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Experiential2025Live · Merry Hill

Qrious Quest

Turning a shopping centre
into a game board.

336KQR scans in six weeks
Role
Digital lead · platform + web app UX
Client
Savills, via Kit & Caboodle
Scope
Web app, 3 AR games, 120+ QR placements
Platforms
Mobile web app + AR, no download
Status
Live 18 Jul – 31 Aug 2025
01
Chapter 01

The problem

Merry Hill is one of the UK’s biggest shopping centres: 1.6 million sq ft and 250+ stores. But for a lot of people in the West Midlands, it had started to feel a bit dated. The 2025 brief from Savills: bring back shoppers who hadn’t visited in a year or more, and make the centre feel fresh again.

I’d joined Kit & Caboodle as an intern while finishing my degree, and was kept on full-time with a raise. This became one of the biggest projects I led. Working with our engineers, I defined and designed the whole platform: QR routing across 120+ placements, AR games, reward logic, dashboards and data capture. It was described as the UK’s largest QR code activation at the time.

We weren’t putting a game in the mall. The mall was the game.

02
Chapter 02

Design principles

01No app store, no friction
02Every scan pays out
03The code is the hero, the art is the frame
04Play for kids, value for parents
05Data the client can act on daily

73 vinyls · 4 colour routes · 3 AR games · 47 retailers · 4,000+ prizes

03
Chapter 03

Who I designed for

The client knew exactly who they wanted back, so we built one game with a different hook for each of them.

Kids + parents 35–44

Hectic Families

A free day out the kids can lead and the parents still value.

Needs
  • Simple play children can lead
  • Prizes worth a parent’s time
  • AR games to watch, then join
Edge cases I designed for
  • Under-18s who can’t redeem alone
  • Queues building at the hero zone
  • One phone shared between siblings
18–34 · Experience hunters

Fun Time Friends

People who skip shopping-centre events, unless it’s worth filming.

Needs
  • A leaderboard and scores to share
  • AR worth posting
  • Instant feedback on every scan
Edge cases I designed for
  • Refreshing games to farm points
  • Quick-hit play, no redemption
  • Weak signal mid-mall
45+ · Value-led

Time to Spare

Here for a reward that’s genuinely worth the walk.

Needs
  • Prize value shown up front
  • Simple redemption at the till
  • Large, legible codes and CTAs
Edge cases I designed for
  • Small prizes that feel pointless
  • Unclear redemption steps
  • Scanning in low light
And behind it all

A live dashboard for the client.

Merry Hill’s marketing and centre teams saw daily scans, the busiest QR sites, prize burn-down and postcode spread at a glance, with player data synced to Dotdigital for follow-up comms.

04
Chapter 04

Key decisions

Every decision came back to one question: what would stop someone from scanning? Four calls removed those reasons.

A web app, not an app

A web app, not an app

Nobody downloads an app to scan a code on a whim. So one web app handled everything, onboarding, points, prizes and three AR games, and it fell back gracefully when the signal dipped mid-mall.

Prizes anyone can understand

Prizes anyone can understand

Every day, 84 prizes hid behind random codes as Beat Drops: first scan wins. Every other scan earned Pulse Points towards a £3,500+ grand prize draw. Simple enough to explain in one breath.

Onboarding that earns its data

Onboarding that earns its data

We asked for an age range and a home postcode at sign-up. It cost players a few seconds, and gave the client 5,200 tagged profiles showing exactly who came, and from where.

Fair play, by design

Fair play, by design

Halfway through, players worked out they could refresh a game to farm points. Clever, but not fair. We capped rewards per scan so the leaderboard stayed honest and the prizes didn’t drain.

05
Chapter 05

What shipped

On the phone
In the centre

One game, two layers. On the phone: onboarding, Pulse Points, Beat Drops, a leaderboard and three AR games. In the centre: 73 illustrated vinyls on four colour routes, and a 360° hero set built for AR.

Onboarding
Onboarding
Scan + Pulse Points
Scan + Pulse Points
Beat Drop win
Beat Drop win
Leaderboard
Leaderboard
Grand prize entry
Grand prize entry
Early access
Early access
Merry Hill Invaders
Merry Hill Invaders
Giant Groove
Giant Groove

Scroll sideways for 8 key screens →

06
Chapter 06

The impact

336KTotal QR scans
234KSuccessful interactions
14K+AR game plays

From the client debrief, 18 July – 31 August 2025: 336,859 scans, 234,691 successful interactions, 5,200 registered players and 9,175 prizes won across 47 retailers.

What the data showed

Families brought the footfall. Older players converted.

Parents aged 35–44 were our biggest group, and 58% of their wins were followed through. Players aged 45–54 scanned less but converted best, at 63%, while 18–24s scanned the most and followed through on 44%. The platform stayed stable through peak use, and the data it captured now feeds the client’s future planning, so a six-week activation became an ongoing insight tool.

Photo · 360° hero set
360° hero set
Photo · launch weekend
launch weekend
07
Chapter 07

What I’d do differently

01

Test durability before launch.

Floor vinyls in the busiest zones were wearing by week three. Testing them under real foot traffic first would have saved mid-run replacements.

02

Match rewards to each audience.

Young adults wanted trend-led brands and rewards inside the game. Under-18s needed a parent-friendly way to redeem.