UX Design · Multi-sensory · NIO · 2021
Designing NIO's first in-car game — a Spring Festival lantern experience that brought families together inside the car, using sound interaction and red packets to create shareable, joyful moments.
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NIO's first in-car game — an experimental Spring Festival experience to connect users and gain insights on in-car gaming. We used sound interaction and red packets to bring families together, creating shareable moments that spread quickly through the NIO community.
"How do we create a joyful, shareable in-car moment that brings the whole family together during Spring Festival?"
Family playing together during Spring Festival was the core scenario — recalling cultural memories and fitting the occasion.
Easy enough for children, adults, and elders — fun enough that people want to show it off and invite others to join.
From app notification to in-car play to social sharing — a coherent flow across every touchpoint.
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Under the design principles, we brainstormed play modes and settled on the core mechanic: in 10 seconds, players tap or shout to fly a Spring Festival lantern — the higher, the better. During a game round, players may also receive a lucky bag with NIO community points. At the end, they share their records to social media.
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We generated ideas into a user journey map to locate functions across different touchpoints and further communicate with different teams.
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I tested ideas with an interactive prototype built in Principle and iterated the design through several rounds. After balancing project timeline and technical feasibilities, I delivered wireframes with detailed specification to UI designers and development teams.
I also designed the sound effects and background music — a key part of the multi-sensory experience.
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The game was updated via FOTA ahead of Spring Festival with the trigger kept invisible. When the campaign launched on the NIO app, the trigger appeared on screen and the point distribution system opened simultaneously.
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The game achieved 1,274,000+ plays involving more than 50% of cars and 40,000+ users, with 60,000+ shares and 1,200+ posts on the NIO App.
We analyzed daily data and reflected on the process. Key lessons learned:
We released the game on NIO app, reaching only ~50% of users. Many users don't open NIO app frequently — the car itself is an important channel to keep users connected with community events.
Next-day retention of new users dropped, likely because event posts weren't viewed after the first day — meaning new users didn't know they could receive a lucky bag.
The distribution strategy was too simple — lucky bags ran out by the afternoon. Only 30% of users received one. Some users stayed up late to try to get lucky bags with more points.