing, ensure users retain agency, ideally integrating narrative moments into the tutorial.
Implement effective comfort settings
Immersive experiences present unique accessibility challenges that require thoughtful comfort settings. These options prevent motion sickness and fatigue, two factors that can cause users to stop engaging with your app entirely.
Guide users through comfort settings before the core user experience begins. Leading titles like Asgard's Wrath II, Resident Evil 4, and Metal Hellsinger VR do this by having users configure their comfort settings before accessing save files or starting gameplay. This approach ensures users can customize their experience for maximum comfort from the very beginning.
When designing comfort options, consider these best practices:
Show visual demonstrations of what each setting does.
Use plain language that newcomers will understand (e.g. avoid using complex words like “vignetting” as newcomers may not realize what this means in VR).
Explain the purpose of each setting, such as, “Reduces motion sickness during movement.”
Group Comfort Settings in the menu so users can update them all at once.
Metal Hellsinger uses straightforward language and visual demonstrations to explain comfort settings, helping users understand their options.
Design for both standing and seated play
When playing top apps', we estimate up to 40% of new adult users (>18 yo) are in a seated position for at least 10 minutes in the first month of play. Users value the flexibility to play in both seated and standing positions, with many regularly switching between modes during a single session. This transition typically happens as users get tired during longer sessions or become more deeply engaged with a user experience that doesn't require physical movement.
To encourage retention, design your experience to be enjoyable in both seated and standing modes, with a quick recalibration option for users who want to change positions. This flexibility dramatically improves user comfort, especially during longer sessions, and increases your potential audience size by supporting the maximum range of users and play environments.
Of course, it’s expected that some apps are designed primarily for standing or seated play. If this is the case, ensure that you have communicated this preference to users during expectation setting. Offering full support for both standing and seated play can be a powerful differentiator for your app.
Asgard’s Wrath II recalibrates any time the game detects a shift between standing and seated positions.
Teach skills progressively
A common mistake is dropping an image of all controls in front of your user and expecting them to learn them immediately. A better tactic is to teach a user skills one at a time. Figure out what is essential by listing everything users need to know to fully enjoy your experience, then ruthlessly prioritize this information. We recommend separating your list into:
Essential skills that users absolutely need to master in their first few minutes.
Secondary elements that can wait until after initial onboarding.
Avoid overwhelming users with too much information at once. Teaching one skill at a time and giving users enough space to practice builds confidence before adding complexity.
Batman Arkham Shadow prioritizes teaching combat mechanics first and introduces leveling up and the skill tree much later in the game.
If you’re building an experience with multiple systems (like crafting or building), introduce elements gradually throughout the onboarding process. As an example, a well-designed crafting tutorial might follow this progression:
First recipe: Provide all materials and focus on teaching the crafting process.
Second recipe: Guide users to gather specific materials.
Final stage: Let users experiment freely with available resources.
Support newcomers
Never assume all users are familiar and comfortable with immersive experiences. Sales promotions and network effects consistently bring newcomers into the Meta Horizon ecosystem, so it’s best to balance your designs between welcoming these new users while allowing experienced users to progress quickly.
You can make your experience accessible to newcomers by:
Including controller diagrams alongside button prompts.
Making tutorials replayable for those who need additional practice.
Teaching fundamental actions like movement and object interaction thoroughly.
Providing clear feedback when users successfully complete tasks.
Immersive experiences with a controller typically use two primary interaction methods:
Direct interaction: Users physically reach out and grip objects using trigger controls or hands.
Indirect interaction: Users select distinct objects with a cursor (raycast) using one of the face buttons on a Meta Quest Touch Plus Controller.
Direct interaction is new to users who are not deeply experienced with immersive experiences and requires some extra attention in your design. Here’s how you can make their early experiences more enjoyable:
Consider adding a toggle-grip option to reduce physical fatigue.
Help users retrieve dropped items easily by implementing a pickup system that doesn't require bending down.
Ensure dropped objects remain visible and easy to locate, as items may roll away from their original position.
Since apps vary in which interaction model they use, we recommend ensuring that users get early practice with object interactions.
