Personalised Redirection Screens for Flam's Interactive Ad Experiences
App Redirection Experience
Design Role
Product Design Intern
Industry
Augmented Reality (AR) & AdTech
Timeline
2 Weeks

About Flam
Flam is an AI-powered mixed reality platform that enables brands to create interactive experiences that users can access directly from advertisements, packaging, print media, and other touchpoints without requiring a separate app download.
As a Product Design Intern at Flam, I worked on several product experiences across the platform, one of which involved redesigning the experience redirection flow.
About The Project
Context
The existing redirection flow used a common screen across multiple AR experiences. While it served its functional purpose, it lacked context and did not communicate the unique nature of each experience users were about to launch.
At the same time, Flam was undergoing a brand refresh, creating an opportunity to redesign these screens to better align with the new visual identity while making each experience feel more distinct and engaging.
The goal was to design personalized redirection screens for different experience types across both desktop and mobile platforms.
What Exactly Was This Project?
This project focused on designing experience-specific redirection screens for multiple AR experiences, including:
Ground Tracking
Airboard
Fandom AI
Instant Experience
These screens act as an important touchpoint before users enter an experience. Their role is to provide context, build anticipation, and guide users into the experience while maintaining visual consistency with Flam's branding.
My Role
I owned this project end-to-end — from understanding requirements and defining visual directions to creating final designs and supporting developer handoff. Throughout the process, I collaborated closely with a developer and regularly reviewed progress with a senior designer.
Design Process: Understanding the Experiences
Before designing, I wanted to understand the experiences beyond their names.
I worked closely with the developer to understand:
How each experience worked
User interactions and expected flows
Functional requirements
Edge cases across desktop and mobile
To gain a better understanding, I also explored and tested existing experiences myself. This helped me understand the differences between each experience type and identify opportunities to make the screens feel more contextual and meaningful.
Finding a Visual Direction
One of the biggest challenges was the lack of direct references for these types of AR experiences. Most design references I found were either too generic or too technical — I had to synthesise a direction from scattered sources and my own understanding of each experience rather than following something that already existed.
I explored existing Flam experiences, design inspiration from adjacent industries, and visual references that could help communicate the essence of each experience while remaining aligned with Flam's new branding. The objective was to create visuals that immediately helped users understand what kind of experience they were about to launch.
Designing for Different Experience Types
Since each experience had different requirements and behaviors, I approached them individually while maintaining consistency across the overall system. Each experience was designed for both app and desktop — the desktop version uses a consistent QR-based layout where users scan to launch the experience on their phone, with the visual asset adapting to reflect each experience's unique character.
Ground Tracking Experience
What is it?
An AR experience where a 3D object is placed on a real-world surface — like a table or floor — and comes to life in the user's physical space.
Design Approach
I designed a bag placed on a real surface with a color selector floating alongside it — immediately showing the user what the experience looks like in action. The imagery feels tangible and grounded, communicating the core mechanic before the user even taps. The "Tap to play the experience" CTA keeps the next step clear and direct.
Airboard Experience
What is it?
An AR experience that plays in the air — no surface or ground needed. Content appears floating in the user's physical space.
Design Approach
I designed a dish hovering mid-air against a blurred restaurant background — communicating the weightlessness of an experience that needs no surface. The floating imagery tells the user exactly what to expect before they tap in, making it feel inviting and effortless.
Fandom AI Experience
What is it?
An AI-powered experience where users choose a celebrity to appear alongside in a photo — placing them in the same frame as a real person using AR.
Design Approach
I designed two footballers standing on a stadium ground against a dark, dramatic backdrop — putting the user straight into the fantasy of the experience. The "Tap to Choose" prompt at the top with avatar selection circles makes the interaction immediately clear — you pick your celebrity, then play. The dark background was intentional, making the figures pop and giving the screen an exciting, immersive feel.
Instant Experience
What is it?
An image-tracking experience where users scan a printed ad — on a card, newspaper, or packaging — and interactive content comes to life instantly on their screen.
Design Approach
I designed a hand holding a branded juice can with tropical fruit elements floating around it — making the product the hero of the screen. The visual communicates the "scan and see it come alive" mechanic through the product itself, making it feel like something exciting is about to happen. The bright, fresh colors contrast with the darker screens of the other experiences, giving Instant its own distinct energy.
Learnings
This project taught me that even seemingly simple screens can play an important role in shaping a user's understanding of a product.
I learned how to:
Translate abstract technologies into understandable visual experiences
Design within technical constraints while maintaining creativity
Create consistency across multiple experience types
Collaborate closely with developers throughout the design process
Most importantly, I learned that effective design is not only about creating visually appealing interfaces but also about helping users understand what is happening and what to expect next.
Conclusion
This project gave me the opportunity to independently own a feature from requirements gathering to final delivery.
By redesigning the redirection experience, I was able to contribute to Flam's evolving brand identity while improving the way users transition into different AR experiences across the platform.










