UX/Product Design
·
Uploaded
May 2024
Boosting Community Loyalty at The Orchard Hotel

Mixed Reality Ergonomics

Ethnographic Site Evalution

Environmental & Spatial Design
UX/Product Design
·
Uploaded
May 2024
Boosting Community Loyalty at The Orchard Hotel


Mixed Reality Ergonomics


Ethnographic Site Evalution


Environmental & Spatial Design

Introduction
How can Mixed Reality enhance the experience at The Orchard Hotel?
about
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 · April to May 2024
Client
MSc Human-Computer Interaction
Team
Solo Project
with Credit to
Tutors · Steve Beford & Paul Tennent
About
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 · April to May 2024
Client
MSc Human-Computer Interaction
Team
Solo Project
with Credit to
Tutors · Steve Beford & Paul Tennent
about
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 · April to May 2024
Client
MSc Human-Computer Interaction
Team
Solo Project
with Credit to
Tutors · Steve Beford & Paul Tennent
About
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 · April to May 2024
Client
MSc Human-Computer Interaction
Team
Solo Project
with Credit to
Tutors · Steve Beford & Paul Tennent
Site Research
First, I visited the site to explore spatial opportunities.
Site Visit
I discovered that The Orchard Hotel would lend itself effectively to a Mixed Reality experience, as it houses various physical opportunities.
Opportunity Assessment
After visiting, I mapped out some of the most common traffic flows. This highlighted the pillar that lies within view of most traffic paths, the way the brasserie shares its traffic circulation with the elevator, and the 5 distinct divisions.
Design Tools
I discovered a set of Ideation Cards for Mixed Reality experiences, along with a 5-staged ideation method, which I would use to generate ways to utilise the opportunities of the space.
Site Visit
I discovered that The Orchard Hotel would lend itself effectively to a Mixed Reality experience, as it houses various physical opportunities.
Opportunity Assessment
After visiting, I mapped out some of the most common traffic flows. This highlighted the pillar that lies within view of most traffic paths, the way the brasserie shares its traffic circulation with the elevator, and the 5 distinct divisions.
Design Tools
I discovered a set of Ideation Cards for Mixed Reality experiences, along with a 5-staged ideation method, which I would use to generate ways to utilise the opportunities of the space.
Site Visit
I discovered that The Orchard Hotel would lend itself effectively to a Mixed Reality experience, as it houses various physical opportunities.
Opportunity Assessment
After visiting, I mapped out some of the most common traffic flows. This highlighted the pillar that lies within view of most traffic paths, the way the brasserie shares its traffic circulation with the elevator, and the 5 distinct divisions.
Design Tools
I discovered a set of Ideation Cards for Mixed Reality experiences, along with a 5-staged ideation method, which I would use to generate ways to utilise the opportunities of the space.
Site Visit
I discovered that The Orchard Hotel would lend itself effectively to a Mixed Reality experience, as it houses various physical opportunities.
Opportunity Assessment
After visiting, I mapped out some of the most common traffic flows. This highlighted the pillar that lies within view of most traffic paths, the way the brasserie shares its traffic circulation with the elevator, and the 5 distinct divisions.
Design Tools
I discovered a set of Ideation Cards for Mixed Reality experiences, along with a 5-staged ideation method, which I would use to generate ways to utilise the opportunities of the space.
Site Visit
I discovered that The Orchard Hotel would lend itself effectively to a Mixed Reality experience, as it houses various physical opportunities.
Opportunity Assessment
After visiting, I mapped out some of the most common traffic flows. This highlighted the pillar that lies within view of most traffic paths, the way the brasserie shares its traffic circulation with the elevator, and the 5 distinct divisions.
Design Tools
I discovered a set of Ideation Cards for Mixed Reality experiences, along with a 5-staged ideation method, which I would use to generate ways to utilise the opportunities of the space.
Site Visit
I discovered that The Orchard Hotel would lend itself effectively to a Mixed Reality experience, as it houses various physical opportunities.
Opportunity Assessment
After visiting, I mapped out some of the most common traffic flows. This highlighted the pillar that lies within view of most traffic paths, the way the brasserie shares its traffic circulation with the elevator, and the 5 distinct divisions.
Design Tools
I discovered a set of Ideation Cards for Mixed Reality experiences, along with a 5-staged ideation method, which I would use to generate ways to utilise the opportunities of the space.
Site Visit
I discovered that The Orchard Hotel would lend itself effectively to a Mixed Reality experience, as it houses various physical opportunities.
Opportunity Assessment
After visiting, I mapped out some of the most common traffic flows. This highlighted the pillar that lies within view of most traffic paths, the way the brasserie shares its traffic circulation with the elevator, and the 5 distinct divisions.
