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Can a UX Designer build a functional airport, or will the onboarding get them first? ✈️ In this UXplain video, I’m taking a more casual approach to my UX breakdowns. Instead of a formal teardown, I’m jumping into Airport CEO to see how the game handles new player onboarding and the initial "New Game" flow. Is the tutorial helpful, or is it just a wall of text? As a UX Designer, I look at the menus, the intuitiveness of the tutorial flow, and the "mental model" the game expects you to have. In this video, we cover real-time UX reactions to management sim UI: 0:00 Main menu 1:40 New game creation flow 7:25 Starting the game 7:48 Looking at the HUD elements 9:25 Starting the tutorial 10:15 Looking at management panels 15:49 Looking at how to start 17:22 Signing a contract 19:20 Deploying workers 20:28 Planning airport construction 21:24 Starting construction 25:49 Changing the simulation speed 26:25 Confused by errors 27:04 Continuing construction 28:49 Planning airport opening 30:14 Last bits of construction 31:31 Starting the airport 32:58 Closing thoughts If you enjoyed this "Let's UX" style video, let me know in the comments! Should I go back to the deep-dive redesigns like my Subnautica or Assassin's Creed Shadows videos, or keep this casual style? Check out my previous UX Breakdowns: 📍 5 UX Problems in Subnautica: • Subnautica's UX problem 📍 AC Shadows Inventory Redesign: • Good Inventory Menu UX? #UXDesign #AirportCEO #GameUX #UXplain #IndieGames #UIUX