SYSTEM OUTPUT

PROJECT // READY

CASE STUDY / CREATIVE TECHNOLOGY

Caganer XR

What if a souvenir could play with you?

A Mixed Reality product concept that transforms the traditional caganer into a personalized, interactive and potentially physical souvenir. Created by a three-person team during SensAI Hack Barcelona 2025 and developed into a working XR demo in under 48 hours.

event

SensAI Hack Barcelona 2025

TYPE

Collaborative Hackathon Project

ROLE

UX Designer & Creative Lead

YEAR

2025

prototype time

48 hours

scope

Product Concept · UX Research · UX/UI Branding · Mixed Reality · Phygital Experience

team

3 people

technology

Meta Quest · Unity · Meta SDK · WebXR

status

Functional XR prototype

Presented & published

Context

A souvenir usually stops being an experience once you buy it.

The project started during SensAI Hack Barcelona, an event focused on XR, AI and computer vision.


While discussing possible directions as a team, we became interested in the souvenir as a surprisingly static product.


It represents a place, tradition or memory, but the interaction usually ends at the moment of purchase.


We asked whether mixed reality, personalization and humor could extend that relationship beyond the object itself.

THE OPPORTUNITY

From cultural object to personal experience.

We chose the caganer because it already combines tradition, character and humor.


Rather than simply recreating it in 3D, we imagined a product where the visitor could become part of the souvenir.


The long-term concept was simple: capture your face, create your own digital caganer, place it in your physical environment, play with it, and optionally turn it into a personalized physical object.

STATIC SOUVENIR >> PERSONALIZATION >> DIGITAL CHARACTER >> MIXED REALITY >> PLAY >> PHYSICAL COLLECTIBLE

Moodboard of Caganer XR inspiration references, including character marks, app graphics and visual styles.
Moodboard of Caganer XR inspiration references, including character marks, app graphics and visual styles.
Competitive analysis board comparing related products and experience features in grouped categories.
User persona profile for Jason Mills with a portrait, personal notes and personality sliders.

THE PRODUCT VISION

The full idea was bigger than the prototype.

01 CAPTURE

Take or upload a portrait.

02 PERSONALIZE

Apply your face to a digital caganer.

03 COLLECT

Save the character to your account.

04 ENTER MR

Place it inside your physical environment.

05 INTERACT

Grab, throw, push and trigger animations.

06 MAKE IT PHYSICAL

Optionally order a personalized figure.

PRODUCT VISION

Not every stage was implemented during the hackathon.

PRIORITIZING THE MVP

48 hours changes what “essential” means.

The original concept connected facial personalization, a mobile product, Mixed Reality interaction and physical production.


Building all of it within the hackathon was unrealistic.


We therefore prioritized the part that could prove the emotional core of the idea: putting the character in the user's space and making it genuinely fun to interact with.

PRODUCT VISION

Facial AI

Mobile App

Account system

Mixed Reality

Hand interaction

Animations

Physical production

Bef

>>>>>>>>>>

>>>>>>>>>>

>>>>>>>>>>

>>>>>>>>>>

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HACKATHON PRIORITY

NOT IMPLEMENTED

UI CONCEPT

CONCEPT

WORKING DEMO ✓

WORKING DEMO ✓

WORKING DEMO ✓

FUTURE MODEL

Value proposition canvas showing a customer profile and matching product value map.
User-needs and product-value comparison board with a customer profile and mapped opportunities.
Customer journey diagram connecting user stages, questions and product touchpoints.
User research notes and interview findings arranged in a structured text board.
Prioritization diagram with concentric value rings and notes grouped by importance.
Color-coded feature-planning grid grouping ideas into rows of product concepts.
Color-coded feature-planning grid grouping ideas into rows of product concepts.
Problem-statement board organizing user needs, context and design opportunities.

EXPERIENCE DESIGN

The technology had to disappear behind the joke.

The experience needed to be understandable within seconds. Instead of building an interface full of controls, we prioritized direct hand interaction in Mixed Reality.


If the user wanted to move the character, they grabbed it. If they wanted to throw it, they threw it. The interaction itself became part of the humor.


HAND INTERACTION

GRAB

throw

drop

push

press

TRIGGER ANIMATIONS

Product flow diagram showing connected steps and branches in the Caganer XR experience.
Product flow diagram showing connected steps and branches in the Caganer XR experience.

UX / MOBILE CONCEPT

Designing the ecosystem around the XR moment.

Alongside the immersive experience, I designed the mobile interface and the main states needed to explain how the wider product could work.


The interface covered onboarding, registration, facial capture, generation, profile and effects.


It remained a UI and wireframe concept during the hackathon rather than a functional mobile application.

Caganer XR mobile welcome screen with Log In and Sign Up buttons.
Caganer XR mobile creation result showing a customized character preview and a Save button.
Caganer XR mobile selection screen with character previews and controls to import a photo or create a new figure.
Caganer XR mobile screen combining a portrait preview with a New Caganer action.
Caganer XR mobile screen combining a portrait preview with a New Caganer action.