Design Tools
I discovered a set of Ideation Cards for Mixed Reality experiences, along with a 5-staged ideation method, which I would use to generate ways to utilise the opportunities of the space.
Site Visit
I discovered that The Orchard Hotel would lend itself effectively to a Mixed Reality experience, as it houses various physical opportunities.
Opportunity Assessment
After visiting, I mapped out some of the most common traffic flows. This highlighted the pillar that lies within view of most traffic paths, the way the brasserie shares its traffic circulation with the elevator, and the 5 distinct divisions.
Design Tools
I discovered a set of Ideation Cards for Mixed Reality experiences, along with a 5-staged ideation method, which I would use to generate ways to utilise the opportunities of the space.
Site Visit
I discovered that The Orchard Hotel would lend itself effectively to a Mixed Reality experience, as it houses various physical opportunities.
Opportunity Assessment
After visiting, I mapped out some of the most common traffic flows. This highlighted the pillar that lies within view of most traffic paths, the way the brasserie shares its traffic circulation with the elevator, and the 5 distinct divisions.
Design Tools
I discovered a set of Ideation Cards for Mixed Reality experiences, along with a 5-staged ideation method, which I would use to generate ways to utilise the opportunities of the space.
Site Visit
I discovered that The Orchard Hotel would lend itself effectively to a Mixed Reality experience, as it houses various physical opportunities.
Opportunity Assessment
After visiting, I mapped out some of the most common traffic flows. This highlighted the pillar that lies within view of most traffic paths, the way the brasserie shares its traffic circulation with the elevator, and the 5 distinct divisions.
Design Tools
I discovered a set of Ideation Cards for Mixed Reality experiences, along with a 5-staged ideation method, which I would use to generate ways to utilise the opportunities of the space.
Site Visit
I discovered that The Orchard Hotel would lend itself effectively to a Mixed Reality experience, as it houses various physical opportunities.
Opportunity Assessment
After visiting, I mapped out some of the most common traffic flows. This highlighted the pillar that lies within view of most traffic paths, the way the brasserie shares its traffic circulation with the elevator, and the 5 distinct divisions.
Design Tools
I discovered a set of Ideation Cards for Mixed Reality experiences, along with a 5-staged ideation method, which I would use to generate ways to utilise the opportunities of the space.
Site Visit
I discovered that The Orchard Hotel would lend itself effectively to a Mixed Reality experience, as it houses various physical opportunities.
Opportunity Assessment
After visiting, I mapped out some of the most common traffic flows. This highlighted the pillar that lies within view of most traffic paths, the way the brasserie shares its traffic circulation with the elevator, and the 5 distinct divisions.
Design Tools
I discovered a set of Ideation Cards for Mixed Reality experiences, along with a 5-staged ideation method, which I would use to generate ways to utilise the opportunities of the space.
Site Visit
I discovered that The Orchard Hotel would lend itself effectively to a Mixed Reality experience, as it houses various physical opportunities.
Opportunity Assessment
After visiting, I mapped out some of the most common traffic flows. This highlighted the pillar that lies within view of most traffic paths, the way the brasserie shares its traffic circulation with the elevator, and the 5 distinct divisions.
Design Tools
I discovered a set of Ideation Cards for Mixed Reality experiences, along with a 5-staged ideation method, which I would use to generate ways to utilise the opportunities of the space.
Site Visit
I discovered that The Orchard Hotel would lend itself effectively to a Mixed Reality experience, as it houses various physical opportunities.
Opportunity Assessment
After visiting, I mapped out some of the most common traffic flows. This highlighted the pillar that lies within view of most traffic paths, the way the brasserie shares its traffic circulation with the elevator, and the 5 distinct divisions.
Design Tools
I discovered a set of Ideation Cards for Mixed Reality experiences, along with a 5-staged ideation method, which I would use to generate ways to utilise the opportunities of the space.
Site Visit
I discovered that The Orchard Hotel would lend itself effectively to a Mixed Reality experience, as it houses various physical opportunities.
Opportunity Assessment
After visiting, I mapped out some of the most common traffic flows. This highlighted the pillar that lies within view of most traffic paths, the way the brasserie shares its traffic circulation with the elevator, and the 5 distinct divisions.
Design Tools
I discovered a set of Ideation Cards for Mixed Reality experiences, along with a 5-staged ideation method, which I would use to generate ways to utilise the opportunities of the space.
Site Visit
I discovered that The Orchard Hotel would lend itself effectively to a Mixed Reality experience, as it houses various physical opportunities.
Opportunity Assessment
After visiting, I mapped out some of the most common traffic flows. This highlighted the pillar that lies within view of most traffic paths, the way the brasserie shares its traffic circulation with the elevator, and the 5 distinct divisions.
