
PlayStation Extra
2 Week Mobile App Design Challenge
App Concept
Experience Design
2 Week Design Sprint

This page is undergoing a revamp!
Context
The brief: design a mobile app for an event that doesn't exist yet.
The prompt gave five fixed parameters:
1) Task
A dedicated app for the fictional PlayStation Extra 2027 experiential event.
2) Design Constraint
Incorporate PlayStation's brand and design identity
3) Must Haves
"Event Registration" and "Entrance Pass."
4) Audience
Gen Z
5) Problem Statement
“To enable users to excitedly participate in and enjoy the event through the worlds of games and music.”
Everything else was open, including the event itself.
I treated that openness as two deliverables instead of one, and broke down the problem space into three smaller goals.
1) Deliverable
A high fidelity mobile app prototype
2) Deliverable
A fictional experiential event concept and plan
I broke down the overall purpose of the challenge into smaller goals for the design.
For existing fans of PlayStation games
Get Excited about PlayStation IP
For those unfamiliar with PlayStation
Greater publicity for PlayStation
My personal love for game music

Research
Gen Z doesn't need another app. They need a reason to show up.
What types of experiential events exist?

Gamified and Interactive (eg. Pokémon GO Fest)
B. Brand Activations (eg. PlayStation 5 Launch Events)
C. Museums + Installations (eg. TeamLabs, Mercer Labs)
Takeaways
Live events are exciting and build emotional connection and engagement! App can serve as an interface and interaction with the live event.
What gets Gen Z excited?
According to Eventbrite
78% of Gen Z
would rather spend on experiences than material things
On TikTok, 2024
400 M views
views on #SpotifyWrapped, with a 40% lift in app engagement
Takeaways
Gen Z are excited by experiences over purchases, personalized content, and social media engagement.
What is PlayStation and Sony’s Design Identity?
Reading Sony Design Stories on their blog, I came upon the following keywords based on past designs, installations, and events.
Accessibility
Welcoming
Immersion
Multi-Dimensional, Multi-Sensory
How do you get people excited about an event through an app, without the app becoming a substitute for actually being there?
Concept and Ideation
NFC, not AR, VR, or QR.
Explorations and Brainstorming
Music and games as social hobbies; building community for Gen Z
Fandom and personality, central to someone's hobbies
Where do we listen to music? How do we share our music tastes online?
Gamified events and interesting interactions: AR, VR, QR Codes, NFC Tap…
Decision
NFC over AR, VR, or QR codes, for immersion.
Reasoning
AR, VR, and QR scanning all depend on a phone camera and reliable lighting - unpredictable at a event. NFC needed neither: a tap, not a scan, making it the most seamless and reliable option across every room in the venue.


Early Wireframe Sketch

Event Map Mockup

Final Design
PlayStation Blue, fluid motion, and four flows built around the tap.
1) NFC Tap!
NFC tap your phone to stations in unique themed rooms

2) Track Live Behavior
Create visual effects in the room by NFC, and app tracks time spent in each room.

3) Personalized Reward
Generate unique musical persona based on behavior data to share on social media

Event Concept
A experiential, popup, rotating event! Go around the world to experience PlayStation IP games and experience music

Type
SST, PlayStation's brand font

Brand Color + Motion
PlayStation brand blue
Fluid motions, seamless
Dissolve, gradient, and fade

Validation
I designed the app to avoid needing a map. Users wanted one anyway.
Testing the app with 5 Gen-Z users, two of whom were already PlayStation owners. I got the following feedback and incorporated those into my final design.
"Why wasn't there a map?"
Map — left out to avoid over-guiding; added back minimal after users asked to orient themselves.
"I want to connect my previous PlayStation purchase history!"
PSN owners pushed harder than expected; reshaped registration and the reward structure to tie into PlayStation account.
Reflection
Commit early, adapt later.
One interaction forced every decision to justify itself against it — but "avoid over-guiding" and "give no orientation at all" turned out to be two different decisions.
If I had more time and this was going into production…
Validate NFC against alternatives with engineers
Test which behavior data actually improves persona personalization
Push installation design further, room by room
Design for accessibility from the start





