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XRS: XR product concept

05Lab

XRS

A city can be full of stories and still give you very little help finding them. The XRS brief was to turn a broad XR vision for Serbian culture and tourism into a coherent product experience, starting from zero: location-based discovery, historical AI guides, spatial portals and play. My challenge was to make those modes feel like parts of one platform, with a clear way in, understandable controls and an obvious way back. I developed the information architecture, interaction flows and visual language as an editable product concept grounded in the original XR material.

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Client

XR Srbija

Project

XR product concept

Services

Product strategy / UX / UI

Tools

AI + Figma

Warm museum interior with cultural artifacts
XRS original logo — splash screen
01

Visual Identity

Let the city take the lead.

I started with a simple rule: the place should hold your attention before the interface does. I kept the original XRS mark and its black, white and warm gold character, then translated that identity into a lighter system of translucent surfaces. The camera view stays present; information arrives in compact, rounded layers that help you read the scene without covering it.

Poppins gave me a practical, human rhythm across place names, conversation controls and mission instructions. I used medium weight for decisions and regular weight for explanation, keeping the hierarchy consistent across all four modules. Gold marks the next action, while quieter glass surfaces hold context and secondary choices. The visual language gives very different experiences a shared sense of place.

  • CAMERA-FIRST VISUAL HIERARCHY
  • ORIGINAL IDENTITY, SHARED UI LANGUAGE
  • TRANSLUCENT CONTEXT LAYERS
  • CONSISTENT ACTIONS ACROSS FOUR MODULES
XRS editorial concept: the layers of Belgrade revealed through a spatial doorway
Typography Poppins Medium abcdefghijklmnopqrstuvwxyz 0123456789 Aa
Poppins Regular abcdefghijklmnopqrstuvwxyz 0123456789 Aa

Colors

#131618 #DFAA68 #F0F0EC
01 · A familiar place. Another layer. — two original XRS app screens
02 · Find a place. See the connections. — two original XRS app screens
03 · Your interests. Your route. — two original XRS app screens
04 · One place. More than one time. — two original XRS app screens
05 · Take the story. Start a conversation. — two original XRS app screens
06 · Speak or type. Stay in the moment. — two original XRS app screens
07 · Your language. A familiar guide. — two original XRS app screens
08 · Choose a world. Know the way in. — two original XRS app screens
09 · Cross the threshold. Keep your bearings. — two original XRS app screens
10 · A different depth. The same world. — two original XRS app screens
11 · A clear pause. A new way to play. — two original XRS app screens
12 · A simple goal. A reason to look. — two original XRS app screens
13 · Find the clue. Ask the question. — two original XRS app screens
14 · Learn why. Explore together. — two original XRS app screens
15 · A clear ending. A little more curious. — two original XRS app screens
02

The Solution

Four ways to explore. One clear spatial language.

I organized XRS around the camera as a shared point of orientation, with discovery, AI conversation, portals and gaming available as distinct modes. That removed the need to explain the whole platform before someone could explore a single place. Location details, filters and route previews use the same information hierarchy, so the user can move from noticing something to understanding what is available there.

For the AI guide, I made conversation the main interaction and kept captions, microphone, language and text entry close to it. For portals, I treated entering and returning as one continuous flow: the threshold, contextual guidance and return control explain how the experience relates to the physical surroundings. I also designed a tracking-paused state that tells the user what happened and what to do next.

The game flows use a short brief, one visible objective, discovery feedback, a quiz explanation and a final summary. Each step makes the next action understandable while giving the cultural content room to matter. Across the 30 screens, the result is a consistent interaction model and a visual prototype that can be reviewed and developed further; illustrative maps, sample rewards and demo states remain clearly identified.