Marina DiPonio logo Marina DiPonio
SOUND OFF
Marina DiPonio

Marina DiPonio

Games User Researcher & Award Winning Player Experience Designer — 6 shipped games in 2 years

Let's chat! →

Selected Work

Highlighted case studies across research, project management, and UI/UX — flip through the shelf.

Cosmic Catch
Cosmic Catch
Project Mgmt
Tick Tock Trivia
Tick Tock Trivia
Project Mgmt
Learn To Leap
Learn To Leap
Senior Project · UX Research
Foreshore self-hosted budgeting app
Foreshore
UI / UX
Nutrition App
Nutrition App
UI / UX
ICE Accessibility
ICE Accessibility
Research
StarTea
StarTea
UI / UX · Research
Yuumi-Chan
Yuumi-Chan
Project Mgmt · Research
Insane Wizard
Insane Wizard
Project Mgmt
UF Club Software
UF Club Software
UI / UX · Research
Learn To Leap at Convergence● Featured

Rethinking tutorial design through player choice · Senior Capstone · 2026

The Question

Many platformer games use static, one-size-fits-all tutorials that don’t account for differences in player experience. Learn To Leap asks whether gaming experience level correlates with a player’s preferred tutorial guidance — and, more practically, whether letting players choose their own guidance is a better design pattern than guessing for them.

The Prototype

I built a custom Unity 2D platformer as the research instrument, focused on a single double-jump mechanic. Players could switch between three tutorial modes — Minimal, Guided, and Explicit — at any time, and the prototype logged every switch and time in state.

Method

Mixed-methods design, IRB exempt (UF Protocol ET00049273). Eleven participants aged 18–26 completed one session each over five days in March 2026, recruited via Discord and personal networks and distributed across four self-reported gaming-frequency bands.

Session Flow

Each session ran ~20 minutes: a short pre-play survey, a 5–7 minute gameplay session with no instruction beyond “pick the mode that feels right,” and a 5–7 minute semi-structured interview. Quantitative gameplay data was paired with qualitative interview data analyzed via Braun and Clarke’s six-phase thematic analysis.

What the Data Said

Gaming frequency did not reliably predict tutorial preference. But eight themes surfaced across interviews, and two were unusually strong: all 11 participants affirmed that being able to select their own guidance level was a positive experience.

The Gap

Stated preference diverged from behavioral usage — several participants who said they preferred Explicit actually spent the majority of their session in Minimal.

Choices as Artifact

The prototype was designed to be the artifact. Jump was intentionally mapped to “B” rather than space bar to neutralize prior muscle memory — a choice that surfaced in interviews as a design decision in its own right. Placeholder art was used throughout so visual polish wouldn’t introduce unintended differences between tutorial states.

Recognition

The project won “Outstanding Achievement in Experience Design” at Convergence 2026. The thesis now sits behind my senior capstone, alongside a full process gallery on Behance where you are invited to play it yourself!

Takeaway

The broader takeaway: adaptive tutorial systems built only on performance data — or only on stated preference — miss part of the picture. The most reliable signal across 11 participants wasn’t which mode they picked; it was that being allowed to pick at all mattered to every one of them.

Marina DiPonio
Roots

I'm a designer who grew up between the Midwest, Puerto Rico, and Florida. The first half of my life was spent in the middle of nowhere with three siblings, which taught me pretty much everything I know about multiplayer experiences, indoors and out.

What I Make

These days, I research and design social games, the kind that bring people closer instead of burning them out, with a soft spot for systems that make players a little kinder to each other. When I'm not prototyping, you can usually find me fishing or losing ranked Overwatch with friends.

Method

Research first, opinions second. Every design decision I make is a hypothesis I'd rather test than defend, so I lean on playtesting, user interviews, and a healthy obsession with how real people actually move through an experience.

Craft

I care about the little things. The pause before a player understands what to do. The weight of a sound effect. Whether a menu feels like a doorway or a wall. The little things are what make an experience feel intentional, and they're usually where empathy lives.

ResearchUsability testing · Accessibility audits (WCAG 2.1) · Affinity mapping · Playtest observation · Thematic analysis · UX documentation
DesignFigma · Adobe Creative Suite · Canva · Procreate
GameUnity 2D · Unity 3D · Unreal · Itch.io
PlanningMonday.com · Miro · Slipbox · Notion · Google Workspace
AI / AutomationClaude · ChatGPT API · Lovable · n8n · AI image analysis
Marketing / OpsCRM · Analytics · Content planning
CertificationsGenerative AI UX Design — Uizard (2025) · Figma for UX Design (2024)
Now

Just relocated from Gainesville to St. Augustine, Florida. These days I’m growing my web design business and building new products with Claude — I just shipped Foreshore, a self-hosted budgeting app for friends and family, and stood up my own home server to run it. Up next: an ad blocker.

Off the Clock

Just spent 2 weeks back home in Puerto Rico and I'm heading back to Florida to help my twin siblings move into college at UNF.

Let's chat.

Tell me a little about what you're working on. I'll get back to you as soon as possible.

Emailmarinadiponio@proton.me LinkedIn/in/marinadiponio Behance/marinadiponio Calendlymarinadiponio-proton/30min