Any-mate is an augmented reality experience that allows fans to explore the cartoon-network while becoming their favorite characters. It’s a playground where fans embody into augmented characters and create diverse user-generated content (UGC).

From recreating iconic scenes to making entirely new content with friends, Any-mate offers platform for fans to imagine, co-create, and share.

Work timeline

June – August 2021
(2 months)


Augmented Reality
Product design


Unity ARFoundation


As a passion project during my internship at WarnerMedia, I was responsible for the entire process of the project, which included market research, interaction design, creating an AR prototype, and conducting in-depth interviews.

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About the project

  • WannerMedia Innovation Lab is an incubative space to create immersive and collaborative experiences with WarnerMedia content using emerging technologies, including AR glasses and volumetric capture.
  • While working on a lab project with the VP and technical engineers as creative technologist, I also undertook a passion project to design an innovative fan experience.
  • I proposed a mobile-based AR product that allows fans to embody themselves as any Cartoon Network character and create user-generated content.


For the new product, I aimed to create an experience that would provide value to both brands and fans. To achieve this, I conducted UX research to identify product opportunities, designed and developed AR experiences, and validated the proposed concept through user testing.


User interview
Competitive analysis

Design and prototype

Product design
Unity prototype development


In-depth interview
Product opportunity


Fan participation in the brand is increasing. Fans are creating their own stories, ranging from face-swap clips to creating series in social VR spaces while embodied as 3D characters.

(From top left)

Cosplay and lipsyncing Ice bear

Face swap Adventure Time

VR chat
Immerse yourself in the character and create an iconic scene

Fan movie

Cartoon filter


After learning about how fans engage with content nowadays, I further explored the potential of user-generated content experiences through user interviews and competitive analysis.

User interview

I examined how fans engage with the content and the user-generated content they create.

Competitive analysis

I looked into what UGC platforms provide and identified gaps between their offerings and the findings from user interviews.

Field research

Looked into the current status and mitigation strategy for traffic accidents

Competitive analysis

Looked into user-based insurance market(UBI) checking their strategy and how they contribute to minimizing traffic accidents

User interview

I conducted user interviews with three cartoon fans to inquire about their engagement with their favorite content. The following questions were asked:

  • As a fan, how do you get more involved with the content beyond just watching the show? 
  • Have you heard of user-generated content (UGC)? If so, are you involved with it, and if not, would you like to be? 
  • If you have the opportunity to participate in fan activities using AR/VR technology, what would you be interested in doing?

“As a fan, how do you get involved in content other than merely watching the show?”

“How familiar are you with UGC?
Are you involved with them and if so, how?”

“If you could participate in fan activity in AR/VR, what would you like to do?”

Insights from user interview

From user interview I gained following insights.

01. Accessibility of Augmented Reality

AR filters provide a highly accessible way for fans to create new content compared to VR headsets.

02. Platform for enhanced creativity

Fans need new platforms to expand their creativity and support the broader scale of ideas and fan storytelling.

03. Share in mixed reality

Content sharing can extend beyond the confines of a 2D screen. Fans can share and view each other’s creations in mixed reality by placing 3D contents in physical space.

04. Co-creation

Production companies and fans can collaborate on creating series together, yielding a win-win result.

Opportunity in AR

AR filters are the most approachable way for fans to create new content

Platform for extended creation

Fans need new platforms to expand creativity and support the broader scale of ideas and fan storytelling

Connect virtual and physical

Content should no longer be trapped in flat screens – there needs a connection between virtual and physical worlds


Production companies and fans can create series together and yield a win-win result

Competitive analysis

To gain a better understanding, I conducted competitive research on various AR/VR platforms, including TikTok, Snap Chat, Instagram, VRchat, and Roblox. My focus was on the experiences these platforms provide for fans and identifying any gaps between users’ needs and the current system.


After learning about how fans engage with content nowadays, I further explored the potential of user-generated content experiences through user interviews and competitive analysis.

