Game of Thrones Exhibits

A proof of concept to show HBO's board that interactive experiences were a real new way to tell a show's story, one any show or new showrunner could use. We used Game of Thrones to prove it.

I was the only designer on HBO's 14-person research and development team, and owned the whole design experience. We chose Game of Thrones, HBO's biggest show and then in its fourth season, and set out to make the most complete companion to it: its families, costumes, sets, languages and history.

Role
Lead designer
Services
UI/UX designInteractive design
Client
HBO
Team
14 people
Year
2014
Game of Thrones Exhibits intro screen, from the version in development: choose which exhibit you would like to explore

The vision

My favourite project of my career, and the most intense. To make the case to HBO's board, we designed the most complete companion to the show we could imagine, starting with its traveling exhibition of costumes and props, which only a few cities ever saw. Here are the pieces, two of them as working prototypes you can try, and then how it came together.

The exhibits

The heart of the app. With photos and 3D scans of the real pieces, each house became a guided exhibit: scenes blend into one another like walking through one space, and hotspots on each 3D object open the story behind that detail.

Each exhibit is staged like a theatre set or a shop window. In this motion test, I explored how to move from one scene to the next and how the objects live within that space: scenes overlap, so each one blends into the next.

Exhibit motion test
An Unsullied helmet in 3D, with hotspots: Born into battle
Turning the helmet to another hotspot: A life of anonymity
Hotspot card: Born into battle
Hotspot card: A life of anonymity
Hotspot card: Forged from the past
Hotspot card: The ego of a lion

The interactive map

Characters travel huge distances over the story. The map lets you follow anyone's journey across Westeros and beyond, season by season, with the key moments marked where they happened, and see where the armies marched.

Follow the story
Select one or more characters, then move through the episodes to see where each of them goes.
Pick a house
Each great house has a tab of its characters, plus one for key characters outside the major houses.
Key moments
Story moments are pinned where they happened, with a short summary.
Armies
A toggle shows where the armies marched and the battles they fought.
Interactive prototype

I built this interactive prototype to test out the interaction models I was envisioning in my wireframes. The visuals are placeholders, not the final design.

Open full screen
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Map wireframe: select characters, scrub through time, pick a key moment, and see its story

The family tree

The show has hundreds of characters, and their families keep changing through marriages, deaths and revelations. The tree follows the show episode by episode.

Follows the story
People join, marry and die in the episode where it happens.
Focus on one person
Tapping someone shows only their close family.
Houses connect
People who married in bring their own family, with a sigil that opens that house's tree.
Lines carry meaning
Double lines are marriages, dashed lines are lovers, and the dead fade to grey.
Interactive prototype

I built this interactive prototype to test out the interaction models I was envisioning in my wireframes. The visuals are placeholders, not the final design.

Open full screen
Family tree sketches
Sketches
Family tree wireframes
Wireframes

Relationship Viewer

For each main character, who they dealt with in every episode, marked as family, friend or enemy.

Relationship Viewer: Arya Stark across seasons 1, 2 and 4

Concepting

Before designing anything, I went through everything in the show so far and organized it all into categories, so we could map out the whole product story.

The question
Which show, what kind of experience, which platform and which story.
The scale
Four seasons, forty episodes, hundreds of characters, a dozen great houses, battles, religions and thousands of years of history.
People first
For seven main characters, I planned what each brings to every part of the app: biography, map route, clothing and props, battles, creatures and history.
All connected
I mapped how every area links, so a fan can start anywhere and still find everything else.
Information architecture on top of the planning behind it: story ideation for each character, and a chart of what each character brings to every part of the app

Research

The deepest research I've done in my career. I had folders upon folders: the show itself, websites, iPad apps, architecture, fashion, historical art styles, modern design, infographics, each with a deep dive into what it could bring to the app. In all, 7 research areas, 16 reference boards and 18 feature ideas.

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Visual style

One of the most labour-intensive studies: which UI style fit best. I split it into four categories, from minimal to illustrative and from authentic to skeuomorphic, to decide how much the interface should shine and how much it should step back for the objects.

Style board: from minimal to illustrative, authentic to skeuomorphic

Exhibit explorations

The exhibit was the heart of the app: how we'd display the objects, what the UI would look like, and how everything would interact. I built the foundation for what we could do while the rest of the team tested the best way to show the objects on an iPad.

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Exhibit research

Beyond the traveling exhibition and museums, I looked at non-traditional ways to stage the exhibits. I wanted a sense of being in the place without taking away from the objects, so I looked to high-end storefront windows and the theatre.

Exhibit research: storefront windows and theatre staging

Two frameworks

As the team built out the app's code and structure, I started figuring out the motion and interaction models across two frameworks: how the elements would be laid out, how information would display, which touch gestures we'd use, and how you'd interact with each object.

Object detail exploration: icons that float around the piece and open into circles

Object detail exploration: info and photo icons float around Sansa's wedding gown
Object detail exploration: a circle opens a detail shot
Object detail exploration: a circle opens the story behind a detail

Object detail exploration: hotspots, detail shots, and the piece in its scene

Object detail exploration: hotspot dots on Sansa's wedding gown
Object detail exploration: a hotspot opens a detail shot with its story
Object detail exploration: the gown in its scene from the show

Framework two, rough interaction: entering a scene, choosing a piece, examining it

Framework two exploration: the exhibit opens as one scene of props and costumes
Framework two exploration: tapping a piece in the scene
Framework two exploration: the selected piece turns to face you, with its story

Outcome

The project was never greenlit. My contract was cut short when funding ran out, and HBO's executives chose not to take it further. Alongside it, we had been developing a VR experience for the first season of True Detective; after I left, that pitch turned the team toward VR, and they went on to build the Westworld VR experience.