Gozo

A speculative AR experience for an autonomous vehicle, “Gozo Trivia,” exploring future mobility through a location-aware game that triggers trivia questions based on real-world landmarks, transforming passive travel time into interactive, shared moments that foster connection and engagement.
AR window game called Gozo Trivia
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The Challenge

In a world of constant distraction and fragmented attention, families increasingly spend less quality time together. Autonomous vehicles offer a new kind of space—but how can we design that space to enable connection?

Solution

Gozo is a speculative augmented reality experience designed for an on-demand autonomous vehicle service. The goal was to explore how future mobility can foster meaningful in-car interactions instead of isolated, screen-heavy travel. Set in the near future, Gozo transforms the car ride into a shared, playful space through an AR trivia game that activates questions based on real-world landmarks, inviting passengers—especially families—to connect, learn, and bond.
Role
Experience Designer
Industry
Automotive
Timeline
February 2025 - April 2025
Team
Birgess Weston
Arthur Jensen
Lois Kim
Tools
Blender
Adobe After Effects
Adobe Illustrator
Figma
Gozo
A prototype featuring three trivia questions centered on iconic Los Angeles landmarks: the Griffith Observatory, the Hollywood Sign, and the Hollywood Walk of Fame.
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Introduction

Design Challenge

How might we use augmented reality to transform autonomous rideshare travel into meaningful opportunities for connection?

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Project Goals

What I Led

♦ Proposed using location-based AR gameplay to spark interaction between passengers. The concept helped shape our project’s direction.
♦ Help translate the concept into a high-fidelity prototype in Figma, designing interactive screens that mapped to key user flows including onboarding, gameplay, and post-ride engagement.

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Target User

Who We are Helping

Meet Mia, a 39-year-old single mother who works as a nurse in Los Angeles. She struggles with balancing her demanding job and finding meaningful time to spend with her 12-year-old daughter, Farah. 

Mia and Farah in a car
User persona: Mia a single mother living in LA
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Exploring Multiple Solutions

My Design Process

We aimed to redefine what a vehicle could become by harnessing the potential of augmented reality.

Gif of a Waymo driving

Understanding the Current AV Market

We booked a ride on the Waymo app from the Center for Media and Design to Trader Joes in Downtown Santa Monica. We noticed that the ride was extremely smooth overall except for the pickup and drop off location.

Whiteboard wit a bunch of stickies and research on it

Desktop Research

Before settling on a topic, we conducted user interviews and desktop research to understand the current landscape of autonomous vehicles. 

Drawing of a mom at the grocery store and a child in the backseat of a car

Discovering a Concept

We proposed two concepts to the BMW team.

1. Gozo: Strengthening Bonds Between Single Moms and their children.

2. Kizuna: Supporting single moms on the go as a babysitting service.

Service diagram of Gozo Trivia

Service Blueprint

We used a service blueprint to map the full user journey alongside technical and operational touchpoints, which helped identify gaps and ensure a seamless experience from booking to drop-off. 

Two people sitting at a desk doing a usability test

Usability Testing

We conducted 15-minute usability tests with over 10 groups of two to evaluate the Gozo prototype, focusing on task completion, ease of navigation, and user interaction. Insights gathered through structured tasks and follow-up questions informed key design improvements and validated core user flows.

Four people standing in front of BMW  design works

The Final Presentation

We presented our vision video and full prootype to the BMW team.

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Seamless Digital Touch Points

Our Proposal

We designed an experience that connects multiple digital and physical touchpoints.

Car Interior Design: The campfire seating configuration fosters a sense of connection by positioning passengers to face one another, encouraging natural conversation during the ride.

Main Dashboard: Passengers can personalize their ride using the central console to play collaborative games like Gozo Trivia or view a real-time map of their journey. Designed to promote a phone-free experience, the console also features a dedicated compartment that charges, sanitizes, and securely stores personal devices.

Gozo Triva AR Experience: An AR game designed to spark connection by guiding passengers to collaboratively answer trivia questions based on real-world landmarks along their route.

Rewind the Ride: This feature offers a fun way to relive the ride experience, viewable directly through the user's mobile app.

Gif cycling through the outside of a car, dashboard, AR game and phone app.
All the digital and physical touchpoints of Gozo
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Deep Need for Connection

Desktop Research

We discovered a deep desire for connection among modern families. Through our research, we found a clear disconnect between how much families value their time together and how much time they actually spend with one another.  

Family time is far more important than other aspects of life for most Americans

According to a 2023 Pew Research Center study, 73% of U.S. adults say family time is a top priority.

