Previous 2023 · Senior UX · Mobile Experience

The Infinite
Island

An interactive product experience built to launch the Galaxy Note. Device features became puzzle mechanics inside a 4-minute time-loop adventure, designed to reveal the phone's capabilities through play, not advertising.

Game UX Experience Architecture Interaction Design Rapid Prototyping Storyboarding
Client Samsung Brasil · Escape 60
My Role Senior UX · Experience Architecture
Role scope Experience architecture, interaction design, storyboarding, wireframes and prototype for the game. Responsible for translating device features into gameplay mechanics and defining the full interaction system before the narrative script was completed.
Partnership Escape 60 · narrative and script
Outcome 96% engagement rate. Highest among digital brand activations in Brazil for the following six months.
96% Engagement rate
4min Time-loop constraint
1 week Wireframe deadline
#1 BR Digital brand activation
Game UXExperience ArchitectureGalaxy NoteInteraction DesignSamsung BrasilStoryboarding Game UXExperience ArchitectureGalaxy NoteInteraction DesignSamsung BrasilStoryboarding
Samsung The Infinite Island game environment
Section 01
Overview

A product launch disguised as an adventure.

Most product launches explain features. Samsung asked us to build an experience that demonstrated them through play.

The Galaxy Note's differentiators, the S Pen, advanced camera, multi-window, would become the tools a player needed to survive a time-loop adventure on a mysterious island. The UX challenge was extraordinary: design an immersive experience that felt like play, not advertising, within a 4-minute constraint that reset every attempt.

The project was a collaboration between Samsung Brasil and Escape 60, a live-experience company specializing in escape room design. My role was to define the experience architecture: how device features would translate into puzzle mechanics, how information would be structured across a 4-minute window, and how each interaction would carry both narrative weight and product demonstration value.

The Design Challenge

Make a product launch feel like discovery. Every feature of the Galaxy Note had to emerge through gameplay, not instruction. The product should disappear inside the narrative.

The Constraint System

Four minutes. One loop. Every screen, transition and interaction had to be completable within the window. Ruthless information architecture was not a principle, it was a requirement.

The Method

Map device features first, script second. By building the interaction vocabulary before the narrative existed, the design shaped the story rather than adapting to it.

Section 02
Strategic Context

Structure before script.

One week. No script yet. The only material available was the device feature brief and a story outline. The design had to anticipate the narrative.

When I joined the project, Escape 60 had not yet completed the narrative. I had one week to produce wireframes with only the Galaxy Note feature set and a rough story outline as input. The standard design process assumes a defined brief. This project required inverting that assumption.

My first decision was to build a feature-to-interaction mapping before doing anything visual. If the S Pen exists, what kind of puzzle requires writing? If multi-window exists, what kind of information requires two surfaces simultaneously? If the camera exists, what kind of clue can only be decoded through a lens?

"I created a mind map connecting device features to storytelling moments, a design storyboard that served as a creative brief for the narrative team. When the script arrived, the alignment was already there." Project retrospective · 2017

This gave me something rare in fast-moving project work: I influenced the script rather than designing to it. The interaction vocabulary was defined before the story existed, which meant the narrative team at Escape 60 had a structured framework to write into. Design thinking applied upstream of creative direction.

Storyboard and early concept sketches
Fig. 01, Storyboard and early concept exploration mapping device features to game moments
Section 03
Experience Architecture

Every interaction is product proof.

The design system was built around a single principle: every moment of play should be inseparable from the device.

A player should not be able to imagine this game on a different phone. The Note8 features were not bolted on as moments of demonstration, they were load-bearing elements of the experience architecture. Remove any one of them and the game collapses.

Design Challenge
How do you showcase the S Pen within a 4-minute game window without it feeling like a product demo?
Experience Solution
S Pen as key mechanic.

Players write a riddle solution with the S Pen to unlock the next island clue. The writing is the story, not the feature. The product disappears into the narrative.

Design Challenge
The loop resets every 4 minutes. How do you maintain narrative tension across multiple attempts without confusing returning players?
Experience Solution
Progressive disclosure architecture.

Each loop reveals one new narrative layer. Players feel progress even across resets, building a sense of expertise and mastery rather than failure and repetition.

Design Challenge
Multiple riddles, device interactions and story threads had to coexist in a mobile screen without creating information overload.
Experience Solution
Spatial information design.

