UPLOADED

MAY 2024

·

UX DESIGN

·

SPATIAL & ENVIRONMENTAL

BOOSTING COMMUNITY ENGAGEMENT @ THE ORCHARD HOTEL

CAN MIXED REALITY ENHANCE UX FOR HOTEL VISITORS?

THE PROBLEM

I was tasked with designing a mixed reality experience that utilises the physical space of a chosen setting.

I designed a game that generates a sense of community at The Orchard Hotel, while also boosting traffic at its bar & brasserie.

TIMELINE

4 WEEKS · Q2 2024

PROJECT BY

ADAM JARVIS · SOLO

SET BY

SELF INITIATED
in MSC HCI

PLATFORM

FIGMA

RESEARCHING USER BEHAVIOUR

I MAPPED THE LOBBY'S FLOW, HOTSPOTS & OPPORTUNITY AREAS.

RESEARCHING USER BEHAVIOUR

I MAPPED THE LOBBY'S FLOW, HOTSPOTS & OPPORTUNITY AREAS.

RESEARCHING USER BEHAVIOUR

I MAPPED THE LOBBY'S FLOW, HOTSPOTS & OPPORTUNITY AREAS.

RESEARCHING USER BEHAVIOUR

I MAPPED THE LOBBY'S FLOW, HOTSPOTS & OPPORTUNITY AREAS.

1

I took photographs of any areas of interest, and noted the traffic flows.

1

2

I noticed the 5 distinct floor divisions, the pillar visible from most traffic paths, and the brasserie & elevator's shared circulation.

2

1

I took photographs of any areas of interest, and noted the traffic flows.

1

2

I noticed the 5 distinct floor divisions, the pillar visible from most traffic paths, and the brasserie & elevator's shared circulation.

2

1

I took photographs of any areas of interest, and noted the traffic flows.

1

2

I noticed the 5 distinct floor divisions, the pillar visible from most traffic paths, and the brasserie & elevator's shared circulation.

2

1

I took photographs of any areas of interest, and noted the traffic flows.

1

2

I noticed the 5 distinct floor divisions, the pillar visible from most traffic paths, and the brasserie & elevator's shared circulation.

2

IDEATING ON IMPLICATIONS

I IDEATED TOWARDS A ZONE-BASED COMMUNITY TERRITORY GAME.

IDEATING ON IMPLICATIONS

I IDEATED TOWARDS A ZONE-BASED COMMUNITY TERRITORY GAME.

IDEATING ON IMPLICATIONS

I IDEATED TOWARDS A ZONE-BASED COMMUNITY TERRITORY GAME.

IDEATING ON IMPLICATIONS

I IDEATED TOWARDS A ZONE-BASED COMMUNITY TERRITORY GAME.

1

I used Ideation Cards and a 5-staged ideation method to generate ways to utilise the space.

1

2

The third iteration utilised 8 ideation cards and then survived 8 validation cards. It involves a team-based puzzle, commencing at 8PM every night.

2

3

Users begin in one of the 4 outer zones and work to get access to the central 5th. A physical leaderboard exists nearby the starting location, by the Brasserie.

3

4

Once a user attends their assigned zone, users scan QR Cards to translate a safe combination. Group leaders type the correct code to be granted access to the safe.

4

1

I used Ideation Cards and a 5-staged ideation method to generate ways to utilise the space.

1

2

The third iteration utilised 8 ideation cards and then survived 8 validation cards. It involves a team-based puzzle, commencing at 8PM every night.

2

3

Users begin in one of the 4 outer zones and work to get access to the central 5th. A physical leaderboard exists nearby the starting location, by the Brasserie.

3

4

Once a user attends their assigned zone, users scan QR Cards to translate a safe combination. Group leaders type the correct code to be granted access to the safe.

4

1

I used Ideation Cards and a 5-staged ideation method to generate ways to utilise the space.

1

2

The third iteration utilised 8 ideation cards and then survived 8 validation cards. It involves a team-based puzzle, commencing at 8PM every night.

2

3

Users begin in one of the 4 outer zones and work to get access to the central 5th. A physical leaderboard exists nearby the starting location, by the Brasserie.

3

4

Once a user attends their assigned zone, users scan QR Cards to translate a safe combination. Group leaders type the correct code to be granted access to the safe.

4

1

I used Ideation Cards and a 5-staged ideation method to generate ways to utilise the space.

1

2

The third iteration utilised 8 ideation cards and then survived 8 validation cards. It involves a team-based puzzle, commencing at 8PM every night.

2

3

Users begin in one of the 4 outer zones and work to get access to the central 5th. A physical leaderboard exists nearby the starting location, by the Brasserie.

3

4

Once a user attends their assigned zone, users scan QR Cards to translate a safe combination. Group leaders type the correct code to be granted access to the safe.

4

TESTING IT OUT

THE IDEA CONFUSED USERS. I SIMPLIFIED THE PLAYER OBJECTIVE.

TESTING IT OUT

THE IDEA CONFUSED USERS. I SIMPLIFIED THE PLAYER OBJECTIVE.

TESTING IT OUT

THE IDEA CONFUSED USERS. I SIMPLIFIED THE PLAYER OBJECTIVE.

TESTING IT OUT

THE IDEA CONFUSED USERS. I SIMPLIFIED THE PLAYER OBJECTIVE.

