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SANTANA panero

Product Design
FCTU
The treasure hunt platform
B2B and B2C platform with gamification to improve tourism and consumer foot traffic.
It uses generative AI to create quest for consumers, improve their engagement, UX and the overall consumer experience through technology and interactive experiences..
Is a marketing tool as well for museums, malls, etc...

Customer Segmentation

 

Explore different types of user that we are going to attract. Research the market, looking different services and collect ideas to create a experience that fits this unique service.
Elaborate taxonomy map to categorize content (tags), and set foundation for the product database.
Stablished customer segmentation focus and what type of product they can be more interested to organize content accordingly.

 

Categories.jpg
TaxonomyTree.jpg
CustomerSegmentationBubble.jpg

Information Architecture 

Stablish the web architecture for the platform.
Landing page, registration and setup , branching in Profile creation for consumers and for business/creators users.
Consumers:
Homepage with curated content and browser. Product page and payment.
Creators:

Tool UX flow for simple creation from preselected options.


 

FCTU Information Architecture All.jpg

Onboarding

FTUE provides user data about activity preferences without overwhelming.
User testing with a simple approach as first attempt.
Polish design, and add more layers of user data gathered through gamification, at the same time that helps to display unique features of the platform (AR, generative puzzles and quiz, ...)


 

Onboarding UX Website.jpg
Onboarding UX mobile.jpg
FCTU 00.png

Prototyping
 

My role on the client side of the project, was heavily involved in prototyping and iterating through trial and error, specifically working on the Editor component of the platform.
his tool was used by museums, malls, and other businesses to create interactive quests for consumers.
 

Initially, we were building a 3D adventure in a first-person view in Unity, which included puzzles and riddles to engage users. However, we shifted our approach after recognizing that the 2D art format offered greater flexibility for our users. This led to a more streamlined design, where we enabled Editor users to select various options, such as:

Theme (e.g., pirates, medieval, sci-fi)

Location (e.g., Paris XVII, Ireland castle, spaceship)

Mood (e.g., adventure, fun, thriller)

Graphic Style (e.g., stylized, cartoon, realism)
 

These settings would then generate a unique story tailored to the selected parameters. This story, along with the selected theme and mood, was used to generate 2D art.

My work involved both researching and testing different pipelines to integrate generative AI into this system, which helped create dynamic assets that would enhance the quest creation process. Additionally, I focused on optimizing the user experience (UX) of the Editor, ensuring it was simple and intuitive for people without technical knowledge, allowing them to easily create and manage quests without requiring specialized skills.​​

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