Interworlds

Developing an interactive experience at the intersection of two different industries

Role

Product Designer

What I Did

3D Design, Prototyping, Research, Brand Design

Time

Jan - Mar 2023

Tools Used

Figma, Spline 3D, Photoshop, Illustrator

Jess Lee,

Kyerra Norton

Team

Background

Design is built around systems. In this class, we explore designing systems for our users, through interaction patterns, user flows and interface components that form a visual language.

For most cases, these visual systems for the screen don't simply exist in a vacuum, but are part of an even broader system, one of the most ubiquitous in the design world: the brand identity.

(AVPS WashU SP 2023)

Overview

Design Prompt: Setting the stage

Propose a new company and form a framework for their brand that offers a product or service at the intersection of the values and offerings from each. Investigate the unique possibilities of mobile devices and experiences of your selected brands.

*Companies are drawn randomly from a hat, each representing different industries

Design Process

Background Research

Luck of the draw: Our picks

Hasbro

Hasbro is an entertainment conglomerate that delivers brand experiences through “gaming, consumer products and entertainment.”

Among its products are Transformers, G.I. Joem Nerf, Monopoly, Play-Doh, My Little Pony, and more. The 2019 acquisition of Entertainment One included franchises like Peppa Pig. The Hasbro brand also developed TV shows to promote its products, namely Family Game Night on the Discovery Family network.

Vision Statement: to make the world a better place for all children, fans and families.

HP

HP serves the industries: “Computer hardware + software, IT services and consulting."

HP is an American multinational information technology company that develops personal computers (PCs), printers and related supplies, as well as 3D printing services. It also manufactures the DeskJet, OfficeJet, and LaserJet series of printers. The company is currently the second largest personal computer vendor in the world.

Vision statement: to create technology that makes life better for everyone, everywhere — every person, every organization, and every community around the globe.

How Might We Questions

01

How might we integrate the elements of physical gaming and community into an interactive digital product?

How might we design a interactive experience primarily for young users but also has a low barrier to entry for older or less tech savvy users?

02

Brand Research + Analysis

Brand Research + Analysis

We created a brand attribution chart to show to categorize and visualize the key traits for each of the companies, and find a connection between them.

Finding and crafting our niche

Why Augmented Reality?

Augmented reality (AR) seamlessly blends the physical and digital worlds by overlaying virtual information onto real-world environments. AR encompasses the physical and digital gaming of Hasbro and the technological innovation and exploration of HP’s gaming sub-brand Omen and its increased ventures in visualization and AR/VR.

How the St. Louis City Museum comes into play

Housed in an old shoe warehouse, the City Museum is an indoor, outdoor, and underground playground housed in an old shoe factory. Its exhibits consist largely of repurposed architectural and industrial objects with notable expansions to the 600,000 sq-ft indoor and outdoor facilities:

  • MonstroCity

  • Enchanted Caves

  • Shoe Shaft

  • World Aquarium

Target Audience

With its expansive, interactive architecture and emphasis on exploration using all senses, the addition of AR experience aligns with the City Museum’s mission of evolving and artistic play.

Individuals seeking immersive and interactive experiences that blend storytelling with discovery. From curious children to lifelong learners, the exhibition caters to a wide range of ages and interests, inviting all to explore new worlds and ignite their imaginations.

Focusing on a younger audience base and strengthening community, we proposed this AR exhibit in the St. Louis City Museum.

Tones + Values

Understanding our user base

Spending quality time with family

  1. Experiencing innovative and immersive technology

  2. Discovering new forms of art and expression

  3. Engaging in a shared adventure

  4. Familiarity with both digital and tactile learning methods

Mood Board

Shaping our Brand

Integrated 3D elements to infuse depth and realism into the user experience, while leveraging rounded edges for a modern touch that enhances visual appeal and usability.

Exploration with opacity and breathiness to convey the playful aspects of augmented reality and its relationship to space

Modern typography and references to the retro-futuristic movement of the 20th Century

01

02

03

Prototype

Navigating Interworlds

The initial draft structure included five sections of information, Home: Explore, Plan A Visit, Publications, About, and NFTs. The addition of an NFT marketplace and archive was considered because of Hasbro’s more recent presence in the NFT market for their Power Rangers product line.

  • Remove the NFT section as it was not our focus for the museum and wouldn’t coincide with the values of our audience (community building rather than digital ownership).

  • Optimized page content for easier consumption by reducing the amount of subpages as well as considering our time constraints.

Final Site Map

We determined that the exhibition website should function as a seamless extension of the city museum's online presence, eliminating the need for redundant information.

Lo-fidelity wireframes

Testing: Identifying key usability concerns

User Feedback

Design Decisions

Call-To-Action (CTA) Header

Button based CTA header that prioritizes ease of navigation while highlighting our design treatments and interactive experience

Created 3D animations of otherworldly blobs and objects that correspond with the intergalactic and spatial elements of the City Museum’s physical exhibits that we want to incorporate in VR

Activity Card Carousel

Card style carousel to display the exhibits + experiences with essential information about availability and the length of exhibitions instead of large image cards with information only revealed through clicking the images

Streamline Ticket Purchases

Added a button for users to purchase tickets directly from the site without being redirected to the City Museum’s broader website

Visual Concept & Typography

UI Component Library

UI Overview

Final Protype

Figma Link

Newsletter Design

Desktop

Mobile

Reflection + Results

How we want users to feel can drive the process

While the scope of our project was how can we conceptualize a service and experience that encompasses the principles of companies with no current overlapping audiences, we learned to look beyond our initial concepts of physical products and look to how we want users to feel and the shared aspirations of user exploration to bring forth Interworlds.

Challenging myself to learn a new skill + software to help my partner and I convey our vision was very insightful and humbling under our time and resource constraints but it made me more attuned to the value of exploring on my own and continuing to learn new things so that I don’t suppress the potential of a project.