1

Validating wireframes took 3-5 rounds of sketched iteration. Designs conform to semi-corporate design style, as determined in the ideation stage.

1

2

Players must scan physical cards, which have a number 1-8 and a unique QR code which lead to 1 of 8 Orchard fruits, thereby allowing users to translate the code.

2

3

To test for usability, I constructed a 7-stage product value assessment.

3

4

Testing revealed confusion around zone boundaries, game stage, and competitor progress. I reduced this confusion as seen in the 'How it Works' screens below.

4

1

Validating wireframes took 3-5 rounds of sketched iteration. Designs conform to semi-corporate design style, as determined in the ideation stage.

1

2

Players must scan physical cards, which have a number 1-8 and a unique QR code which lead to 1 of 8 Orchard fruits, thereby allowing users to translate the code.

2

3

To test for usability, I constructed a 7-stage product value assessment.

3

4

Testing revealed confusion around zone boundaries, game stage, and competitor progress. I reduced this confusion as seen in the 'How it Works' screens below.

4

1

Validating wireframes took 3-5 rounds of sketched iteration. Designs conform to semi-corporate design style, as determined in the ideation stage.

1

2

Players must scan physical cards, which have a number 1-8 and a unique QR code which lead to 1 of 8 Orchard fruits, thereby allowing users to translate the code.

2

3

To test for usability, I constructed a 7-stage product value assessment.

3

4

Testing revealed confusion around zone boundaries, game stage, and competitor progress. I reduced this confusion as seen in the 'How it Works' screens below.

4

1

Validating wireframes took 3-5 rounds of sketched iteration. Designs conform to semi-corporate design style, as determined in the ideation stage.

1

2

Players must scan physical cards, which have a number 1-8 and a unique QR code which lead to 1 of 8 Orchard fruits, thereby allowing users to translate the code.

2

3

To test for usability, I constructed a 7-stage product value assessment.

3

4

Testing revealed confusion around zone boundaries, game stage, and competitor progress. I reduced this confusion as seen in the 'How it Works' screens below.

4

THERE'S 4 ZONES, 8 CARDS & 20 PLAYERS - BUT ONLY 1 SAFE.

koto is build around The Orchard Hotel's unique floor textures, interweaving traffic paths and the brasserie location to give guests an engaging reason to return to communal amenities every night.

THERE'S 4 ZONES, 8 CARDS & 20 PLAYERS - BUT ONLY 1 SAFE.

koto is build around The Orchard Hotel's unique floor textures, interweaving traffic paths and the brasserie location to give guests an engaging reason to return to communal amenities every night.

THERE'S 4 ZONES, 8 CARDS & 20 PLAYERS - BUT ONLY 1 SAFE.

koto is build around The Orchard Hotel's unique floor textures, interweaving traffic paths and the brasserie location to give guests an engaging reason to return to communal amenities every night.

GENERATING A COMMUNITY AURA.

MINIMISING PUBLIC OBSTRUCTION

Koto minimizes disruption by dispersing the player limit, with no more than 4 in the central zone. During tense moments, the physicality of the game ensure players are always aware of their surroundings.

FOR ALL TO SEE

While the leaderboard is visible on the game app, there is a physical version displayed in the lobby for all hotel residents to see - enhancing the loyalty of repeat visitors and engaging the residents into the community, all next to the hotel's brasserie & bar.

translate the code, access the safe.

JOURNEY BREAKDOWN

Once users attend their assigned zone (L), the game counts down to begin (M). The first team to correctly translate the code will rise up the leaderboard (R).

KOTO, BUT IT'S THEMED FOR SEASONAL HOLIDAYS

koto can capitalise on seasonal festivities via timed events, providing a way to further build community engagement during peak periods.

FEEDBACK

SPECIALISTS LOVED IT. HERE'S WHAT THEY SAID.

FEEDBACK

SPECIALISTS LOVED IT. HERE'S WHAT THEY SAID.

FEEDBACK

SPECIALISTS LOVED IT. HERE'S WHAT THEY SAID.

FEEDBACK

SPECIALISTS LOVED IT. HERE'S WHAT THEY SAID.

SPINNING GOLD

"A highly innovative and creative response", that demonstrates "an excellent job of extracting detailed design implications from research observations".

CRYSTAL CLEAR COMMUNICATION

"An extremely well made presentation, making good use of visual aids to support explanations. Everything is clear and easy to follow and all the project requirements are covered."

WHAT'S NEXT

To continue, koto would need to be programmed more extensively in order to conduct a more life-like user trial to identify further pain-points.

LET'S TALK

SITE DESIGNED BY ADAM JARVIS
ALL RIGHTS RESERVED © 2025

LEEDS,
UNITED KINGDOM

+44 7305 897929

LET'S TALK

SITE DESIGNED BY ADAM JARVIS
ALL RIGHTS RESERVED © 2025

LEEDS,
UNITED KINGDOM

+44 7305 897929

LET'S TALK

SITE DESIGNED BY ADAM JARVIS
ALL RIGHTS RESERVED © 2025

LEEDS,
UNITED KINGDOM

+44 7305 897929

LET'S TALK

SITE DESIGNED BY ADAM JARVIS
ALL RIGHTS RESERVED © 2025

LEEDS,
UNITED KINGDOM

+44 7305 897929