Design Tools
I discovered a set of Ideation Cards for Mixed Reality experiences, along with a 5-staged ideation method, which I would use to generate ways to utilise the opportunities of the space.
Definition & Ideation
I used Ideation Cards to realise the potential of the lobby.
Ideation Trial
The first two card iterations were discarded due to concerns of cost, long-term value, and technical feasibility. The first card iteration: a physical-space-based quiz game. The second iteration: a VR food-based murder-mystery, where users are tasted rather than found.
Ideation Round 3.1
For the third iteration, I combined the developments of 16 ideation cards, the first 8 of which were opportunity cards that resulted in a zone-based territory game with a central leaderboard, where users must scan physical QR cards to decipher a code.
Ideation Round 3.2
The next cards challenging and questioned the idea. So, the maximum number of players is 20 (4 zones x 5 members), it commences every night at 8PM, and proximity sensors give spatial accuracy.
The Idea
The users must complete a puzzle in their teams to decipher a code. Proximity sensors ensure players are situated correctly. The zone placements are situated outside of common traffic paths. A physical leaderboard exists nearby the starting location.
User Journey
If the user joins , the user will be randomly assigned one of 4 zones. Once it begins, users scan QR Cards to translate numbers into fruits, racing to unlock the safe and to enter the leaderboard. The leaders can type their attempt on-screen, but only once they enter the code correctly can they unlock the safe.
Ideation Trial
The first two card iterations were discarded due to concerns of cost, long-term value, and technical feasibility. The first card iteration: a physical-space-based quiz game. The second iteration: a VR food-based murder-mystery, where users are tasted rather than found.
Ideation Round 3.1
For the third iteration, I combined the developments of 16 ideation cards, the first 8 of which were opportunity cards that resulted in a zone-based territory game with a central leaderboard, where users must scan physical QR cards to decipher a code.
Ideation Round 3.2
The next cards challenging and questioned the idea. So, the maximum number of players is 20 (4 zones x 5 members), it commences every night at 8PM, and proximity sensors give spatial accuracy.
The Idea
The users must complete a puzzle in their teams to decipher a code. Proximity sensors ensure players are situated correctly. The zone placements are situated outside of common traffic paths. A physical leaderboard exists nearby the starting location.
User Journey
If the user joins , the user will be randomly assigned one of 4 zones. Once it begins, users scan QR Cards to translate numbers into fruits, racing to unlock the safe and to enter the leaderboard. The leaders can type their attempt on-screen, but only once they enter the code correctly can they unlock the safe.
Ideation Trial
The first two card iterations were discarded due to concerns of cost, long-term value, and technical feasibility. The first card iteration: a physical-space-based quiz game. The second iteration: a VR food-based murder-mystery, where users are tasted rather than found.
Ideation Round 3.1
For the third iteration, I combined the developments of 16 ideation cards, the first 8 of which were opportunity cards that resulted in a zone-based territory game with a central leaderboard, where users must scan physical QR cards to decipher a code.
Ideation Round 3.2
The next cards challenging and questioned the idea. So, the maximum number of players is 20 (4 zones x 5 members), it commences every night at 8PM, and proximity sensors give spatial accuracy.
The Idea
The users must complete a puzzle in their teams to decipher a code. Proximity sensors ensure players are situated correctly. The zone placements are situated outside of common traffic paths. A physical leaderboard exists nearby the starting location.
User Journey
If the user joins , the user will be randomly assigned one of 4 zones. Once it begins, users scan QR Cards to translate numbers into fruits, racing to unlock the safe and to enter the leaderboard. The leaders can type their attempt on-screen, but only once they enter the code correctly can they unlock the safe.
Ideation Trial
The first two card iterations were discarded due to concerns of cost, long-term value, and technical feasibility. The first card iteration: a physical-space-based quiz game. The second iteration: a VR food-based murder-mystery, where users are tasted rather than found.
Ideation Round 3.1
For the third iteration, I combined the developments of 16 ideation cards, the first 8 of which were opportunity cards that resulted in a zone-based territory game with a central leaderboard, where users must scan physical QR cards to decipher a code.
Ideation Round 3.2
The next cards challenging and questioned the idea. So, the maximum number of players is 20 (4 zones x 5 members), it commences every night at 8PM, and proximity sensors give spatial accuracy.
The Idea
The users must complete a puzzle in their teams to decipher a code. Proximity sensors ensure players are situated correctly. The zone placements are situated outside of common traffic paths. A physical leaderboard exists nearby the starting location.
