Unseen Media
Immersive Technology

Unseen Media

Tabletop gaming reimagined with augmented reality technology

Immersive TechnologyAR/VRProduct DesignGamingUser Research
Role
Product Designer & Researcher
Year
2017–2021
Duration
5 years
Medium
AR Tabletop Game
Methods
Customer DiscoveryUser TestingPrototypingCompetitive Analysis
Overview

Unseen Media was an initiative to integrate augmented reality into tabletop mystery games. Players received a ship-to-home box of physical clues to investigate the death of "Charlotte Depsi," combined with web-based AR tools and an agent profile system for tracking progress through the narrative.

The concept originated as an escape room AR idea in mid-2017. After conducting 100+ customer interviews, we pivoted to a mail-to-home format to overcome the location and time constraints of physical venues and reach a broader market.

The project was selected for NYU's Fall 2017 Prototyping Fund, NYC Media Lab's inaugural XR Startup Bootcamp, the XR Beta Residency Program at RLab (Brooklyn Navy Yard), and Augmented Reality Expo 2019 in Santa Clara.

Unseen Media product demo video

My Role

I served as product designer and researcher, where I conducted customer interviews, lead competitive analysis, designed AR interfaces, and iterated on the physical and digital product based on playtesting feedback.

Customer Discovery

We conducted 100+ interviews with potential customers to understand what they wanted from a mystery game experience. Our original escape room concept showed strong interest but limited scalability - testing quickly revealed that at-home mystery games had far better market reach.

Interview notes were synthesized to identify the core values driving purchase decisions.

Customer interview notes
Individual participant profile

Customer interview notes

Individual participant profile

Customer Values Identified

Convenience, cost, and story emerged as the three factors customers cared about most.

Early Prototypes

Our early prototypes were designed to observe how users navigate semi-linear storylines through puzzles, and how they engage with AR elements embedded in a physical game.

Key Learnings
01

Augmented reality elements required hand-holding for users encountering the technology for the first time

02

Puzzle design needed to prevent players from skipping ahead in the story sequence

03

Overly frustrating puzzles caused disengagement from the experience

Competitive Analysis

I played through Hunt A Killer, The Mysterious Package Company, and Breakout Games to understand established conventions and identify gaps in the market.

Competitive Findings
01

Games use web and social platforms to extend the story into reality

02

Physical components initiate the experience while clues span multiple mediums

03

Password walls and code unlocks keep players from skipping too far ahead

04

Tangible objects provide satisfying interaction that pure digital cannot replicate

Hunt A Killer subscription box game pieces

Hunt A Killer subscription box game pieces

Designing for Augmented Reality

AR was a emerging medium that many players encountered it for the first time through this product. Designing for it meant building intuitive interfaces and also actively educating users about AR within the experience itself.

Our design principles were: keep interactions simple, offer liberal on-screen text instructions whenever in doubt, and remind players that spatial movement — not just pinching to zoom — is possible in AR.

Prototype: The Dyatlov Files

Based on customer discovery insights, we built a story-driven prototype around a real event: the Dyatlov Pass Incident, in which nine hikers mysteriously died in the Russian wilderness in 1959.

An extensive mind map was built to link puzzle interactions to story beats, and early game piece prototypes were developed and tested.

Mind map — Dyatlov story paths and puzzle connections
Early Dyatlov Files physical game piece prototypes

Mind map — Dyatlov story paths and puzzle connections

Early Dyatlov Files physical game piece prototypes

Testing

We ran unmoderated gameplay sessions at RLab events with a diverse mix of participants: AR/VR enthusiasts, students, casual gamers, and entrepreneurs.

Findings
01

Story elements drove high engagement throughout the session

02

Tactile puzzle components were universally appealing

03

The Unity app excluded players with older phones due to compatibility issues

04

Web-based elements were navigated easily by most users

Demo session at RLab, Brooklyn Navy Yard
Demo session at R/GA Hudson Yards office

Demo session at RLab, Brooklyn Navy Yard

Demo session at R/GA Hudson Yards office

Iteration

Extensive playtesting surfaced three clear areas requiring redesign before we could move to the next prototype.

Key Takeaways
01

Envelope and paper materials felt cheap and undermined the premium experience

02

AR didn't fit the historical 1950s Russian setting — the technology felt anachronistic

03

Players wanted more hands-on interactive elements and less reading

Dyatlov Files — outer envelope
Dyatlov Files — box contents spread on tabletop

Dyatlov Files — outer envelope

Dyatlov Files — box contents spread on tabletop

Interface Mockups for AR

Designing AR wireframes presented unique challenges wherein traditional static wireframing couldn't capture spatial interaction and motion. This required heavier visual communication and close collaboration with developers.

A key principle was to draw from real-world names and metaphors (hacking tools, scanning devices) to ease users into unfamiliar AR interactions before introducing more abstract ones.

Scanning scrambled documents
Documents unscrambled

Scanning scrambled documents

Documents unscrambled

Prototype Two: Charlotte Depsi

We moved to a higher-fidelity boxed prototype, commissioned a professional writer for a more compelling mystery narrative, and partnered with 8th Wall to deliver web-based AR on any device which eliminated the Unity compatibility issues entirely.

This version added multiple web puzzles, an Instagram profile for fictional character Angelica Greenstone, and the DSF Agency Agent Portal for tracking case progress.

Scan recognized
Tap to place
3D model placed

Scan recognized

Tap to place

3D model placed

Instagram profile — Angelica Greenstone
DSF Agency Agent Portal web interface

Instagram profile — Angelica Greenstone

DSF Agency Agent Portal web interface

Feedback from Demos and Conferences

Through RLab connections we participated in multiple NYC AR/VR community events, running observed playtesting sessions at Halloween Play 2019 and other demos. A key lesson was that we needed to separate excitement about the technology from genuine product evaluation.

Our preferred method became unmoderated, closely observed sessions followed by in-depth interviews.

Key Learnings
01

Users defaulted to pinch-to-zoom rather than physically moving closer to AR objects

02

Framing AR tools as CSI-style hacking devices significantly enhanced enjoyment

03

Identified partnership opportunities with licensed content providers and educational institutions

04

A help modal was essential as users frequently needed guidance mid-AR-interaction

05

Clear written prompts consistently outperformed implicit navigational cues

Unseen Media demo table at Halloween Play 2019
Wider demo area at Halloween Play 2019

Unseen Media demo table at Halloween Play 2019

Wider demo area at Halloween Play 2019

Final Product

The final Charlotte Depsi mystery box shipped to players' homes, enabling small groups to work through physical clues, web puzzles, and AR experiences to solve the case.

91% of players completed the experience start to finish — a strong signal that the integration of physical and digital elements created genuine engagement.

Final Charlotte Depsi mystery box contents

Final Charlotte Depsi mystery box contents