

Aura HMI
Aura HMI
Xmanna and Hazimation combine to form a metaverse called Xlantis. A metaverse approach that bridges worlds together for maximum exposure and excitement. With gamification added to everything we build our user base is put at the centre when it comes to designing a new world.
From Sports Clubs to Shopping Centre’s & Music Concerts, Xlantis is building a fully immersive experiential world for multiplayer connecting every metaverse together through once central location and giving maximum opportunities to those brands that support it.
My role as product lead was to get the product closer to completion through design and strategy alignment. The project is now on its next round of investment finishing in a great position. It has been an awesome project to work on so far!
Xmanna and Hazimation combine to form a metaverse called Xlantis. A metaverse approach that bridges worlds together for maximum exposure and excitement. With gamification added to everything we build our user base is put at the centre when it comes to designing a new world.
From Sports Clubs to Shopping Centre’s & Music Concerts, Xlantis is building a fully immersive experiential world for multiplayer connecting every metaverse together through once central location and giving maximum opportunities to those brands that support it.
My role as product lead was to get the product closer to completion through design and strategy alignment. The project is now on its next round of investment finishing in a great position. It has been an awesome project to work on so far!
Here is the super commercial directed by Hazimation
Here is the super commercial directed by Hazimation
UI designs
UI designs









Prototype
Prototype
Xlantis
Xmanna and Hazimation combine to form a metaverse called Xlantis. A metaverse approach that bridges worlds together for maximum exposure and excitement. With gamification added to everything we build our user base is put at the centre when it comes to designing a new world.
From Sports Clubs to Shopping Centre’s & Music Concerts, Xlantis is building a fully immersive experiential world for multiplayer connecting every metaverse together through once central location and giving maximum opportunities to those brands that support it.
Here is the commercial supporting the concept.
UX Process
UX Process
My first task on the project was to collect all the fantastic ideas from the companies involved through workshops, demonstrations, calls and to centralise the information . All the information was gathered in Figjam and sorted using a process called Affinity Sort which allowed all parties to understand what was possible for time and cost.
My first task on the project was to collect all the fantastic ideas from the companies involved through workshops, demonstrations, calls and to centralise the information. All the information was gathered in Figjam and sorted using a process called Affinity Sort which allowed all parties to understand what was possible for time and cost.



It was noticeable early on that technology was the driving force and more user centred design was required. To accommodate for this I did a series of customer interviews and polls with different age groups to see the requirements they wanted. I included open ended questions such as
•What games do you play?
•Why?
•When and how do you play games?
•What devices do you play on?
•In games what characters have you chosen to play?
•Do you spend money on in game purchases?
•Why?
And some hypotheticals to relax the tone
•What would you like to see in a digital world?
•Who or what character would you be?
Some interesting findings were that the choices of space and character would change depending on the age, becoming more professional and business orientated as the person got older. This was important because the whole feel of the world needed to match the customers mental model. Key findings were that players wanted clear objectives, challenges where they progressed and learned new skills, to have fun in a team, examples were acts of sabotage or team challenges, to have personalised items such as characters or space and a feeling of belonging or growth. The more someone spent time on a game the more invested they said they were in that brand and were more willing to spend money.
It was noticeable early on that technology was the driving force and more user centred design was required. To accommodate for this I did a series of customer interviews and polls with difference age groups to see the requirements they wanted. I included open ended questions such as
•What games do you play?
•Why?
•When and how do you play games?
•What devices do you play on?
•In games what characters have you chosen to play
•Do you spend money on in game purchases?
•Why?W
And some hypotheticals to relax the tone
•What would you like to see in a digital world?
•Who or what character would you be?
Some interesting findings were that the choices of space and character would change depending on the age, becoming more professional and business orientated as the person got older. This was important because the whole feel of the world needed to match the customers mental model. Key findings were that players wanted clear objectives, challenges where they progressed and learned new skills, to have fun in a team, examples were acts of sabotage or team challenges, to have personalised items such as characters or space and a feeling of belonging or growth. The more someone spent time on a game the more invested they said they were in that brand and were more willing to spend money.



How is the product structured?
Working with all teams, design, front end, back end and external companies such as Devla, Efrenstudios and Scytalelabs we created an Information Architecture document. This was so everyone was aligned with the development roadmap knowing how their pieces joined into the larger picture of the product. This seemed a bottle neck before with overlap of tasks or no connection between tasks.
How is the product structured?
Working with all teams, design, front end, back end and external companies such as Devla, Efrenstudios and Scytalelabs we created an Information Architecture document. This was so everyone was aligned with the development roadmap knowing how their pieces joined into the larger picture of the product. This seemed a bottle neck before with overlap of tasks or no connection between tasks.