User Journey
If the user joins , the user will be randomly assigned one of 4 zones. Once it begins, users scan QR Cards to translate numbers into fruits, racing to unlock the safe and to enter the leaderboard. The leaders can type their attempt on-screen, but only once they enter the code correctly can they unlock the safe.
Ideation Trial
The first two card iterations were discarded due to concerns of cost, long-term value, and technical feasibility. The first card iteration: a physical-space-based quiz game. The second iteration: a VR food-based murder-mystery, where users are tasted rather than found.
Ideation Round 3.1
For the third iteration, I combined the developments of 16 ideation cards, the first 8 of which were opportunity cards that resulted in a zone-based territory game with a central leaderboard, where users must scan physical QR cards to decipher a code.
Ideation Round 3.2
The next cards challenging and questioned the idea. So, the maximum number of players is 20 (4 zones x 5 members), it commences every night at 8PM, and proximity sensors give spatial accuracy.
The Idea
The users must complete a puzzle in their teams to decipher a code. Proximity sensors ensure players are situated correctly. The zone placements are situated outside of common traffic paths. A physical leaderboard exists nearby the starting location.
User Journey
If the user joins , the user will be randomly assigned one of 4 zones. Once it begins, users scan QR Cards to translate numbers into fruits, racing to unlock the safe and to enter the leaderboard. The leaders can type their attempt on-screen, but only once they enter the code correctly can they unlock the safe.
Ideation Trial
The first two card iterations were discarded due to concerns of cost, long-term value, and technical feasibility. The first card iteration: a physical-space-based quiz game. The second iteration: a VR food-based murder-mystery, where users are tasted rather than found.
Ideation Round 3.1
For the third iteration, I combined the developments of 16 ideation cards, the first 8 of which were opportunity cards that resulted in a zone-based territory game with a central leaderboard, where users must scan physical QR cards to decipher a code.
Ideation Round 3.2
The next cards challenging and questioned the idea. So, the maximum number of players is 20 (4 zones x 5 members), it commences every night at 8PM, and proximity sensors give spatial accuracy.
The Idea
The users must complete a puzzle in their teams to decipher a code. Proximity sensors ensure players are situated correctly. The zone placements are situated outside of common traffic paths. A physical leaderboard exists nearby the starting location.
User Journey
If the user joins , the user will be randomly assigned one of 4 zones. Once it begins, users scan QR Cards to translate numbers into fruits, racing to unlock the safe and to enter the leaderboard. The leaders can type their attempt on-screen, but only once they enter the code correctly can they unlock the safe.
Ideation Trial
The first two card iterations were discarded due to concerns of cost, long-term value, and technical feasibility. The first card iteration: a physical-space-based quiz game. The second iteration: a VR food-based murder-mystery, where users are tasted rather than found.
Ideation Round 3.1
For the third iteration, I combined the developments of 16 ideation cards, the first 8 of which were opportunity cards that resulted in a zone-based territory game with a central leaderboard, where users must scan physical QR cards to decipher a code.
Ideation Round 3.2
The next cards challenging and questioned the idea. So, the maximum number of players is 20 (4 zones x 5 members), it commences every night at 8PM, and proximity sensors give spatial accuracy.
The Idea
The users must complete a puzzle in their teams to decipher a code. Proximity sensors ensure players are situated correctly. The zone placements are situated outside of common traffic paths. A physical leaderboard exists nearby the starting location.
User Journey
If the user joins , the user will be randomly assigned one of 4 zones. Once it begins, users scan QR Cards to translate numbers into fruits, racing to unlock the safe and to enter the leaderboard. The leaders can type their attempt on-screen, but only once they enter the code correctly can they unlock the safe.
Ideation Trial
The first two card iterations were discarded due to concerns of cost, long-term value, and technical feasibility. The first card iteration: a physical-space-based quiz game. The second iteration: a VR food-based murder-mystery, where users are tasted rather than found.
Ideation Round 3.1
For the third iteration, I combined the developments of 16 ideation cards, the first 8 of which were opportunity cards that resulted in a zone-based territory game with a central leaderboard, where users must scan physical QR cards to decipher a code.
Ideation Round 3.2
The next cards challenging and questioned the idea. So, the maximum number of players is 20 (4 zones x 5 members), it commences every night at 8PM, and proximity sensors give spatial accuracy.
The Idea
The users must complete a puzzle in their teams to decipher a code. Proximity sensors ensure players are situated correctly. The zone placements are situated outside of common traffic paths. A physical leaderboard exists nearby the starting location.
User Journey
If the user joins , the user will be randomly assigned one of 4 zones. Once it begins, users scan QR Cards to translate numbers into fruits, racing to unlock the safe and to enter the leaderboard. The leaders can type their attempt on-screen, but only once they enter the code correctly can they unlock the safe.
