
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
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.
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.
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.
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.
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.
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.
Other Teams Involved
Brand experience agency, product marketing for stage content, and booth operations for prize logistics.
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.
End Result
CES visitors completed a measurable multi-stage journey with reporting on starts, drop-off points, and completions.
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.