Product Design · Phygital Gamification

Dubai Holding Entertainment —
Xplore Amazing

A phygital gamification platform connecting four of Dubai's major leisure destinations through AR missions, XP progression, and cross-park experiences — all from a mobile browser, no app download required.

Year
2025–2026
Industry
Tech ·
Gamification
Company
Dubai Holding
Entertainment
Duration
6 months
Role
Senior
Product Designer
DHE Xplore Amazing platform overview

Xplore Amazing — cross-park gamification ecosystem


01 — Overview

One platform,
four parks, no app

Xplore Amazing is a phygital gamification platform built for Dubai Holding Entertainment, connecting Global Village, Riverland Dubai, The Green Planet, and Real Madrid World through a single unified system. Visitors engage in AR-powered missions, earn XP, collect digital artifacts, and track progress across all parks — triggered entirely through QR codes placed at physical touchpoints, with no app download required.

A team of four designers worked across UX, UI, and systems design. My ownership spanned three critical areas: the overall information architecture and feature structure across all five apps, the mid-fidelity framework the design system was built on top of, and full primary ownership of the Real Madrid World module end-to-end.

5
Apps designed
simultaneously
4
Major Dubai
leisure parks
13.5K+
Users four months
post-launch
2
Languages
(EN / AR)
02 — The Product

Transforming passive
visits into digital narratives

DHE wanted to transform passive park visits into interactive, narrative-driven digital experiences. The business goals were clear: increase dwell time, drive repeat visitation, and capture first-party behavioral data — all while staying compliant with UAE's PDPL data regulations.

The platform had to work across four very different parks, each with its own identity, audience, and emotional atmosphere, while still feeling like one coherent ecosystem. No native app. Bilingual. Triggered entirely through QR codes placed at physical touchpoints across the venues.

The challenge wasn't building four separate apps — it was building one system that could wear four different identities without losing coherence.


03 — What I Owned

Four areas of
critical ownership

Area 01

Information Architecture

Structural framework for all five apps: top-level navigation model, page taxonomy, and how cross-park features fit within a shared hierarchy.

Area 02

Mid-Fidelity Wireframes

Component-neutral frames covering core flows across all apps — the handoff specification for the design system build.

Area 03

Real Madrid World App

End-to-end primary ownership: visual language, UI system, every game mechanic, mini-game, and badge — designed by me.

Area 04

Leaderboard Logic

Flagged a structural flaw in the scoring model before launch, walked the team through the math, and led the redesign to a continuous XP accumulation model.

04 — Information Architecture

Flexibility within
consistency

With four parks and a core platform to design simultaneously, the first challenge was defining what each app actually contained — what features, in what hierarchy, accessible from which surfaces.

I designed the structural framework for all five apps: the top-level navigation model, the page taxonomy (Home, Missions, Leaderboard, Collections, Rewards, Profile), and how features like the virtual passport, cross-park progression, and park-specific rewards fit within that structure. This IA became the shared foundation that all four designers worked within.

The goal was flexibility within consistency — each park needed enough room to express its own personality, but the underlying structure had to be identical so users moving between parks felt at home immediately.

Information architecture — shared navigation model

Shared IA — page taxonomy across all five apps

05 — Leaderboard Logic

Correcting course
before it shipped

Midway through the project, the team was converging on a discrete 0–100 point scale for the scoring system. On the surface, it seemed reasonable — clean, bounded, easy to understand.

I flagged the problem immediately, drawing on prior experience with gamification systems at scale: in a high-footfall environment like DHE's parks, which collectively draw hundreds of thousands of visitors per season, a discrete 100-point ceiling guarantees massive rank collisions. Thousands of users would share identical scores, making the leaderboard functionally meaningless — and worse, demotivating.

A leaderboard where your rank is tied with 3,000 other people doesn't drive competition — it kills it.

I walked the team through the math and the behavioral implications. The fix was switching to a continuous point accumulation model — where XP accrues incrementally from every micro-interaction, mission step, and AR engagement — so that meaningful rank differentiation was always possible regardless of user volume.

