Magic-Box

Magic-Box

Individual Project / Service Design & Urban Strategy

2025

Individual Project / Service Design & Urban Strategy

2025

Overview

Magic-Box is an individual Interactive Installation & Service Design project responding to urban isolation among young solo dwellers. By leveraging Location-Based Services (LBS) and AR gamification, the system transforms passive public infrastructure into active social hubs. It integrates environmental incentives into social interaction by gamifying the reduction and creative reuse of plastic waste generated by takeout and deliveries—turning everyday routines into shared, community-building moments.

Phenomenon & Problem

In large cities, more young people live alone and rely heavily on online entertainment and delivery services. This lifestyle offers freedom and comfort, but often leads to reduced offline interaction, loneliness, and weakened community belonging. At the same time, frequent takeout and express deliveries generate significant single-use plastic waste, creating an environmental burden tied directly to daily habits.

Design challenge: How can we create a low-pressure reason for strangers to interact—without forcing socializing—and at the same time encourage sustainable behavior?

Research Insights

From interviews and journey observation, three patterns stood out:

  • Solo living is not purely negative: people value privacy and independence, but still experience loneliness at times.

  • Offline social interaction has high friction: initiating conversation feels awkward, costly, or “too much.”

  • Delivery routines are frequent and repeatable: lockers and pickup moments occur daily—making them ideal entry points for lightweight public interaction.

Design Idea

Magic-Box reframes “meeting people” as co-op play rather than direct social exposure.
Instead of asking users to talk to strangers, it offers a shared task: catching and cultivating AR creatures that embody common waste items (plastic bags, bottle caps, straws, etc.). The mechanic transforms a mundane routine—picking up packages—into a playful ritual that can lead naturally into community exchange and offline activities.

System Setup (Online + Offline)

Offline anchor: redesigned delivery locker installation

  • LED screen prompts users when a parcel is removed

  • Sensors detect interaction and trigger the “catch” moment

  • The locker becomes a public-stage interface, not just storage


Online layer: mobile AR + community app

  • AR scanning reveals “waste monsters”

  • Users collect/cultivate monsters and unlock activities

  • Community functions enable conversation and second-hand exchange

User Flow (Pickup → Play → Connect)

  1. Pickup Trigger: user removes the parcel; the locker prompts “Scan to catch your monster.”

  2. AR Catch: user scans and catches a creature through phone interaction.

  3. Collection → Cultivation: monsters enter the app; users shake/care to “grow” them.

  4. Activity Match: cultivated monsters unlock local activities or tasks; users join with one tap.

  5. Community Exchange: users exchange second-hand items through the locker system, turning play into real social connection.

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Connect

LinkedIn

Twitter

GitHub

Navigate

Home

Work

About

Contact

Email

Instagram

Newsletter

Connect

LinkedIn

Twitter

GitHub

Navigate

Home

Work

About

Contact

Email

Instagram

Newsletter