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Ethereal
Overview-
A futuristic experience celebrating imagination, technology, and play.
❋ Project Type
UX / UI / Visual / Branding / App / Immersive installation
❋ My Role
UX/UI Designer
❋ Tools
Figma, Illustrator, Miro
❋ Timeline
4 weeks
"ISPT is proudly ‘committed to creating growth for people and places through properties"
With crisis comes opportunity. As technology is reshaping the retail industry, ‘the most successful retailers will be those who connect with consumers’ (The Next Normal 2020). The goal is to create a likable environment that people will want to go to. If so, the key to success is recognising that community building is important as opposed to simply promoting shopping because people need a reason to go to shopping centres that they cannot find anywhere else. If being a part of a community can provide a sense of belonging, it can further extend people’s connection to an external environment. And in an evolving world, it may be the digital that offers the solution. Companies that embrace technology and the future are more likely to stay relevant (Hani Alsaleh 2018). Therefore, the design solution should be devised through future thinking, alongside being an inclusive, community-driven experience.
The Problem
"Therefore, the design solution should be devised through future thinking, alongside being an inclusive, community-driven experience."
2. Quests will act as the first steps to taking care of a sick creature. These quests include finding food, cleaning the creature and playing with them. After completing quests, you can take your creature home and nurture it more until it is completely healthy.
The Goal
3. Each ecosystem has a score. All ecosystems canalso be put on a scoreboard. The higher the score, the better the ecosystem. The score depends on the number of healthy creatures released in that ecosystem. The goal is for all ecosystems to have high scores. The app will display the scores of each ecosystem so people are encouraged to assist lower-scoring ecosystems.
⚡️The Challenge: To create a likable environment that people will want to go to.
1. Ethereal is a space and game to save a creature from an ecosystem that isn’t meant for them. You take these creatures home to care for, each will have information on what areas are better for it to survive. Once it is back to full health you go to the ecosystem or in other words, a space cube, to release it back to the wild.
Research
For context, we've conducted an online survey involving This report documents our process of researching, analysing and ideating from the design challenge to developing and articulating the design solution. The solution being EtheReal, an immersive play experience that offers education and social connection whilst using digital technology.
Analysis Model
We are analysing the chosen case studies under similar criteria to the selection criteria. Innovation remains the same. However, we separated the other two categories differently. Instead, one category is connection to the design itself. Designs are usually able to do this by evoking emotions in people or providing a motivation that encourages a relationship with the design. I will also address if this offers a connection to a specific site in this part of the criteria. The other category is community building and this refers to anything that would assist in building a stronger, inclusive environment. Therefore, it covers the social and cultural impact for individuals or groups of people.
Breaking down and visualising
People Place Things
The People, Place and Thing model is about identifying what cohort you're aiming to attract to your project, being able to identify different areas to see how they will work in the community. We used this model as it clearly identifies the People, Places and things and the idea we wanted to generate for the project.
Our Focus
Our analysis of the design challenge and context has led us to focus on the social implications and connectivity of our project. Connectivity means the bond building to the site itself and between people and communities. It is important that there is consideration to being future-focused as well to align with the brief. Our vision as a team is to do so through an experience that is interactive and engaging. As a result, our team gravitates towards digital games because of their social context and interactivity. Our interests have also guided us towards projects that have artistic sensibility or immersive elements because of their emotional appeal. We enjoy the playfulness and possible educational inference that comes with projects for kids.
Key Development
User Journey
What is 6-8-5?
6-8-5 is intended to help players generate many ideas in succession, without worrying about the details or implementation of any particular idea. It’s designed to keep players on task by limiting them to sketch in small boxes and work fast in a limited amount of time.
Value & Impact
This stage of the project was the most important part, as it gives us the journey that the user will take when using our new feature. This allows for the designer the opportunity to evaluate and enhance the user experience and make adjustments.
Connection with site
As creatures can only be seen through the app when a person scans the QR code of the space cube they visit, they will need to come to the space to immerse themselves in the experience. People are encouraged to take care of the creatures which start at the site and also end at the site when the creature is released, unless they would like to start the process again. The site being an ISPT location and therefore providing more on goers as well as a change of importance to the properties.
Future Focused
This environment provides a new emotional experience for partakers. It uses technology to create an immersive space whilst also providing a fun, gaming element.
Community Building
The implementation of scores as well as their relationship with the health of the ecosystem, people will be motivated to contribute to caring for creatures with other members of their community. This community building can extend to all across Melbourne as people will be encouraged to visit different sites. A community that coincides with ISPT’s values and vision.
Social Impact
It gives children the bond with their parents and be able to make friends within the environment, completing quests together or afterwards, when they share their creatures with each other. It gives children a space to explore ideas in a safe, secure environment, under the watchful eye of their parents or guardian. It will become a special place to them in their memories and they will want to come back.
The Final Report PDF
Outcome & Reflection
Given the design challenge, we strived to understand it through the design context. This included research and analysis such as the People, Places and Things analysis. Through our understanding and our own visions, we structured criteria that we could use to select and examine case studies of already existing designs. These all helped us ideate and define our final concept, EtheReal. With immersive technology and engaging gameplay, it provides distinct value and impact. We believe this synthesis of technology and emotion will fulfil the brief of creating an exciting environment that positively changes connections to ISPT properties.
There is room for more possibilities such as allowing customisation to creatures or introducing real animals. As long as the focus remains on what we touched on in all parts of our project, that is, being community-driven and environment building then moving forward it could be effective in gaining a wider connection to our target audience. Furthermore, always taking into consideration key themes such as technology, inclusiveness, community and the environment will bring together a system that can be the foundation of any system that will be relevant to ISPT and their other projects.
Want to work together?
If you like what you see and want to work together, get in touch!