SHELL RECHARGE

DEVELOPING AN AUGMENTED REALITY ROAD SHOW EXPERIENCE FOR SHELL RECHARGE

Shell asked Iris to create a scalable AR experience to be taken to trade shows to help promote the use of their electric recharging stations.

Working closely alongside the IE and dev team, I helped to develop an idea whereby physical AR triggers are placed in a physical space. Users could move around the space, and interact with the AR triggers using provided iPads. The AR experiences featured multiple interaction points, inviting users to learn more about all aspects of Shell electric chargers and the benefits of using them.

My first task was to produce detailed user journeys and logic documents to help all of the team members to understand a complicated, non-linear user journey.

A key challenge was that the number of AR triggers could vary depending on the event space, and the user’s journey would be non-linear as they could scan and move through  the AR markers in any order.

The solution was for the AR experiences all to be individual, rather than sequential. Producing detailed user journeys and logic documents was essential to ensure the whole team had a shared understanding of the AR worlds that the users would be experiencing at each stage of the journey.

As this experience would be happening at trade shows, and ‘dwell time’ would likely be low, onboarding was a critical element of the user journey; the design had to ensure that users could rapidly understand the mechanics and engage with the AR experiences as quickly as possible.

Because this experience was delivered via an iPad, special consideration had to be given to the usability and size of the device. As users would be walking around a space, lifting the iPad up, and moving it around to view the AR experiences, I designed all of the controls to be in the bottom right corner of the screen make the experience as accessible as possible.

Depending on the context, the buttons change states between active and inactive. The main button allowed the user to interact with the AR markers and parts of those experiences, whilst the smaller buttons enabled the user to either restart or exit the AR experience.

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