User interview

Looked into how fans engage with the content
and what UGC they create

Competitive analysis

Looked into what UGC platforms provide and
what gap exists between findings from user interview


AR platforms such as TikTok, Snapchat, and Instagram make it easier for users to create UGC. These platforms provide diverse filters and allow users to expand their creativity using different technologies, such as face and body tracking and space anchors.
However, my research has revealed that these platforms have shortcomings in providing the following experiences:

Create continuous series

Exisiting platforms are suitable for creating a single story, but not for a continued series.


Most AR experiences are solitary, unlike how fans typically interact with friends.

Share and revisit

When sharing AR content on existing platforms, it no longer exists in 3D space but in 2D.


Fans love to fill their spaces with merchandise. However, AR creations only exist within the screen and lack a connection to the real world.


Using the insights gained, I designed a new AR platform by defining its target users and designing interaction scenarios. I then developed prototypes to test the idea and advance the project.


Fans of Cartoon Network or Adult Swim who want to delve deeper into their favorite series.

Fans in their teens and 20s who are familiar with content creation on platforms like TikTok and Snapchat.

Fans who enjoy creating secondary creation, either alone or with other fans.

Fans who are enjoy using technologies such as body tracking and AR/VR to author and share their creations.

User flow


The portal will take fans to different venues of their favorite show.


Full-body tracking allows fans to become their favorite character from a series.

Trigger imagination

Fans can trigger their imagination by creating a unique version of the show, from dance-offs to becoming an animator.


The virtual space can be linked with the real world, allowing fans to connect with each other by visiting their worlds or creating together.

Key features of the app


Once the target, mechanics, and key features of the application were set, I developed a working prototype to validate essential interaction points. The prototype included the following elements:

Guided body mapping through storytelling

Recording body movements while embodied in the character

Triggering the user’s imagination using prompts and portals

Bringing augmented space experiences to the real world

To build the prototype, I compared various software options to find the ideal development environment. I ultimately chose Unity for its emphasis on rapid prototyping, even though it may not be as easy to share the app with others compared to other options.

The prototype requires the user to alternate between holding the phone and placing it on the phone stand. Because of the limited screen size, the user must place the mobile device at a distance to perform full-body tracking.

Unity environment

To build different interactions in AR, I utilized ARFoundation and its 3D full-body mapping. To allow users to record their movement while mapped to their favorite character, I used GameObjectRecorder for testing. This recorder captures and saves all skeleton positions and rotations while recording. Although the recorder is only available within the Unity editor, it’s a fast method to test the core concept of the platform.
To use the chosen way of recording animation, I utilized the Unity AR Remote Plugin for rapid prototyping without the need to build each time.

Work environment – Unity ARFoundation

Recording each skeleton position and rotation using UnityObjectRecorder

Project outcome

I developed an AR app that allows fans to immerse themselves in their favorite series and become their favorite characters. The platform provides an imaginative space where fans can continue their journey in the original series.
Fans can create and record memories with diverse prompts, co-create with other fans, bring their memories into the real world, and finally share 3D space with others.

Key app flow
key app flow

01. Choose your favorite series

02. Record your adventures

03.  Bring and replay memory in the real world 

Jump into the cartoon world!

Travel to the treehouse at Land of Ooo through the portal.
Scan the ground to find out the perfect spot to place the portal. 

Become the character, Jake!

Get introduced to your guide BMO and let one help you on how to perfectly transform into your favorite character.

Key interaction

01. Jump into the cartoon world

Travel to the Land of Ooo’s treehouse through the portal. Scan the ground to find the perfect spot to place the portal.

02. Become the character, Jake

Get introduced to your guide, BMO. Let it help you transform perfectly into your favorite character.

03. Dance off

Immerse yourself in the iconic moment and dance off to the bug song. Shake your body and record the moves to replay and share with others. Check out BMO, who plays the original clip, to help with your dance!

04. Teleport and make your meme

Now that you’re familiar with being Jake and how interaction works, start making unique memories.
Teleport to different parts of the treehouse, walk around to find objects that trigger your imagination, and create your version of the short scenes that are memeable!

