In terms of interface, this translates into an onboarding experience that leaves more room for autonomy. Many tools and software force users to follow tutorials and visual indications to learn how to use them. Video game designers are increasingly taking the problem the other way around, giving room for exploration.
For example, the game Horizon: Zero Dawn introduces players to its environment and operation by having them conduct missions with specific objectives. However, designers don’t make them get through an explicit series of explanations. Users need to experiment the game elements to navigate their environment. In particular, they learn to identify elements to climb (which are numerous and important in the game) through specific color cues without being told of this connection. Zelda Breath of the Wild game mechanics work the same way. The player incarnating Link is directly thrown into his world, and can explore a very large environment from the start.
And this priority given to autonomy in learning can be found in products that are loved by specialists and neophytes alike. For example, Adobe Photoshop gives users access to the entire interface of its various tools and menus. There is no tutorial that interrupts the experience and interaction. User learns at his own pace to master the cutting and selection solutions, or even the more smart photo editing tools.
However, in order to guide users, the tool icons show animations of how to apply their filter, and especially why the user should use them. Photoshop also has a tab that leads to a “Learn” interface where the user can be guided in its use depending on what he is looking for in Photoshop, whether it is duplicating, eliminating or changing the color of an object. The user can thus easily appreciate the tools at his disposal according to what he really wants to learn.