Roles: Lead Experience Design/Creative, Art Direction, Creative Direction
Tools: Illustrator, Figma, Powerpoint, Asana
Team: Hybrid Designer, 3D Designers, Manager, Director, Retail Team
Audience: In-store retail customers, Retail Team
Flagship Round 2: Interactive game/activation concept for T-Mobile flagship stores on educating customers on connectivity for all ages.
Early inspo nostalgia element
Flow and motion inspo
Exploration
Old 2021 concept to reimagine
Early concept
Researching architecture for flow/movement and AR opportunities.
Challenge
Roadblock to Fun: Bridging customers to educational content that's visually engaging, fun, and promotes interactivity. The approach - something that makes customers want to walk up to this and try it out without employee assistance.
Art direction
Visual and animation treatment
In-store activation props
Each activity demos a technology comparison with a storytelling aspect.
Discovery
We identified that the initial flagship project was overly dependent on staff mediation, creating a barrier to entry for casual users. To drive true engagement, we needed to pivot from a staff-assisted model to an intuitive, self-play interface that felt accessible and inviting to guests of all ages.
Road for a magenta pinball flow that sequences with each activity.
Impact
We produced this visual and experience concept so well our Sr. Director wanted to save it for an exclusive HQ launch to test with retail and marketing teams. This opportunity would leverage our in-house design, creative production, animation, and engineering teams. Unfortunately, company pivots to close flagship stores sent this activation project to the back burner.