ROSH Studios needed an engaging way to improve attendee interaction at Comic-Con Utrecht. Gen Z attendees (16-27) were missing key areas due to overwhelming size and chaotic navigation. Our goal: create a gamified experience combining escape room appeal with scavenger hunt simplicity.
Our concept evolved through research and client feedback:
We combined Double Diamond (Discover, Define, Develop, Deliver) with DOT Framework research methods for comprehensive user-centered design:
We based our PWA map on the actual convention layout:
Based on surveys and interviews, we created Mia: an 18-year-old from Amsterdam studying Communication & Multimedia Design. She's passionate about cosplay, anime, and creative expression. Goals: social connection with friends/fans, creative expression through cosplay, experience new fun things. Frustrations: overcrowding, costs, no designated place for photos/videos.
We created an empathy map to understand Gen Z attendees at ComicCon Holland (11-27 years). The map explores what users Think & Feel (fears about inauthentic experiences, wants to socialize), See (popular booths, crowded areas), Say ("I came to connect with friends"), Do (participate in cosplay, visit booths), and Hear (music, positive reactions on social media).
We organized our research findings into an affinity map with categories: Motivation (find quickest routes, visit family/events), Interface Requirements (simple mobile-friendly UI, large fonts, voice commands), Pain Points (complex interfaces, time-consuming apps), Payment (difficulty with digital methods), and Alerts (real-time notifications about delays).
We mapped the complete user journey through 5 stages: (1) Arrival at Comic Con - scanning QR code, (2) Discovering & engaging with tasks - exploring event map, (3) Completing tasks & earning badges - photo challenges, trivia, (4) Mid-event motivation - social sharing, (5) End of event - completing tasks, claiming rewards. Each stage includes Goals, Actions, Touchpoints, Emotions, Pain Points, and Opportunities.
We surveyed 46 Comic-Con attendees. Key findings: 59.3% wanted interactive workshops, 59.3% gaming competitions, 54.3% escape rooms, 43.5% scavenger hunts. Only 22.2% showed interest in VR/AR - leading us to pivot away from our initial AR concept.
I conducted on-site observations capturing photos of popular booths. High engagement: Ghost Corps, Padawan Outpost, cosplay contests, Just Dance zones. Low engagement: static merchandise booths, food areas.
I conducted 3 interviews, team conducted 5 more. Key findings:
We presented 6 concepts to the client:
I created a flowchart diagram that defines how to start the flow of each question in the app. The flow starts with the QR Code Poster → User Scan → Intro Story/Rules → Home Page Map Event. Then if users click a map location, they see an Idea Pop-up → Task Page with instructions and image. After completing the task (Pose or Find the booth), they collect a Badge with their record, participate in subsequent tasks, and progress toward completion.
We created mind maps to organize our research on Gen Z (12-27 years old, gaming preferences, social media), Gamification elements (rewards, achievements, competition), Comic Con categories (Cosplay, Anime/Manga, Merchandise, Panels), and Research Questions to guide our user studies.
The initial design of the Scavenger Hunt PWA featured a simple navigation system with a task-based map. Users could select rooms to reveal challenges, but the tasks were generic, lacked creativity, and had unclear instructions. There was no feedback mechanism for tracking progress or identifying completed tasks. The prototype's color scheme did not align with Comic-Con Utrecht's vibrant atmosphere.
During user testing at Comic-Con Utrecht, several critical usability challenges were identified based on real user feedback:
After the changes, the map visuals improved with clear room types and better task explanations. Progress markers like badges and a progress bar were added for instant feedback. The design evolved through multiple iterations:
The final PWA uses a Studio Ghibli-inspired aesthetic with warm earth tones and anime train station background. This version incorporated all user feedback: clearer task instructions, progress tracking with badges, and Comic-Con branding that matched user expectations.
The new version of the prototype was tested and checked with a few rounds of feedback:
We created our studio identity with the "paranoid eye" motif - representing awareness and observation. The website features a cyberpunk neon aesthetic with anime-style mascot.
I focused on three key areas of the PWA:
Phase 1 - Comic-Con Utrecht (Real Environment): We tested the prototype at the actual event with attendees. Scenario: "You're at Comic-Con looking for an activity to explore this giant place. You see a QR code for a convention-wide game. Can you find your way around and finish the game?"
Phase 2 - School (Controlled Environment): After identifying issues at Comic-Con, we conducted controlled testing at school to validate our improvements before the next iteration.
The final PWA features a Studio Ghibli-inspired aesthetic with warm earth tones and anime train station background. Three main screens:
7 unique badges representing each convention zone. Badges start grayscale and unlock with color upon task completion:
We delivered a comprehensive report with recommendations:
Watch the Con-Quest PWA in action - demonstrating the scavenger hunt experience at Comic-Con Utrecht.
Developed as part of Pixel Paranoia creative studio at Fontys ICT for client ROSH Studios. We created both the studio website and the Con-Quest PWA following Double Diamond methodology across 4 phases.
Check out my other collaborative and individual work!