The team aligned after a few sessions and the system was redesigned accordingly. Four months after the first release, the platform had grown to over 13,500 users — a number that would have broken the original scoring model entirely.

0–100
Original discrete
point ceiling
Continuous XP
accumulation model
13,500+
Users that would've
broken the old model

06 — Real Madrid World

Designing for a club
you've followed since adolescence

My most personally significant ownership on the project was designing for the Real Madrid World app. I was the primary designer on this module end-to-end: visual language, UI system, game mechanics, and interactive experiences.

Having been a Real Madrid fan since adolescence, working directly with the club — attending coordination sessions with Madrid's team to align on brand usage, visual standards, and content direction — was an experience I wasn't expecting to have professionally.

The app leaned hard into the club's visual identity: Helvetica Neue as the type system, a high-contrast editorial aesthetic influenced by the club's official communications, and game elements designed to feel like they belonged in the stadium rather than a generic mobile experience. Every mini-game and badge in the module was designed by me — built to feel like authentic Madrid merchandise rather than generic gamification assets.

Real Madrid World — home screen

Missions' Cards — stadium aesthetic

Real Madrid World — mission detail

Badge collection — feel like authentic club merchandise

Real Madrid World — badge collection

Missions — 3 Zones, 3 Pillars, 3 Games


07 — Platform Architecture

One system,
five identities

The five-app ecosystem was structured around a shared progression layer — a core platform hub and four park-specific modules, each with its own visual language while sharing the same underlying IA, point logic, and profile system.

Core Platform

Unified hub

Cross-park progress, virtual passport, rewards catalog, and global leaderboard — the connective layer that turns four park visits into one ongoing narrative.

Global Village

Poppins · Festive

Multicultural atmosphere, festive tone of voice, high-energy color palette reflecting the park's international character.

Riverland Dubai

Libre Bodoni · Heritage

Serif-forward editorial aesthetic, exploration and discovery as the emotional register, warm heritage palette.

The Green Planet

TGP Sans · Nature

Custom typeface, organic design language, nature and wonder as the primary emotional register.

Real Madrid World

Helvetica Neue · Athletic

High-contrast editorial aesthetic aligned with the club's official communications. Prestigious, athletic, built for fans.

Park Typography Emotional Register
Global Village Poppins Festive, multicultural
Riverland Dubai Libre Bodoni Heritage, exploration
The Green Planet TGP Sans Nature, wonder
Real Madrid World Helvetica Neue Athletic, prestigious
Four park modules — visual identity comparison

Four distinct visual identities, one shared structural foundation


08 — Outcome

Sequential rollout,
validated at scale

The platform launched with a sequential, park-by-park rollout — an intentional strategy that allowed for learning and iteration between releases rather than a single high-risk launch.

Four months after the first park went live, the platform had reached 13,500+ users — a result that validated the engagement model and led directly to the decision to scale across additional parks and locations.

13.5K+
Users four months
post-first launch
4
Phased park
releases
Decision to expand
to new locations
09 — Tools & Stack

How we built it

Design
Figma for IA, wireframes, UI system, and all five app modules. Component library built from mid-fi specifications.
Technology
WebAR for AR-powered missions. QR-triggered browser experiences — no app download. Bilingual EN/AR throughout.
Compliance
CRM integration with first-party data capture. Full adherence to UAE PDPL data regulations across all touchpoints.

10 — Reflection

Three things that
stayed with me

01
The architecture work mattered more than it looked
Defining the IA and feature structure for five apps simultaneously — before any visual design started — was unglamorous work. But it was the decision that kept four designers moving in the same direction for six months. When the foundation is right, the rest follows.
02
Domain expertise travels
The leaderboard fix wasn't complex — it was just visible to someone who had thought about gamification systems before, and invisible to someone who hadn't. Knowing when to speak up is as important as knowing what to say.
03
Real Madrid World felt personal in a way that's rare
Designing experiences for a club you've supported since you were a teenager, in direct coordination with the club itself, is the kind of project you don't forget. It showed up in the work.