The game world is divided into distinct zones. Each zone holds one active riddle. Players navigate physical space in the game, which organizes cognitive load naturally. Complexity hidden inside geography.

Design Challenge
How do you merge a riddle interface and a conversation interface on the same screen without visual conflict?
Experience Solution
Layered information hierarchy.

Conversation and riddle layers were designed with distinct visual registers, different typographic weight, spatial placement and interactive affordances, allowing both to coexist without competing for attention.

Section 04
Interaction Design

Wireframe, prototype, iterate.

The prototype served two purposes simultaneously: UX testing instrument and engineering specification.

When the script arrived, the challenge shifted from conceptual to structural. My objective was to transfer all the storytelling into a legible and precise interface. Every screen had to be completable within the time constraint, with no padding, no dead ends and no slow-loading states.

The first prototype was built in InVision at low fidelity. The objective was to test timing, task completability and interaction clarity before any visual polish was applied. A prototype that serves as both UX testing instrument and engineering documentation is worth three separate deliverables.

01
4-minute timing test

Each screen and transition was timed against the loop constraint. Any state that could not be completed in time was redesigned or removed. The clock was the design brief.

02
Task completability validation

Six users tested the prototype in a controlled session. The objective was not aesthetic feedback but behavioral observation: where did players slow down, where did they fail, where did the riddle logic break.

03
Interaction documentation

The same prototype served as the engineering specification. Annotations defined device-feature triggers, transition logic and state changes, removing ambiguity from the handoff.

Usability test session 01 Usability test session 02 Usability test session 03 Usability test session 04 Usability test session 05 Usability test session 06
User testing sessions, six participants validating timing, task completability and interaction clarity
Section 05
Visual Execution

Interface that feels like world-building.

The visual team executed within the experience framework. The result was an interface where product and narrative were indistinguishable.

The whole team worked in partnership from the beginning. The interaction architecture defined the spatial logic and information hierarchy. The visual execution brought atmosphere, texture and the sense of a world worth exploring within a four-minute window.

Cards, overlays, writing surfaces and camera viewfinders each carried dual meaning: narrative object and product feature. The visual design reinforced this duality without breaking immersion.

Visual design, game cards and interface elements
Visual execution, game cards, interface elements and island environment design
Interface screen, puzzle interaction Interface screen, device feature integration Interface screen, game progression Interface screen, riddle interface
Four mobile screens showing puzzle interactions, device feature integration and game progression views
Experience concept visual
Experience concept, the island narrative world that frames the product activation
Outcome and Impact

When the product is the experience.

The project created significant traction. Samsung produced a dedicated video case study to document the results. The experience confirmed a principle carried forward into every engagement-focused design project since: when the product is the experience, the audience stops being an audience.

96%
Engagement rate
Highest engagement rate among digital brand activations in Brazil for the following six months after launch.
#1
Digital brand · Brazil
The experience held the top position among all digital brand activations in the Brazilian market for half a year post-launch.
Video
Case
Brand documentation
Samsung produced a dedicated video case study to document and broadcast the results of the activation externally.
Retrospective

What this project taught me about constraints and creative leverage.

This was one of the most structurally complex projects I had worked on at that stage of my career. The absence of a script was not a gap, it was a design opportunity. Looking back, the most important work happened before the first wireframe: building the vocabulary that everything else would be written into.

The 96% engagement result was not the product of clever visual design. It was the product of a precise interaction architecture where every element served a dual purpose: narrative and product proof simultaneously.

Lesson 01 · Constraint Design
Constraints are creative infrastructure
The 4-minute time loop was not a limitation, it was the design brief. The constraint forced precision in every interaction decision and eliminated all ambiguity about what belonged in the experience. Applied to every scope-limited project since: constraints clarify, they do not restrict.
Lesson 02 · Strategic UX
Design the brief before designing the product
The feature-to-interaction mapping created before the script existed shaped the entire project. By defining the interaction vocabulary early, the narrative team had a structured framework to write into. This is what senior UX strategy looks like: designing the question before the answer.
Lesson 03 · Deliverable Efficiency
Prototypes are documentation
The low-fidelity InVision prototype served dual purpose: UX testing instrument and engineering specification. A prototype that does both is worth three separate documents. This shaped how deliverable efficiency is approached in every fast-moving project since.
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