Universal Studios

Mobile App + Wearable

The opportunity to throw-down a rapid brainstorm with my coworkers at SapientRazorfish to reimagine the Universal Orlando app for guests visiting and experiencing their park. A fellow visual designer and I flew down to Miami to collaborate with the team for a week and cranked out the two concepts below.

From a utility standpoint, our intention is to optimize our guests time while visiting. To make sure they go on more rides. To make sure they spend an hour more at the pool. To make sure they had time to discover.

From an immersion standpoint, the intention is to act as a guide to give guests the insider experience.  To make sure they discover the easter eggs. To enhance and augment the physical experience.    

Visual Design: Myself and Eli Miller
Associate Creative Directors: Eddie Gomez and James Allen
Early Concepting: SR_ Minneapolis creative team

 
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day plan

Prebuilt highly visual timeline, either planned or on the fly (both informed by pre-learned factors), guides users step by step. Icons and timeline are swipeable, tappable, and slideable allowing for on-the fly, one thumb nav. As user progresses through time, location, dates, activity, movement are constantly updated and providing recommendations and notifications on the fly.

• Planner centric design - future, now, and past all in one view

• Ability to edit in line

• Icons are easily recognized and translate well to the map view

• Designed for easy one-handed navigation

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Explore

This map first approach allows the guest to receive recommendations in context to where they are and easily show them the path on how to get there.  All while documenting the places you’ve been.  

• Easy to access

• Familiar convention of exploring things around you (Google + Waze)

• Constant context of always knowing where you are

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DESIGNING FOR THE IN-PARK INTERACTION MODEL

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