Families don't spend enough time with their loved ones

However according to a 2023 Pew Research Center study, families only spend roughly 53 minutes of quality time together per day.

Single parent households and quality time

According to the National Institutde of Health, children in these families spend about  5 hours less per week with their parent compared to two-parent households.

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Supporting Designs

Ancillary Digital Touchpoints

The main console displays important information like route map, call for help, and the entertainment options home screen.
Gif showing dashboard screens to store, charge, and clean a phone

To promote connection among passengers, the vehicle encourages users to put away their phones for the duration of the ride upon entering.

Gif cycling through the homepage of the dasbharod and a "turn to the vehicle window" screen

The main dash features games to spark connection and includes a prompt guiding users to transition seamlessly to the AR game on the window.

Screen showing a route map

Users can view a real a real-time route map of their journey.

The "Rewind the Ride" feature is a fun way to relive the experience after completing a ride. 
Screen showing Rewind the Ride for a phone

Passengers can revisit pictures taken, view trivia results, and see how they performed on the leaderboard anytime on the app.

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Mapping the User Journey

Gozo Trivia Storyboard

Our concept began with the story of a single mom and her daughter booking a Gozo ride.

Sketch of a mom and a daughter in a carStoryboard sketch of a phone
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Industry Best Practices

Usability Testing

Our team conducted three separate rounds of usability tests with our peers, professors, and staff from BMW.  

our original "How to Play" guide created unnecessary friction by presenting users with an overwhelming wall of text. Lacking visual hierarchy, interactive elements, or clear segmentation, it failed to guide players intuitively through the gameplay experience.
We originally included the route map on the AR window. However after our usability tests, we decided to move it to the main dashboard.  
We started off using the glassmorphism style as the identity for Gozo trivia but quickly pivoted to a new direction after feedback of it not being accessible.
We changed the tutorial to be more interactive and visually engaging.
We updated the game format so that landmarks now appear automatically, rather than requiring users to tap the screen after passing one. This change helps reduce passenger stress and ensures they don't miss any questions during gameplay.
Users were consistently overlooking the hints, so we explored several design alternatives. The solution that proved effective was positioning the hint so it floats beside the question, making it more visually prominent without being intrusive.
In our final round of usability testing, a few of the participants stated that there was a disconnect over Rewind the Ride. We therefore created a few screens to conclude the ride.
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Conditional Game Logic

Creating The Game Logic  

To create conditional logic for a trivia-based game in Figma, we designed separate screens and components for each possible outcome based on the user’s selections. For the difficulty levels (easy, medium, hard), we created three distinct variants of a question component, each corresponding to a different difficulty. In prototype mode, we set up interactions where, depending on the user’s choice of difficulty, the question would change accordingly—an "easy" question leads to an easier answer path, while "medium" and "hard" paths present more challenging questions.

Additionally, we implemented conditional logic for hints by incorporating three types: 50/50, image, and text. For each question, we created buttons that, when clicked, trigger the appropriate hint based on the selected difficulty. For example, if the user selects the "50/50" hint, two incorrect answers are removed. If they select the "image" hint, an image related to the question appears, and the "text" hint provides a written clue. Each hint was mapped to ensure it only appeared when selected, and the transitions between hints and question screens were smoothed using smart animation. By using variants and interactions, we were able to simulate conditional logic, enabling a dynamic, customized trivia game experience based on user choices and hint selections.

Creating Conditional Logic for an Interactive Trivia Game in Figma
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Key Features

Gozo Trivia Main Features

The tutorial quickly walks the user through the game in a short and engaging manner.  

Users must select the question difficulty level before answering a question.

There are three hint options: 50/50, Image hint, and text hint.

To transition between the AR game to the mobile app, we created screens to wrap up the experience.

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Designing for Multiple Touchpoints

Retrospective

Gozo Trivia challenged me to reimagine the in-car experience as a space for connection rather than isolation, using speculative design to transform autonomous travel into a shared, interactive journey. I designed conditional logic in Figma to create dynamic question flows based on difficulty levels and hint types (50/50, image, text), ensuring that the gameplay responded intuitively to user choices. Through usability testing and iterative feedback, I refined the experience to make it more accessible and engaging. Designing across multiple touchpoints—including an AR interface, in-car console, and mobile app—helped me craft a cohesive and inclusive experience. Ultimately, Gozo became more than just a game—it represented my vision of future mobility, a space for meaningful connection.

Four people standing in front of BMW  design works
From left to right: Celia, Me, Lois, Birgess
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