Adapting to user learning styles
Design your tutorials to consider different learning preferences and experience levels. Some users will want to speed through instructions while others prefer a methodical approach. Both preferences are valid, and your onboarding should accommodate these different styles while ensuring all users understand the core mechanics before moving forward.
Some common tactics for adapting to users include:
Allowing users to skip dialogue, cutscenes or entire tutorial steps if they master them.
Allowing users to replay tutorials from the menu if they need additional practice.
Setting aside a tutorial world or space that users can revisit anytime.
Providing contextual tutorials that only appear when users are using the relevant skill.
Combining different tutorial methods
Users absorb information differently in spatial environments than on traditional digital devices. Relying solely on one communication method risks instructions going unnoticed, which is why we recommend combining approaches:
Demonstrate visually: “Show” rather than “tell” when teaching gesture controls.
Include audio guidance: Add voiceovers with subtitles for accessibility.
Provide visual references: Place diagrams naturally in the environment.
Offer tactile feedback: Use controller vibration to reinforce correct actions.
When text is necessary, position it where users can easily focus on it, not in peripheral vision where head movement can make reading difficult. Instead, anchor important information in easily visible locations and integrate it naturally into the environment.
Create safe practice environments
If your experience centers on a core mechanic (like melee or ranged combat), create a safe, consequence-free environment where users can practice without pressure. Make these tutorial sections optionally repeatable so users can build confidence at their own pace before facing actual challenges.
For example, if your game requires a user to aim and shoot a weapon, start them in a space without other users where they can infinitely practice aiming and shooting before moving on. In high skill games, users often need time to practice before difficulty ramps up, and single-user environments allow them to build skills without distractions.
Immersive experiences typically have shorter play sessions than traditional games due to factors like battery life and physical comfort. With motion sickness being a key consideration, avoid lengthy non-interactive sequences during the FTUE. When including narrative elements in the tutorial, consider:
Keeping story sequences brief and engaging.
Making all narrative sections skippable.
Prioritizing getting users into interactive gameplay quickly.
Incorporating story elements during active gameplay.
Keeping the user actively engaged rather than showing a non-interactive cutscene.
Ensuring the user has full movement control if a 2D cinematic is necessary.
In Asgard's Wrath II, users remain active participants even during story sequences, maintaining engagement while advancing the narrative..
What’s Next?
That’s a wrap on this installment of the Growth Insights Series! We've explored the first of three pillars to successful onboarding for immersive experiences: build user competency through intuitive and accessible tutorials. Consider all these tips when designing your app’s onboarding, and remember that it will require a lot of testing to create the perfect onboarding experience for your app—but doing so will set your users up for long term enjoyment and success.
Follow us on X and Facebook to stay tuned for our upcoming articles that cover the next two pillars:
Fostering recall so users can return and immediately feel comfortable.
Introducing progression that motivates long-term engagement.
Together, these three pillars form the foundation of user retention and engagement in successful Meta Horizon experiences. By investing in quality onboarding, you can set your app up for commercial success.
We’re keeping the Growth Insights Series rolling in the coming months with deeper dives into user acquisition strategies, engagement tactics, and audience insights specific to the Meta Horizon ecosystem. Our goal is to provide you with actionable strategies to boost retention, drive engagement and build sustainable revenue streams across various business models.
To get a monthly collection of useful insights like the ones we covered in this article, subscribe to our developer newsletter in your Developer Dashboard settings.
All
App Submission
Apps
Games
Marketing
Quest
Did you find this page helpful?
Explore more
Growth Insights Series: More Best Practices for New User Onboarding
Explore strategies and best practices to increase retention by supporting user recall and progression during app onboarding.
All, App Submission, Apps, Games, Marketing, Quest
New to the Meta Horizon Store from App Lab? Here are Tips for Overcoming 5 Key Challenges
Explore the top five issues developers encounter when making the switch from App Lab to the Meta Horizon Store and gain solutions to navigate these challenges successfully.
Build Faster and Smarter with GenAI Tools in Meta Horizon Worlds
GenAI tools in the Meta Horizon Worlds desktop editor are now available to creators in the US, UK and Canada. Explore how new features like Mesh Generation can greatly reduce the time it takes to build worlds for mixed reality and mobile.