Infinite
Island

One week, no script. I mapped the Galaxy Note features as puzzle mechanics before the story existed, in a 4-minute loop that revealed the phone 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, storyboard, wireframes, and prototype. I turned device features into game mechanics before the script existed.
Partnership Escape 60 · narrative and script
Outcome 96% engagement, the highest among digital brand activations in Brazil for six months.
96% Engagement rate
4min Loop time constraint
1 week Wireframe deadline
#1 BR Digital brand activation
Game UXExperience ArchitectureGalaxy NoteInteraction DesignSamsung BrasilStoryboarding Game UXExperience ArchitectureGalaxy NoteInteraction DesignSamsung BrasilStoryboarding
Samsung A Ilha Island game environment
Section 01
Overview

A product launch disguised as an adventure.

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

S Pen, camera, and multi-window became survival tools on an island. The challenge was to feel like play, not advertising.

A collaboration with Escape 60. I defined how to turn device features into puzzle mechanics carrying narrative and product proof at once.

The Design Challenge

Make a launch feel like discovery: every feature emerging through gameplay, not instruction.

The Constraint System

Four minutes. One loop. Everything had to be completable in the window. Ruthless architecture wasn't a principle, it was a requirement.

The Method

Features first, script second. The vocabulary came before the narrative, so design shaped the story.

Section 02
Strategic Context

Structure before the script.

One week, no script. Only the feature brief and an outline. Design had to anticipate the narrative.

The narrative wasn't finished and I had one week to deliver wireframes. Standard process assumes a defined brief; here I inverted it.

I mapped feature to interaction before anything visual. If the S Pen exists, what puzzle requires writing? If the camera exists, what clue needs a lens?

"I created a storyboard connecting device feature to story moment, which became the copywriters' creative brief. When the script arrived, the alignment already existed."

I influenced the script instead of designing to it. The interaction vocabulary existed before the story, so the copywriters had a framework to write into.

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 game moment must be inseparable from the device.

A player shouldn't be able to imagine this game on another phone. The features weren't demonstration, they were structure. Remove one and the game collapses.

Design Challenge
How to feature the S Pen inside a 4-minute game window without feeling like a product demo?
Experience Solution
The S Pen as the core mechanic.

The player writes the solution with the S Pen to unlock the clue. The writing is the story, not the feature.

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

Each loop reveals a new layer. The player feels progress across resets: mastery, not repetition.

Design Challenge
Multiple puzzles, device interactions, and narrative threads needed to coexist on a mobile screen without creating cognitive overload.
Experience Solution
Spatial information design.

I divided the world into zones, each with one active riddle. Spatial navigation organizes cognitive load: complexity hidden in geography.

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

I designed conversation and riddle with distinct visual registers, so both could coexist without competing for attention.

Section 04
Interaction Design

Wireframe, prototype, iterate.

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

With the script in hand the challenge turned structural: transferring the narrative into a precise interface, no dead ends.

I built the first prototype at low fidelity to test timing, completability, and clarity before any visual polish.

01
4-minute timing test

I timed every screen against the loop. What couldn't be completed in time was redesigned or removed. The clock was the brief.

02
Task completability validation

Six users tested the prototype. I wasn't after aesthetic feedback, I was after where they slowed down and where the logic broke.

03
Interaction documentation

The same prototype became engineering spec: triggers, transition logic, and state changes annotated.

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

An 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 architecture defined spatial logic and hierarchy. The visual brought the atmosphere of a world worth exploring.

Cards, overlays, and viewfinders carried dual meaning: narrative object and product feature.

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
Experience concept visual
Experience concept, the island's narrative world framing the product activation
Result and Impact

When the product is the experience.

Samsung produced a dedicated video case study. When the product is the experience, the audience stops being an audience.

96%
Engagement rate
The highest engagement rate among digital brand activations in Brazil for the six months following launch.
#1
Digital brand · Brazil
Top of all digital brand activations in Brazil for six months.
Video
Case
Brand documentation
Samsung produced a dedicated video case study to document and externally share the activation's results.
Retrospective

What this project taught me about constraints and creative leverage.

The absence of a script was an opportunity. The most important work came before the first wireframe: building the vocabulary everything would be written into.

The 96% didn't come from clever visual design. It came from precise interaction architecture, where every element was narrative and product proof at once.

Lesson 01 · Constraint Design
Constraints are creative infrastructure
The 4-minute loop wasn't a limitation, it was the brief. The constraint forced precision and eliminated ambiguity about what belonged. Constraints clarify, they don't restrict.
Lesson 02 · Strategic UX
Design the brief before designing the product
The mapping built before the script shaped the whole project. That's what strategic UX is: designing the question before the answer.
Lesson 03 · Delivery Efficiency
Prototypes are documentation
The prototype served two roles: UX testing and engineering specification. A prototype that does both is worth three separate deliverables.
Next Project
Midway · Operating Model
of UX Design
Back to top