05. Transform and create with other fans

Transform into other versions of Jake and co-create with other fans to be more imaginative.
Plan your scene, act it out, and record it to keep it in your memory.

06. Connect the AR world with your real world

These adventures never only live inside the 2D screen. Bring them to the real world, where you can dynamically store them.
Place the characters you animated into the real world, let them inspire your ongoing creativity, and expand your world.
Also, invite your friends to your world!


With developed the prototype, I conducted in-depth interview with five participants to gather feedback on the experience.


The interview aimed to answer the following questions:

  • How was your experience with the prototype? Would you be willing to use it?
  • Which use case are you most interested in? What is preventing you from trying out other use cases?
  • Would you use this with your friends? If so, what activities would you like to do?
  • Are there any functions you would like to add?
  • Would you be interested in combining your favorite TV series with the real world?

Interview snippet

P1: late 20’s, Game lover,
active Snapchat user

  • P1 Mostly uses the platform to closely examine augmented Cartoon world.
  • P1 is willing to create conversation-based short memes.
  • When traveling to a friend’s treehouse, P1 is cautious due to concerns about spotting inappropriate creations.
  • P1 IS interested in viewing other users’ creations that re-create original content.
  • P1 would not want to bring their creation into the real world, but they would love to use the platform to redesign the interior of their room.

P2: mid 20’s, student in tech and art,
active fan invovled in UGC

  • P2 is interested in using the platform to travel to a cartoon world.
  • P2 would like to interact with other characters and friends.
  • Instead of becoming the main protagonist, P2 would like to be a unique character that matches the series’ art style.
  • P2 would be open to a dance-off and enjoy seeing other users’ versions.
  • P2 would need more triggers and guidelines to perform freestyle moves.


By interacting with the prototype and through user testing, I was able to find opportunities and moreover challenges and aspects to explore further.


01. Co-creation

A social AR space for fans where they can explore other creations and collaborate to create content together.

02. An immersive space for short content

A platform for fans to create their own dance moves or short memes by recreating original scenes.


01. Freedom of creation

Dancing off or creating short memes was the right amount of commitment for users. However, giving too much freedom without hints or prompts may scare users off.

02. Control and inspection*

Fans are reluctant to enter a stranger’s world as they may encounter inappropriate content. Inspecting creations would be necessary, but prevention and setting clear boundaries would be more important.

03. Limitation of AR

Due to the limitation of screen size, users have to place their mobile device in a fixed position to record movements, requiring them to move back and forth. An accessible way of controlling the record button, such as a voice interface, would improve the user experience. Additionally, the platform itself may need to be reconsidered, such as using a large display or even a VR environment.

04. Mixed interactions

The platform requires users to switch between two statuses: seeing themselves in the screen while embodied in the character and not seeing themselves while moving around to trigger portals or objects. These distinct interactions may confuse the user’s identity within the experience.

Future exploration

Becoming a new character

Some users prefer to become a new character, rather than being mapped to their favorite character. They want to customize a character based on their own physical characteristics and interact with their favorite characters.

Example of appearing as a customized character


Through this project, I learned how to create a product that benefits both brands and users. Balancing the needs of both was challenging, as each design decision had to be beneficial for both parties. Additionally, considering how the project would be released into the market was a great learning experience. For example, developing a stand-alone app versus making a partnership with Snapchat would require different approaches. Details, such as creating a prototype with intellectual properties from a series launching soon, could increase the app’s chances of success. These challenges helped me understand the ecosystem of a product.

I became more familiar with working with Unity, particularly ARFoundation. I realized the importance of testing with prototypes. It allowed me to develop ideas and validate interactions, with challenges and opportunities clearly identified during user interviews. I will take these insights and explore the following questions in future projects:

  • How can we prevent and monitor inappropriate user-generated content?
  • What other interactions or user scenarios can be designed for users to transition between augmented reality, virtual reality, and reality?
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