Interaction Design / Augmented Reality
Play Impossible
AR Concepts
Role /
Design Lead - Interaction Design, Video Prototyping
Team /
NewDealDesign -
Gadi Amit, Stephanie Lee
Timeline /
2019 - 2 Weeks

01. About

These game concepts designed for Play Impossible envision how augmented reality could be used to encourage physical play and bring a fresh new experience to the classic obstacle course 🚧 and game of keep-away.

Play Impossible's mission of connected physical play is embodied in their flagship product the GameBall and its companion app. With augmented reality experiences now being enabled through the common smartphone, play impossible came to our team to explore how AR could become a new platform for their connected physical play experiences. In this 2-week design sprint, I explored what AR play could look like both as a stand-alone experience and in conjunction with their physical GameBall.

Building on Play Impossible's flagship product the GameBall.

Play Impossible's flagship product is their connected Gameball, a seemingly standard sports ball, equipped with sensors collecting data about the ball's height, speed, airtime, and force. When paired with the companion app, kids (and adults alike) can take part in a variety of games and challenges geared at getting them moving and teaching them about basic physics principles.

02. Exploration

How could an obstacle course work in AR?

We used quick sketching and bodystorming to attempt to answer questions like this and others. Some of the other questions we asked were: What existing exercise formats can we build on? How can this teach STEM principles? How can the physical ball relate to what's happening on the screen?

03. Concepts

Guide Player + Follower Player

We took the fact that only the player holding the phone can see the AR objects and turned it into a feature of the game rather than a bug. Giving one player the role of guide and the other player the role of follower creates a fun and collaborative mashup of an obstacle course and Simon Says.

Ball Players + Phone Players

Another solution to the issue of only one participant being able to view the AR game is to split the game roles to those who play with the ball and the player who uses the phone.

Jump. Duck. Jab: a colaborative AR obstacle course.

The guide-player and follower-player stand apart, facing each other. The guide can see AR obstacles moving toward the player and guides them on how to avoid or destroy them to earn points. At the end of the level, both players can rewatch the game in the form of a replay or auto-generated highlight reel.

Keep away meets Fruit Ninja.

The players in control of the ball work together to keep the ball moving and "away" from the phone-wielding player. The player with the phone tries to keep the ball in frame of the phone's camera and swipes across the ball on screen with a slice to earn points.

04. Reflections & Learnings

AR prototypes don't always require tons of coding and development time. Due to the time constraints of this project, I created all the video assets by compositing simple 3D animations with video footage. This approach helped us efficiently evaluate the game experiences before the need to build anything.

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