Setting up roadmaps is fundamental for production but what do we roadmap?
Once all the information was placed in the Affinity Diagram I was able to align the different stages of the product from its simplest form to its most complex. Discussing features and cost allowed it to get refined over time and it became clear what was necessary and what wasn't.
Setting up roadmaps is fundamental for production but what do we roadmap?
Once all the information was placed in the Affinity Diagram I was able to align the different stages of the product from its simplest form to its most complex. Discussing features and cost allowed it to get refined over time and it became clear what was necessary and what wasn't.
Documentation is important.
It forms a north star, it is a centralised space for all teams and departments to understand the product. For this one I set the PRD up in confluence. Having clear categories for departments gave teams personalisation. We found a glossary was useful to align on terminology. This progressed over time and became a valuable asset in communication and workshops, especially with external companies and onboarding new additions. We also used it for our design system. This was a great place where the lead tech dev and myself could discuss updates and technical solutions together.
Documentation is important.
It forms a north star, it is a centralised space for all teams and departments to understand the product. For this one I set the PRD up in confluence. Having clear categories for departments gave teams personalisation. We found a glossary was useful to align on terminology. This progressed over time and became a valuable asset in communication and workshops, especially with external companies and onboarding new additions. We also used it for our design system. This was a great place where the lead tech dev and myself could discuss updates and technical solutions together.



How do we add gamification?
Gamification is important as when done right retains the user for longer periods of time making it more likely for in game purchases. To do this we needed to build a player progress plan. As discussions developed the players skill progression tree would be a key factor where better more access, movement and technical skills would improve over played time. There would be competitions where players can win digital or real prizes. This would be the hook to get customers into the world. Once players enter the progression tree would take over in combination of exploring new parts of the world.
How do we add gamification?
Gamification is important as when done right retains the user for longer periods of time making it more likely for in game purchases. To do this we needed to build a player progress plan. As discussions developed the players skill progression tree would be a key factor where better more access, movement and technical skills would improve over played time. There would be competitions where players can win digital or real prizes. This would be the hook to get customers into the world. Once players enter the progression tree would take over in combination of exploring new parts of the world.
In the UX stage wire-framing of features were needed including installation, sign in and registration, onboarding and purchasing flows as well as how the managing system would operate. This scaled up quite quickly as the understanding of the product got larger including user and business management as well as a business portal to control their information and spaces. Wire-frames and low fidelity proto-types were created to show stakeholders and lead developers what the ideas were.
In the UX stage wire-framing of features were needed including installation, sign in and registration, onboarding and purchasing flows as well as how the managing system would operate. This scaled up quite quickly as the understanding of the product got larger including user and business management as well as a business portal to control their information and spaces. Wire-frames and low fidelity proto-types were created to show stakeholders and lead developers what the ideas were.



UI Process
UI Process
The UI is the visual design that excites users and causes an emotional response. This ideally gains trust especially if design is of high quality and consistent. On Xlantis the overall brand started off in the Web3 tech space which has an unbalanced level of trust so I started to rebrand pushing to a similar model of successful games like Fortnite and Valorant. These brands combined portray fun, community and technical skills. Tasks included the logo, style, landing page, fonts. colours, typography, icons, fields, rules and overall tone.
The UI is the visual design that excites users and causes an emotional response. This ideally gains trust especially if design is of high quality and consistent. On Xlantis the overall brand started off in the Web3 tech space which has an unbalanced level of trust so I started to rebrand pushing to a similar model of successful games like Fortnite and Valorant. These brands combined portray fun, community and technical skills. Tasks included the logo, style, landing page, fonts. colours, typography, icons, fields, rules and overall tone.






As the project stated to grow at a confident pace the design components also started to be a requirement.
As the project stated to grow at a confident pace the design components also started to be a requirement.



Retrospective
Retrospective
Take aways
I sometimes felt design was not valued enough in time and discussion and it was hard to get everyone in the same room at the right time.
Wins
I demonstrated the positives of good design and how it can change behaviour and excite not only customers but people working on the project. I was proud of the UX flows that got developed. I continued to develop my managerial skills working with five teams, three were external. I learned a lot about web3 tech and blockchain so feel more confident doing projects in that realm.
Losses
I sometimes felt design was not valued enough in time and discussion and it was hard to get everyone in the same room at the right time.
Wins
I demonstrated the positives of good design and how it can change behaviour and excite not only customers but people working on the project. I was proud of the UX flows that got developed. I continued to develop my managerial skills working with five teams, three were external. I learned a lot about web3 tech and blockchain so feel more confident doing projects in that realm.
UI designs