Ideation Trial
The first two card iterations were discarded due to concerns of cost, long-term value, and technical feasibility. The first card iteration: a physical-space-based quiz game. The second iteration: a VR food-based murder-mystery, where users are tasted rather than found.
Ideation Round 3.1
For the third iteration, I combined the developments of 16 ideation cards, the first 8 of which were opportunity cards that resulted in a zone-based territory game with a central leaderboard, where users must scan physical QR cards to decipher a code.
Ideation Round 3.2
The next cards challenging and questioned the idea. So, the maximum number of players is 20 (4 zones x 5 members), it commences every night at 8PM, and proximity sensors give spatial accuracy.
The Idea
The users must complete a puzzle in their teams to decipher a code. Proximity sensors ensure players are situated correctly. The zone placements are situated outside of common traffic paths. A physical leaderboard exists nearby the starting location.
User Journey
If the user joins , the user will be randomly assigned one of 4 zones. Once it begins, users scan QR Cards to translate numbers into fruits, racing to unlock the safe and to enter the leaderboard. The leaders can type their attempt on-screen, but only once they enter the code correctly can they unlock the safe.
Ideation Trial
The first two card iterations were discarded due to concerns of cost, long-term value, and technical feasibility. The first card iteration: a physical-space-based quiz game. The second iteration: a VR food-based murder-mystery, where users are tasted rather than found.
Ideation Round 3.1
For the third iteration, I combined the developments of 16 ideation cards, the first 8 of which were opportunity cards that resulted in a zone-based territory game with a central leaderboard, where users must scan physical QR cards to decipher a code.
Ideation Round 3.2
The next cards challenging and questioned the idea. So, the maximum number of players is 20 (4 zones x 5 members), it commences every night at 8PM, and proximity sensors give spatial accuracy.
The Idea
The users must complete a puzzle in their teams to decipher a code. Proximity sensors ensure players are situated correctly. The zone placements are situated outside of common traffic paths. A physical leaderboard exists nearby the starting location.
User Journey
If the user joins , the user will be randomly assigned one of 4 zones. Once it begins, users scan QR Cards to translate numbers into fruits, racing to unlock the safe and to enter the leaderboard. The leaders can type their attempt on-screen, but only once they enter the code correctly can they unlock the safe.
Ideation Trial
The first two card iterations were discarded due to concerns of cost, long-term value, and technical feasibility. The first card iteration: a physical-space-based quiz game. The second iteration: a VR food-based murder-mystery, where users are tasted rather than found.
Ideation Round 3.1
For the third iteration, I combined the developments of 16 ideation cards, the first 8 of which were opportunity cards that resulted in a zone-based territory game with a central leaderboard, where users must scan physical QR cards to decipher a code.
Ideation Round 3.2
The next cards challenging and questioned the idea. So, the maximum number of players is 20 (4 zones x 5 members), it commences every night at 8PM, and proximity sensors give spatial accuracy.
The Idea
The users must complete a puzzle in their teams to decipher a code. Proximity sensors ensure players are situated correctly. The zone placements are situated outside of common traffic paths. A physical leaderboard exists nearby the starting location.
User Journey
If the user joins , the user will be randomly assigned one of 4 zones. Once it begins, users scan QR Cards to translate numbers into fruits, racing to unlock the safe and to enter the leaderboard. The leaders can type their attempt on-screen, but only once they enter the code correctly can they unlock the safe.
Ideation Trial
The first two card iterations were discarded due to concerns of cost, long-term value, and technical feasibility. The first card iteration: a physical-space-based quiz game. The second iteration: a VR food-based murder-mystery, where users are tasted rather than found.
Ideation Round 3.1
For the third iteration, I combined the developments of 16 ideation cards, the first 8 of which were opportunity cards that resulted in a zone-based territory game with a central leaderboard, where users must scan physical QR cards to decipher a code.
Ideation Round 3.2
The next cards challenging and questioned the idea. So, the maximum number of players is 20 (4 zones x 5 members), it commences every night at 8PM, and proximity sensors give spatial accuracy.
The Idea
The users must complete a puzzle in their teams to decipher a code. Proximity sensors ensure players are situated correctly. The zone placements are situated outside of common traffic paths. A physical leaderboard exists nearby the starting location.
User Journey
If the user joins , the user will be randomly assigned one of 4 zones. Once it begins, users scan QR Cards to translate numbers into fruits, racing to unlock the safe and to enter the leaderboard. The leaders can type their attempt on-screen, but only once they enter the code correctly can they unlock the safe.
Ideation Trial
The first two card iterations were discarded due to concerns of cost, long-term value, and technical feasibility. The first card iteration: a physical-space-based quiz game. The second iteration: a VR food-based murder-mystery, where users are tasted rather than found.
