CASE STUDY (03) ✦ GOOGLE ✦ 2025 – 2026
Designing the interactive layer of Google’s experience centers — the screens, objects, and control systems that turn offices into stories.
ROLE
Senior UX Designer
AGENCY
Elevate — for Google
SCOPE
Interactive UX/UI · Journey & Content Systems
TIMELINE
2025 – 2026

(A) CONTEXT
Three projects, one design problem: rooms with two kinds of users.
Google’s experience centers are physical spaces where the company hosts partners and customers — rooms of LED walls, sensors, tagged objects, and screens that respond to what visitors do. Across 2025–2026, I designed the interactive layer for three of them: a partner experience center in São Paulo, an immersion room program rolling out across Google’s offices, and an AI demo space in Dublin.
Every experience had to work for two very different users at once: the guest, who should feel something seamless and a little magical, and the host operating the room, who may have had no training and no time to learn. Most of the design decisions that follow come down to serving both at the same time. São Paulo is built and operating; Dublin and the immersion room are in production, opening through 2027.
(B) SÃO PAULO — PARTNER EXPERIENCE CENTER · BUILT
One entry, many canvases.
Google São Paulo’s partner center personalizes the entire space for every hosted visit — the welcome wall, accent lighting, demo hall screens, and photo-op moment all greet the guest by name and brand. The core UX idea was to make that cost one action instead of ten: a single content entry (guest name, logo, brand color) fans out automatically to every canvas in the space, and on the day of the visit a receptionist triggers the takeover from a wall panel with one tap.
The heart of the space is an RFID-driven storytelling hall, where hosts place carved physical totems on a pedestal to launch immersive stories — biodiversity, smart cities, medical AI — across paired LED arrays, with lighting and audio shifting in sync. I designed the host-facing control panel around a principle the team held onto all project: one tap for the two things that matter most — pause and language — and ideally, the host never touches the panel at all. Everything ships bilingual, Portuguese first.
( RENDER ) IMMERSION HALL, TOTEM-ACTIVATED

( UI ) HOST CONTROL PANEL — ONE-TAP PAUSE & LANGUAGE

( RENDER ) RECEPTION — BRAND TAKEOVER STATE

( RENDER ) DEMO HALL — AMBIENT WELCOME

( RENDER ) DEMO NICHE — PRODUCT STORYTELLING

( RENDER ) LOUNGE — SELF-EXPLORE TOUCHSCREEN

(C) THE IMMERSION ROOM — MULTI-OFFICE PROGRAM · IN PRODUCTION
A presentation room you operate by touching the walls.
The immersion room is a productized space rolling out across Google’s offices: 270 degrees of LED, spatial audio, and a touch-enabled front wall where presenters run customer sessions from large, tappable topic cards. As part of the core UX workstream — a collaboration between our team and Google’s — I helped define how the room behaves: the session arc from cinematic opening to closing photo moment, the card-based agenda model, the gesture language, and a context-aware control widget that presenters summon by pressing a hand to the wall.
The defining constraint came out of the persona work: the overwhelming majority of sessions are run by presenters who aren’t technologists — the range spans from demo experts to executives hosting C-suite guests. The answer was a tiered model: an autoplay “happy path” that runs a polished session with almost no input, with progressive layers of control for trained presenters underneath. The design was validated the honest way — printed and tested at full scale on the real LED walls, tape measure in hand.
( RENDER ) THE CHAPTER MENU ACROSS THE 270° WALL

( UI ) CHAPTER NAVIGATION MOTION STUDY
(D) DUBLIN — AI DEMO SPACE · IN PRODUCTION
Making AI tangible enough to pick up.
Dublin’s demo space makes Google’s AI story physical. Its flagship interaction is a lounge coffee table with carved wooden totems — place one on the reader, and a curated playlist of YouTube Shorts launches on the table’s screen, themed to the object in your hand. I designed the full interaction loop: an ambient attract state that cycles previews, the launch moment, playback with playful easter eggs — tapping the like button sets off a flutter of hearts — and autoplay into the next Short.
Around it sits a system of operator-configurable surfaces: LED headers with a fully specced playout system (type sizes, character limits, idle behaviors) and a showcase wall of looping feature stories — all localized for Dublin, down to a gallery of Irish-language idioms that visitors can reinterpret through Gemini. Like the immersion room, it opens alongside the rest of the program through 2027.
( RENDER ) THE AI COFFEE TABLE

( PROCESS ) TOTEM-TO-SHORT UX FLOW

(E) WHAT CARRIED ACROSS ALL THREE
( 1 )
TWO USERS, ONE ROOM
Every screen serves the guest and the untrained host at once — delight up front, one-tap control underneath.
( 2 )
SYSTEMS OVER SCENES
Templates and content systems instead of one-off screens, so the spaces stay fresh without a designer in the loop.
( 3 )
DESIGN AT HUMAN SCALE
Walls, tables, and totems get validated on real hardware at real size — a UI that works on a laptop can fail on a twenty-foot wall.
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