BRANDING & VISUAL LANGUAGE

A cultural icon without treating culture like a museum.

The visual identity needed to preserve the recognizability and irreverence of the caganer while making the product feel contemporary and digital.


I developed the branding, interface language and presentation materials around a playful product personality rather than a technological aesthetic.

Caganer XR logo in red and green lettering on a dark circular background.
Gold-colored 3D-rendered caganer-style figurine on a black background.

COLLABORATIVE BUILD

Three disciplines. One extremely short deadline.

The project depended on tight collaboration between product thinking, XR development, 3D and experimental AI research.


My role focused on concept development, market and UX research, experience design, branding, mobile UI and storytelling, while continuously adapting the product to what could realistically be demonstrated.

PABLO GUIJARRO Gil

Product Concept

UX Research

UX/UI

Branding

Concept Art

Storytelling

FELIX VASQUEZ BRITO

XR Development

Unity

3D Prototype

MAXIMILIAN NUSSBAUMER

AI Research

Facial Replacement Exploration

GitHub / Technical Research

WHAT BROKE

The prototype misbehaved. A lot.

01 — FACIAL REPLACEMENT


The AI pipeline became too complex for the remaining hackathon time.


RESULT

Removed from the working demo.

02 — MOVEMENT


Characters initially moved much faster than intended.


RESULT

Interaction parameters required adjustment

03 — AUDIO


Some sounds rendered at an unintended higher pitch.


RESULT

Audio behavior required iteration.

04 — PHYSICS


Characters could fall outside the playable area.


RESULT

The demo sometimes needed to be restarted.

THE WORKING PROTOTYPE

What actually worked.

By the end of the hackathon, the core Mixed Reality interaction was playable on Meta Quest.


Users could see the character inside their environment and manipulate it directly with their hands.


The prototype did not prove every layer of the product vision. It proved the interaction that made the concept worth continuing.

HACKATHONS AREN'T ABOUT BUILDING EVERYTHING.

THEY'RE ABOUT PROVING THE RIGHT THING.

TESTING IN THE ROOM

The real test was whether people wanted to touch it.

The demo was tested during the event by participants, mentors and members of the jury.


More than twenty people interacted with the prototype.


Feedback repeatedly highlighted the originality and humor of the idea, as well as the potential to add another layer of value to the souvenir experience.

20+

PEOPLE TESTED THE DEMO

DURING THE EVENT

PHYGITAL MODEL

The virtual experience was never meant to replace the object.

A purely virtual caganer would have removed part of what makes a souvenir meaningful: its physical, collectible nature.


The broader concept therefore connected the digital character with the possibility of producing a personalized physical figure.


Mixed Reality extends the souvenir. It does not replace it.

PRESENTING THE IDEA

A prototype also needs to explain why it matters.

The working demo was supported by a product narrative, trailer and pitch designed to make the wider vision understandable beyond the functionality we had time to build.


The final presentation combined approximately ten minutes of product storytelling with a short live demo.

RESULTS

A working interaction inside a larger product vision.

Over three and a half months, the collaboration expanded from individual pieces into a broader system covering segmented landing pages, campaign content, audiovisual production, AI-generated characters and educational material.


The result was a more flexible visual foundation and a repeatable workflow for producing content across different audiences and channels.

20+

demo testers

01

WORKING XR

EXPERIENCE & video

01

PUBLIC DEVPOST

SUBMISSION

THREE DECISIONS THAT SHAPED THE EXPERIENCE

1 — PERSONALIZE THE PERSON, NOT ONLY THE OBJECT


We made the user's identity central to the concept because souvenirs become more meaningful when they represent a personal memory or story.

02 — HANDS BEFORE CONTROLLERS


We prioritized hand interaction because touching, moving and throwing the character needed to feel immediate and playful.

03 — DIGITAL + PHYSICAL


We connected the virtual character to a potential physical collectible because the digital layer should extend the souvenir, not remove what makes it a souvenir.

WHAT I LEARNED

What I took from it

Caganer XR taught me that a hackathon is not won by adding more technology.


A strong prototype needs an idea people understand quickly, an emotion they can feel immediately and a scope that the team can actually prove.


The hardest decision was not what to build. It was what to leave out.

WHAT I WOULD CHANGE TODAY

If I built it again

I would validate the core journey with users even earlier. I would simplify the capture and personalization flow. And I would separate three layers from the beginning:

MVP


What proves the core value.

demo


What needs to work during presentation.

vision


What belongs to the future product.

DOES YOUR PHYSICAL PRODUCT HAVE A STORY THAT ENDS AT THE MOMENT OF PURCHASE?

Let's explore how interaction, XR or digital identity could extend that experience.

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STATUS: PROJECT READY

© 2025 Pabel Stonehenge
Todos los derechos reservados.

© 2025 Pabel Stonehenge
Todos los derechos reservados.

© 2025 Pabel Stonehenge
Todos los derechos reservados.