Ideation Round 3.1
For the third iteration, I combined the developments of 16 ideation cards, the first 8 of which were opportunity cards that resulted in a zone-based territory game with a central leaderboard, where users must scan physical QR cards to decipher a code.
Ideation Round 3.2
The next cards challenging and questioned the idea. So, the maximum number of players is 20 (4 zones x 5 members), it commences every night at 8PM, and proximity sensors give spatial accuracy.
The Idea
The users must complete a puzzle in their teams to decipher a code. Proximity sensors ensure players are situated correctly. The zone placements are situated outside of common traffic paths. A physical leaderboard exists nearby the starting location.
User Journey
If the user joins , the user will be randomly assigned one of 4 zones. Once it begins, users scan QR Cards to translate numbers into fruits, racing to unlock the safe and to enter the leaderboard. The leaders can type their attempt on-screen, but only once they enter the code correctly can they unlock the safe.
Ideation Trial
The first two card iterations were discarded due to concerns of cost, long-term value, and technical feasibility. The first card iteration: a physical-space-based quiz game. The second iteration: a VR food-based murder-mystery, where users are tasted rather than found.
Ideation Round 3.1
For the third iteration, I combined the developments of 16 ideation cards, the first 8 of which were opportunity cards that resulted in a zone-based territory game with a central leaderboard, where users must scan physical QR cards to decipher a code.
Ideation Round 3.2
The next cards challenging and questioned the idea. So, the maximum number of players is 20 (4 zones x 5 members), it commences every night at 8PM, and proximity sensors give spatial accuracy.
The Idea
The users must complete a puzzle in their teams to decipher a code. Proximity sensors ensure players are situated correctly. The zone placements are situated outside of common traffic paths. A physical leaderboard exists nearby the starting location.
User Journey
If the user joins , the user will be randomly assigned one of 4 zones. Once it begins, users scan QR Cards to translate numbers into fruits, racing to unlock the safe and to enter the leaderboard. The leaders can type their attempt on-screen, but only once they enter the code correctly can they unlock the safe.
Ideation Trial
The first two card iterations were discarded due to concerns of cost, long-term value, and technical feasibility. The first card iteration: a physical-space-based quiz game. The second iteration: a VR food-based murder-mystery, where users are tasted rather than found.
Ideation Round 3.1
For the third iteration, I combined the developments of 16 ideation cards, the first 8 of which were opportunity cards that resulted in a zone-based territory game with a central leaderboard, where users must scan physical QR cards to decipher a code.
Ideation Round 3.2
The next cards challenging and questioned the idea. So, the maximum number of players is 20 (4 zones x 5 members), it commences every night at 8PM, and proximity sensors give spatial accuracy.
The Idea
The users must complete a puzzle in their teams to decipher a code. Proximity sensors ensure players are situated correctly. The zone placements are situated outside of common traffic paths. A physical leaderboard exists nearby the starting location.
User Journey
If the user joins , the user will be randomly assigned one of 4 zones. Once it begins, users scan QR Cards to translate numbers into fruits, racing to unlock the safe and to enter the leaderboard. The leaders can type their attempt on-screen, but only once they enter the code correctly can they unlock the safe.
Ideation Trial
The first two card iterations were discarded due to concerns of cost, long-term value, and technical feasibility. The first card iteration: a physical-space-based quiz game. The second iteration: a VR food-based murder-mystery, where users are tasted rather than found.
Ideation Round 3.1
For the third iteration, I combined the developments of 16 ideation cards, the first 8 of which were opportunity cards that resulted in a zone-based territory game with a central leaderboard, where users must scan physical QR cards to decipher a code.
Ideation Round 3.2
The next cards challenging and questioned the idea. So, the maximum number of players is 20 (4 zones x 5 members), it commences every night at 8PM, and proximity sensors give spatial accuracy.
The Idea
The users must complete a puzzle in their teams to decipher a code. Proximity sensors ensure players are situated correctly. The zone placements are situated outside of common traffic paths. A physical leaderboard exists nearby the starting location.
User Journey
If the user joins , the user will be randomly assigned one of 4 zones. Once it begins, users scan QR Cards to translate numbers into fruits, racing to unlock the safe and to enter the leaderboard. The leaders can type their attempt on-screen, but only once they enter the code correctly can they unlock the safe.
Prototyping & Testing
I designed a territory game that capitalises on the lobby's unique flow of traffic.
Wireframing
Screens feature rear-camera input to enhance sense of situated placement. It conforms to a design style determined by the ideation cards; semi-corporate. Wireframing took between 3 and 5 rounds of sketched reiteration.
