

Immersive Experience
Turning a VR showcase into a product.
Movistar Immersive Experience is a VR World that serves as a bridge between the brand and the wider public.
The Problem
One year since its initial launch, we've developed the foundational elements of the virtual world.
And now it's time to elevate the product further.
From a Design/Strategy standpoint, I believe that any future additions we make should always prioritize contributing to the overall product perception first, and adding to the content pool should come second.

Okuda’s Universe
Virtual Shop
Sports
Virtual Assistant
Escape Room
Movistar Riders
Espacio Fundación
VR Cinema
Start
HUB AREA
Context
Opportunities
More content for the users.
More ways to introduce our products inside the experience.
Risks
Merely incorporating content falls short of cultivating user loyalty or accomplishing a specific objective.
Action Points
Propose improvements based on the different Aspects of the app and their development stage.
Frame user actions within a Paradigm. Incorporating feedback loops that could provide better incentives to our users.
Think any current or future additions to the product in terms of their Transversal impact.
Product Aspects
Currently developed aspects:

Novelty

Product
Placement

Accessibility / Democratization

Socialization
For this proposal, we are focusing on:

Product
Placement
Some considerations
The ultimate goal of product placement in VR Worlds is to enhance the player’s experience while providing value to both players and brands.

Recurrence
Compatible KPIs

Monetization
Potential
Compatible Monetization Models
The Paradigm
"We are facing a new phase
of the product.”
In the beginning, the app was mainly oriented towards being showcased in demo events, like the Mobile World Congress.
However, after the initial product launch, it is essential to focus on the environment for which it was originally conceived: the home.

Funfair
Amazement
Single use
Learnings

The Home
Amazement
Familiarity
Repeated use
Higher receptiveness
Learnings
Ownerships
Gameplay Loops
Current Gameplay Loop:
Activity
Repeat
While it's always possible to engage in another activity or start over after completing one, in this scenario the average user often lacks the motivation to continue exploring everything that the app has to offer.
Proposed Loop:
Activity
Unlock
Reward
Redefine
Repeat, but
with a purporse
Having analyzed the different aspects of the product,
I believe in forming a paradigm, rather than merely relying on the sum of its gameplay mechanics.
Behavioral Mechanics
Incorporating Behavioral Mechanics into a product can increase user engagement, influence decisions, encourage desirable habits, and provide an overall more personalized and rewarding experience.
For this purpose, the Octalysis framework by Yu-kai Chou serves as the foundation.

Solution
The Homebase Area
Homebases are safe spaces in XR games or experiences, often having one or more of these features:
Transversality

Homebase examples in VR Experiences
and their main features:
Meta Horizon Worlds - Home
BigScreen - Lobby Area
VRChat - Welcome Area
Roadmap Proposal
Focus on
User Customization

Recommended additions
1st version
Focus on
Gameplay Progression


Recommended additions
1st iteration
Focus on
Challenges and Rewards



Recommended additions
2nd iteration