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Case study 02

coUniverse

A UX audit of a co-op RPG that turns personal growth into a multiplayer quest — reading the first-run experience end to end, then testing it hands-on, to find what would confuse or lose a new player before their first quest.

Role

UX Auditor / Product Designer

Engagement

Freelance, UX design & product audit

Timeline

4 months + present

coUniverse cover: Sunny worlds, shared quests, living story — Atrium meditation timer and companion chat screens

01 — The engagement

Reading a new player's first ten minutes

coUniverse is a co-op RPG that turns personal growth into a multiplayer quest — players build an avatar, get matched into a "crew," and progress through story-driven quests that move between virtual gameplay and real-world missions, guided by an AI companion, Celestine.

I was brought in during the app's early version to review the first-run experience: onboarding (avatar, "the Reading," path choice, check-in) and the core navigation that follows (Atrium, New Log, Chat with Celestine). Any friction here has an outsized cost — a confusing or stalling first ten minutes is the difference between a player who reaches their first quest and one who doesn't.

coUniverse main screen showing the Atrium door and floating-label CTAs over the scene

Main screen — the door, and the floating-label CTAs around it.

02 — The UX challenge

Two different kinds of problem, both hiding in the same flow

Reading the flow end to end surfaced two distinct categories of issue, not one. The first was sequencing: moments where the order of the flow works against the emotional beat it's trying to create. The second was interface convention: patterns — floating labels, decorative-looking CTAs, autoplaying audio — that ask a first-time player to learn a custom convention where a familiar one would already work.

The tension underneath both

Where does this product ask a brand-new player to do extra work — emotional or interpretive — that the design itself could have absorbed instead?

03 — Onboarding sequence

The emotional peak lands before we know who the player is

The clearest example: the player touches a stone and receives "the Reading" — the moment the mountain responds to them — before Celestine has even asked their name. Right after that peak moment, they fill out name, avatar, and location like a form. The high point lands before the player feels like a person in the story, not after.

Sequencing issue

The emotional payoff is scheduled before its setup.

Why it matters

Celestine can't say the player's name during the biggest moment of the opening, because she doesn't have it yet — the flow spends its best beat on a stranger instead of a named character.

Design implication

Grab the player's name early — skip avatar and location for now — so Celestine can say their name during the Reading, then finish the rest of check-in afterward. Smallest change, biggest payoff.

Two smaller issues sit in the same part of the flow. There's an unfinished node still labeled "draft" between the space shot and the mountain shot — the very first thing a new player sees, so it needs to be finished or removed; deleting it is the safest fix, since the flow works fine without it. Later, players are asked to choose a path — Inner, Outer, or Relational — framed as a real decision, but all three lead to the exact same place with the exact same result. The cheapest fix is a different visual right after the choice, so it at least visibly registers; the better long-term fix is to make the choice actually matter later, e.g. Celestine referencing it down the line.

04 — Method

How this was reviewed

A note on rigor, stated once: this was an expert UX review, not a moderated study with recruited participants. Findings came from reading the flow end to end and then testing it hands-on, on device — not from sessions with other users. I'm flagging that once here rather than re-qualifying every finding below.

What was reviewed

  • Onboarding: entry, avatar, the Reading, path choice, check-in
  • Core navigation: Atrium, El Cono, My Space, New Log, Chat with Celestine

How

Read the flow first to map sequence and intent, then tested hands-on on a physical device to catch anything that only shows up in real use — timing, audio behavior, whether controls actually register as tappable.

What I was looking for

  • Where the sequence works against the emotional beat it's building toward
  • Where a custom interface pattern is being learned instead of a familiar one reused

What it surfaced

A bug (a "Not now" button that doesn't skip anything), a priority audio issue, and a navigation pattern that's already solved correctly elsewhere in the same app.

05 — Navigation & structure findings

A pattern the app already knows how to do right

The main screen's four core actions — Step into the Atrium, I have a Key, New Log, Chat with Celestine — are floating text labels over the door art. They read as decorative, not actionable; a first-time player won't reliably register them as tappable. The same floating-label pattern repeats on El Cono's room-select screen ("Campus" hovering over the scene), so this isn't a one-screen problem.

El Cono screen showing the same floating-label pattern, with Campus hovering over the scene

El Cono — the floating-label pattern repeats here too.

My Space screen already using a standard tab bar for Today, Starwheel, Cosmic Blueprint, and Logs

My Space — a standard tab bar, already built and working.

What makes this an easy fix rather than a hard one: My Space already uses a standard tab bar (Today / Starwheel / Cosmic Blueprint / Logs) elsewhere in the same app. Extending that pattern to the main screen and El Cono is largely a reuse, not a new build.

06 — The key recommendation

Don't teach a new pattern when the app already knows the right one

Problem

Floating text labels over art don't read as tappable to a first-time player, and the pattern repeats across multiple screens.

↓

Insight

The app doesn't need a novel solution here — My Space already has a working, familiar tab bar for the exact same job.

