CASE FILE / 11 · REALTIME / INTERACTIVE

Real-time Interactive Experience Platform

A real-time experience is not just a visual sequence. Space, interaction, content and runtime feedback need to become one complete product that teams can test and improve.

PROJECT CASE / REDACTEDInteractive experience designReal-time content developmentCross-platform release support
Redesigned explanatory system view for Real-time Interactive Experience Platform

PROJECT CONTEXT / DESIGN JUDGEMENT

Understand the operation before deciding how the system should appear.

01 / CONTEXT

A real-time experience is not just a visual sequence. Space, interaction, content and runtime feedback need to become one complete product that teams can test and improve.

02 / DESIGN FOCUS

We organised interactive experience design, real-time content development, cross-platform release support into a clear information hierarchy so each role can see state, take action and understand what comes next.

03 / OPERATING LOGIC

Experience and mechanics, Real-time content, Release and iteration remain connected so interface, workflow and back-office capability can evolve on one route.

APPLICATION / TECHNOLOGY / INTELLIGENCE

Application direction, technical implementation and intelligent content are shown separately.

  1. 01Application|WeChat mini games, H5 games and learning challenges
  2. 02Application|Brand interaction, digital exhibitions and cultural experiences
  3. 03Application|Business simulation and emergency training
  4. 04Technology|Unity, Unreal or WebGL real-time content
  5. 05Intelligent content|AI characters and intelligent NPCs

SYSTEM MODEL / THREE CONNECTED LAYERS

Real-time Interactive Experience Platform is more than a single interface.

K1

Experience and mechanics

Narrative routes, interactions and feedback rhythm

K2

Real-time content

Environments, characters, AI behaviour and production

K3

Release and iteration

Cross-platform delivery, observation and activity updates

TEAM CONTRIBUTION / DELIVERY MATERIAL

The team's contribution should leave usable artefacts for the next stage.

The scope below summarises work that NINENAV core team members contributed to or produced across the relevant project experience, with outcomes teams can use, hand over and maintain.

  1. 01Experience concept and interaction prototypes
  2. 02Real-time environment and gameplay engineering
  3. 03Cross-platform release and activity configuration tools

Working through a similar problem? Start by clarifying the boundary.

Discuss a project ↗