Physical Design
The players must scan the physical cards, which on one side have a number 1-8, and on the other a unique QR code. When scanned, they lead to 1 of 8 fruits, the associations of which will change with each attempt.
Study Design
To test for usability, I constructed a 7-stage product value assessment.
Usability Test
I carried out the usability trial with my participants, in accordance with the value assessment.
Wireframing
Screens feature rear-camera input to enhance sense of situated placement. It conforms to a design style determined by the ideation cards; semi-corporate. Wireframing took between 3 and 5 rounds of sketched reiteration.
Physical Design
The players must scan the physical cards, which on one side have a number 1-8, and on the other a unique QR code. When scanned, they lead to 1 of 8 fruits, the associations of which will change with each attempt.
Study Design
To test for usability, I constructed a 7-stage product value assessment.
Usability Test
I carried out the usability trial with my participants, in accordance with the value assessment.
Wireframing
Screens feature rear-camera input to enhance sense of situated placement. It conforms to a design style determined by the ideation cards; semi-corporate. Wireframing took between 3 and 5 rounds of sketched reiteration.
Physical Design
The players must scan the physical cards, which on one side have a number 1-8, and on the other a unique QR code. When scanned, they lead to 1 of 8 fruits, the associations of which will change with each attempt.
Study Design
To test for usability, I constructed a 7-stage product value assessment.
Usability Test
I carried out the usability trial with my participants, in accordance with the value assessment.
Wireframing
Screens feature rear-camera input to enhance sense of situated placement. It conforms to a design style determined by the ideation cards; semi-corporate. Wireframing took between 3 and 5 rounds of sketched reiteration.
Physical Design
The players must scan the physical cards, which on one side have a number 1-8, and on the other a unique QR code. When scanned, they lead to 1 of 8 fruits, the associations of which will change with each attempt.
Study Design
To test for usability, I constructed a 7-stage product value assessment.
Usability Test
I carried out the usability trial with my participants, in accordance with the value assessment.
Wireframing
Screens feature rear-camera input to enhance sense of situated placement. It conforms to a design style determined by the ideation cards; semi-corporate. Wireframing took between 3 and 5 rounds of sketched reiteration.
Physical Design
The players must scan the physical cards, which on one side have a number 1-8, and on the other a unique QR code. When scanned, they lead to 1 of 8 fruits, the associations of which will change with each attempt.
Study Design
To test for usability, I constructed a 7-stage product value assessment.
Usability Test
I carried out the usability trial with my participants, in accordance with the value assessment.
Wireframing
Screens feature rear-camera input to enhance sense of situated placement. It conforms to a design style determined by the ideation cards; semi-corporate. Wireframing took between 3 and 5 rounds of sketched reiteration.
Physical Design
The players must scan the physical cards, which on one side have a number 1-8, and on the other a unique QR code. When scanned, they lead to 1 of 8 fruits, the associations of which will change with each attempt.
Study Design
To test for usability, I constructed a 7-stage product value assessment.
Usability Test
I carried out the usability trial with my participants, in accordance with the value assessment.
Wireframing
Screens feature rear-camera input to enhance sense of situated placement. It conforms to a design style determined by the ideation cards; semi-corporate. Wireframing took between 3 and 5 rounds of sketched reiteration.
Physical Design
The players must scan the physical cards, which on one side have a number 1-8, and on the other a unique QR code. When scanned, they lead to 1 of 8 fruits, the associations of which will change with each attempt.
Study Design
To test for usability, I constructed a 7-stage product value assessment.
Usability Test
I carried out the usability trial with my participants, in accordance with the value assessment.
Wireframing
Screens feature rear-camera input to enhance sense of situated placement. It conforms to a design style determined by the ideation cards; semi-corporate. Wireframing took between 3 and 5 rounds of sketched reiteration.
Physical Design
The players must scan the physical cards, which on one side have a number 1-8, and on the other a unique QR code. When scanned, they lead to 1 of 8 fruits, the associations of which will change with each attempt.
Study Design
To test for usability, I constructed a 7-stage product value assessment.
Usability Test
I carried out the usability trial with my participants, in accordance with the value assessment.
Wireframing
Screens feature rear-camera input to enhance sense of situated placement. It conforms to a design style determined by the ideation cards; semi-corporate. Wireframing took between 3 and 5 rounds of sketched reiteration.
Physical Design
The players must scan the physical cards, which on one side have a number 1-8, and on the other a unique QR code. When scanned, they lead to 1 of 8 fruits, the associations of which will change with each attempt.
Study Design
To test for usability, I constructed a 7-stage product value assessment.
Usability Test
I carried out the usability trial with my participants, in accordance with the value assessment.
