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CES Treasure Hunt Experience

CES Treasure Hunt Experience

06 · Case Study

CES Treasure Hunt Experience

A playful booth journey for CES — stages, discovery moments and rewards that keep people moving through the story.

Role
Experiential design lead
Context
CES · Las Vegas · High-traffic consumer booth
Collaborators
Brand experienceRetail marketingBooth staff
GamificationKioskQRAnalytics
01

The Situation

CES aisles are sensory overload. Visitors glance, maybe stop, often keep walking unless something playful pulls them in. The brand needed dwell time and memory, not just logo impressions.

02

Goal & Expectations

Create a booth journey that rewarded exploration with clear progress and a finish worth completing. Tie game moments back to product discovery without feeling like a bait-and-switch.

03

Challenges

The hard parts were rarely just creative. They were floor reality, feasibility and the people who had to run it live.

  • Competition for attention

    Neighboring booths ran loud demos and celebrity moments. Stages had to be short, readable, and rewarding within a few minutes.

  • Staff bandwidth

    Greeters were overwhelmed at peak. The hunt had to run with minimal explanation — ideally started from a kiosk or QR without a lecture.

  • Operational redemption

    Prizes and completion needed a workflow booth staff could execute while still talking to buyers and press.

04

Where I Came In

I came in to design the hunt arc — stages, rewards, and how each stop connected to product story. I mapped the physical booth so digital progress matched real-world movement.

05

Approach

Kept stages small and celebratory, with obvious progress markers. Tested copy and icons with people unfamiliar with the brand to ensure the hunt read in seconds.

06

What We Built

Visitors started the hunt, hit booth moments in sequence, and finished with a tangible reward. Along the way they encountered product stories framed as discoveries, not interruptions.

07

Other Teams Involved

Brand experience agency, product marketing for stage content, and booth operations for prize logistics.

08

On the Floor

Walked the booth footprint with operations to place QR and kiosk triggers where lines would not block fire lanes. Adjusted brightness and sound-off cues for CES hall rules.

09

End Result

CES visitors completed a measurable multi-stage journey with reporting on starts, drop-off points, and completions.

10

Final Thought

Gamification at CES only works when the game respects exhaustion. I loved seeing families finish the last stage grinning — and still able to name the product — that is the line between gimmick and brand story.

Capability notes

For teams who want the build detail: the experience drew on the tools and patterns below. The story above is what visitors and stakeholders felt on the floor.

  • Interactive game flow
  • Kiosk / mobile access
  • Stage tracking
  • Prize redemption

Client confidential — delivered for a brand presenting in this context. The client name is withheld under NDA.