I get the connection between designing a glyph to reach a floating island - I think that's quite intuitive and is what makes the game so appealing! - it's maybe more the 'designing challenges' (four points - three challenges and a task, surrounded by a triangle of challenges, each line adds a feature etc etc) that I feel just maybe has quite a few steps that might be good to see examples of :)
And yeah, good point about group dynamics - can see that for players keen on a very thoughtful personal process, the rest of the group making silly guesses might not be much fun compared to being able to express themselves with clarity. (I maybe just lean more to the guessing type of play!)