Wireframing
Screens feature rear-camera input to enhance sense of situated placement. It conforms to a design style determined by the ideation cards; semi-corporate. Wireframing took between 3 and 5 rounds of sketched reiteration.
Physical Design
The players must scan the physical cards, which on one side have a number 1-8, and on the other a unique QR code. When scanned, they lead to 1 of 8 fruits, the associations of which will change with each attempt.
Study Design
To test for usability, I constructed a 7-stage product value assessment.
Usability Test
I carried out the usability trial with my participants, in accordance with the value assessment.
Wireframing
Screens feature rear-camera input to enhance sense of situated placement. It conforms to a design style determined by the ideation cards; semi-corporate. Wireframing took between 3 and 5 rounds of sketched reiteration.
Physical Design
The players must scan the physical cards, which on one side have a number 1-8, and on the other a unique QR code. When scanned, they lead to 1 of 8 fruits, the associations of which will change with each attempt.
Study Design
To test for usability, I constructed a 7-stage product value assessment.
Usability Test
I carried out the usability trial with my participants, in accordance with the value assessment.
Wireframing
Screens feature rear-camera input to enhance sense of situated placement. It conforms to a design style determined by the ideation cards; semi-corporate. Wireframing took between 3 and 5 rounds of sketched reiteration.
Physical Design
The players must scan the physical cards, which on one side have a number 1-8, and on the other a unique QR code. When scanned, they lead to 1 of 8 fruits, the associations of which will change with each attempt.
Study Design
To test for usability, I constructed a 7-stage product value assessment.
Usability Test
I carried out the usability trial with my participants, in accordance with the value assessment.
Wireframing
Screens feature rear-camera input to enhance sense of situated placement. It conforms to a design style determined by the ideation cards; semi-corporate. Wireframing took between 3 and 5 rounds of sketched reiteration.
Physical Design
The players must scan the physical cards, which on one side have a number 1-8, and on the other a unique QR code. When scanned, they lead to 1 of 8 fruits, the associations of which will change with each attempt.
Study Design
To test for usability, I constructed a 7-stage product value assessment.
Usability Test
I carried out the usability trial with my participants, in accordance with the value assessment.
Wireframing
Screens feature rear-camera input to enhance sense of situated placement. It conforms to a design style determined by the ideation cards; semi-corporate. Wireframing took between 3 and 5 rounds of sketched reiteration.
Physical Design
The players must scan the physical cards, which on one side have a number 1-8, and on the other a unique QR code. When scanned, they lead to 1 of 8 fruits, the associations of which will change with each attempt.
Study Design
To test for usability, I constructed a 7-stage product value assessment.
Usability Test
I carried out the usability trial with my participants, in accordance with the value assessment.
Wireframing
Screens feature rear-camera input to enhance sense of situated placement. It conforms to a design style determined by the ideation cards; semi-corporate. Wireframing took between 3 and 5 rounds of sketched reiteration.
Physical Design
The players must scan the physical cards, which on one side have a number 1-8, and on the other a unique QR code. When scanned, they lead to 1 of 8 fruits, the associations of which will change with each attempt.
Study Design
To test for usability, I constructed a 7-stage product value assessment.
Usability Test
I carried out the usability trial with my participants, in accordance with the value assessment.
Wireframing
Screens feature rear-camera input to enhance sense of situated placement. It conforms to a design style determined by the ideation cards; semi-corporate. Wireframing took between 3 and 5 rounds of sketched reiteration.
Physical Design
The players must scan the physical cards, which on one side have a number 1-8, and on the other a unique QR code. When scanned, they lead to 1 of 8 fruits, the associations of which will change with each attempt.
Study Design
To test for usability, I constructed a 7-stage product value assessment.
Usability Test
I carried out the usability trial with my participants, in accordance with the value assessment.






4 Zones. 8 Cards. 20 Players. 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 experience every night.



Minimal Obstruction
Koto minimizes disruption in the hotel lobby by limiting players and evenly dispersing them, with no more than 4 in the central zone at a time. Its physical elements keep players aware of their surroundings, even during intense moments.









An Inescapable Aura of Community Loyalty
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.
How it Works
Journey Breakdown
Once users enter the game, they must to go to their zone (1). The countdown will begin and those in their zone will commence the game (2). Once they translate the code, users will see their leaderboard results increase or remain the same (3). All the while, the camera-input background reminds users of their situated placement.






koto but it's Themed Every time there's a Seasonal Holiday
koto's design leaves the potential to capitalise on seasonal festivities through timed events and themes - providing Nottingham Venues with an easy way to further enhance the levels of community engagement during peak business months.
Feedback
Mixed reality 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".
Cystal 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 pain-points.