↓

Decision

Adopt the standard tab bar system-wide, on the main screen and El Cono, instead of inventing a new interaction model.

↓

Principle

Reuse the pattern the app already got right. Don't make players learn a new one.

The strongest visual asset on the main screen — the door itself — is currently just background art. Making the door the entry point (tap it, it opens into the Atrium) turns the app's best asset into its primary CTA, which is both more immersive and more intuitive than a floating label ever was.

07 — Priority fix

Audio that plays before the player says it can

Celestine's voice plays automatically on open, at full volume, regardless of the phone's own settings. This was tested with a sleeping baby nearby — the phone wasn't even on silent, and the audio still caught the tester off guard. Autoplaying voice on launch breaks a basic expectation around audio control, and the stakes are higher than usual here: guided meditation is a core feature of coUniverse, not a side one, so getting default audio behavior right matters more than it would in a typical app.

Current

Voice plays automatically on open, at full volume, with no regard for the phone's own volume or silent settings.

"The app decided I wanted sound on."

Recommended

Voice off by default. Player opts in via tap-to-play, or a visible mute toggle.

"I decide when I want sound on."

Guided meditation player screen: Five-Minute Breathing with Vidyamala Burch, showing the Play button

The guided meditation player — audio is core to the product, which raises the stakes on getting autoplay and volume defaults right.

1

Priority, not just important

This is flagged above the sequencing and navigation findings because it breaks trust on first launch, with zero user control by default — and because audio is central to what the product actually does.

08 — Visual consistency

Three screens, three different design systems

New Log and Chat feel visually outdated next to the Atrium, which breaks immersion on its own. Zooming out further, the pattern is bigger than those two screens: the Resonance Gate, Earth Grid, and Duo each read like a different product — frosted glassmorphism, a map-and-card interface, and flat single-accent illustration, none of them matching the Atrium's painterly gold-and-light language.

Resonance Gate

Frosted glassmorphism

System

  • Translucent glass panels, dense mathematical notation

Earth Grid

Map & card UI

System

  • Satellite map base with card overlays — closer to a maps app than a game

Duo

Flat illustration

System

  • Single accent color, flat illustrated scene, no painterly texture
Resonance Gate screen: frosted glass panel over a dense equation
Earth Grid screen: satellite map with a card overlay for El Cono
Duo screen: flat illustrated scene with a single yellow accent color

Resonance Gate, Earth Grid, and Duo — three visual systems that don't speak to each other, or to the Atrium.

The fix isn't just "make it consistent" as a slogan: bring New Log and Chat into the Atrium's visual language first, using a lighter variant suited to more functional, utility screens, then run a full design audit to consolidate everything into one library. AI tooling can speed up the audit and mapping work itself, but the fix still needs manual design QA — this isn't something to fully automate.

09 — Scope & confidence

What's grounded in a screenshot, and what isn't yet

Every finding in Sections 05–08 is anchored to an actual screen: the main screen, El Cono, My Space, Resonance Gate, Earth Grid, Duo, and the meditation player. The onboarding findings in Section 03 are not screenshotted the same way — the unfinished "draft" node, the stone-reading scene, the path-choice screen, and the contact-info screen with the "Not now" button are documented from reading and testing the flow, not from screens I can show here. I'm noting that distinction directly rather than presenting both at the same level of evidence.

10 — What's next

What I'd need to take this further

  1. Get screenshots of the four remaining onboarding moments — the draft node, the stone-reading scene, the path-choice screen, and the contact-info "Not now" screen — so those findings can be anchored and marked up the same way as the navigation findings.
  2. Confirm whether the "Not now" bug is isolated to that one screen or part of a broader pattern of decorative buttons that don't do what they say.
  3. Run the visual-consistency audit as a standalone workstream, using AI-assisted mapping to speed up cataloguing, with manual QA on every proposed fix.

11 — Priority summary

What to fix first, and why

Priority fix

Audio autoplay — breaks user trust on first launch, with no user control by default.

High impact, low effort

Delete the unfinished "draft" step. Grab the player's name before the stone-reading moment. Fix the "Not now" button bug.

Structural

Replace floating-label navigation with a standard tab bar. Make the door the primary CTA on the main screen.

Ongoing

Visual-consistency audit across Atrium, New Log, and Chat — AI-assisted mapping, manually QA'd fixes.

12 — Contributions

What this engagement actually asked of me

1

End-to-end flow review

Read the full onboarding and core navigation flow, then tested it hands-on on device to catch what only shows up in real use.

2

Pattern diagnosis

Separated sequencing problems (the flow working against its own emotional beats) from interface-convention problems (custom patterns replacing familiar ones), rather than treating every issue the same way.

3

Prioritization

Ranked findings by real risk and effort — flagging the audio issue above structural navigation work, and separating a one-line bug fix from a multi-screen design-system audit.

4

Actionable recommendations

Paired every finding with a concrete fix and, where relevant, a cheaper interim option — not just a list of problems.

Next, I'd want the remaining onboarding screenshots to ground Section 03 the same way the navigation findings are grounded — see Section 10.

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