SYSTEM OUTPUT

PROJECT // READY

CASE STUDY / CREATIVE TECHNOLOGY

CROM

From collecting objects to collecting identities.

A phygital product concept that turns physical trading cards into digital items for building, collecting and expressing identity across virtual experiences.

project

Master's Final Project — The Core School

TYPE

Co-founded Academic Project

ROLE

Product Strategy · UX/UI · Branding Prototyping · Digital Identity

YEAR

2025

duration

6 months

scope

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

team

4 people

status

Academic prototype completed & presented

Context

Digital identity is still fragmented.

People build different versions of themselves across games, social platforms and virtual worlds.


Avatars, skins, items and profiles usually remain inside isolated ecosystems, while concepts such as interoperability, digital ownership or XR can still feel abstract and difficult to understand.


CROM began as an exploration of how digital identity could become more tangible, accessible and transferable between experiences.

THE PRODUCT IDEA

Start with something people already understand.

Instead of explaining digital identity through technical concepts, we used a familiar object: the trading card.


Each card represents a digital item that can be unlocked, collected and used to customize an avatar. The physical object becomes the entry point into a larger digital ecosystem.

BUY >> OPEN >> SCAN >> UNLOCK >> CUSTOMIZE >> SHARE >> EXPERIENCE

THE CHALLENGE

Make a complex ecosystem feel like a one simple action.

CROM connected avatars, collectibles, community, AI, XR, virtual experiences and a potential digital economy.


The challenge was to structure all those layers without overwhelming users or presenting future capabilities as if they already existed.


The product therefore needed a familiar entry point, a clear interaction model and a hierarchy between prototype, ecosystem and future vision.

Competitive feature comparison board mapping digital identity and avatar features across platforms.
Prioritization map connecting user needs and product opportunities with color-coded cards.
SWOT analysis board summarizing strengths, weaknesses, opportunities and threats for the CROM concept.
Affinity map grouping early CROM ideas into color-coded themes.

RESEARCH

Before designing the interface, we defined the problem.

The project began with research around digital identity, avatar customization, collecting behaviors, interoperability, privacy and phygital experiences.


We combined desk research, surveys, shadowing and service-design methods to understand both user motivations and the technological landscape.

Golden Circle

Desk Research

Surveys

Shadowings

SWOT

Personas

Fishbone Diagram

Benchmarking

Service Blueprint

Journeys Maps

User persona profile for Adri?n, with a portrait, background, needs and behavior sliders.
User persona profile for Sandra, with a portrait, background, needs and behavior sliders.
User persona profile for Daniel, with a portrait, background, needs and behavior sliders.
Affinity map organizing user research insights into color-coded themes.
Affinity map grouping research findings into color-coded categories.
Affinity map arranging user research findings across six colored categories.

THE STRATEGIC DECISION

The cards was not the product. It was the bridge.

We used the physical trading card as the gateway to digital identity because it translated an abstract technology into a familiar interaction.


Buying, opening and collecting something physical makes the first step intuitive.


The digital layer then expands what that object can become.

Research synthesis matrix comparing persona goals, expectations and insights.
User flow and sitemap diagram showing connected screens and navigation paths.
User value diagram mapping related needs and opportunities for the CROM experience.
Problem statement board describing privacy concerns around creating and using a digital identity.
Ishikawa diagram mapping causes of fragmented digital identity and limited interoperability.
Power-interest stakeholder matrix positioning groups involved in the CROM concept.
Value proposition canvas comparing user needs with the proposed CROM experience.
Problem statement board describing interoperability challenges across digital identity platforms.
Business Model Canvas outlining the CROM product concept, partners, value and operating model.
Circular prioritization map organizing opportunities and user needs around a central theme.
Research insight board grouping observations and experience findings on yellow cards.

PRODUCT ARCHITECTURE

Rather than building an isolated avatar editor, we designed CROM as a recurring system of collecting, customizing, sharing and entering new experiences.


The collection creates continuity. The community creates reasons to return.


CROM ECOSYSTEM

PHYSICAL


Trading cards

QR access

IDENTITY


Avatar

Wardrobe

Collection

Digital


Marketplace

Profile

CROMI

Community


CROM League

Discord

Experiences


CROM LAB

Virtual worlds

Future XR

Planning matrix organizing CROM opportunities and actions into colored priority groups.
Product architecture flow diagram connecting CROM features, screens and user pathways.

BRAND SYSTEM

Nostalgia for the cards. Language for the future.

The identity combined collectible culture with a digital, gaming-driven visual language. Cyan, orange, black and dark greys created a high-contrast system influenced by Y2K, science fiction and digital interfaces.


The card system used four rarity levels to translate familiar collecting mechanics into the CROM universe.

RARITY

Common

Rare

Epic

Legendary

CROM wordmark with its four-point cyan star and orange corner marks.
CROM four-point star symbol shown with small orange corner marks.
Large cyan four-point CROM symbol framed by orange corner shapes.
Visual moodboard of app interfaces, avatar experiences, cards, apparel and digital identity references.

FROM LO-FI TO PRODUCT

Structure before polish.

I translated the product strategy into a sitemap, user flows and low-fidelity wireframes before defining the final interface and visual system.


The process moved progressively from architecture to interaction, components, high-fidelity UI and a complete mobile prototype in Figma.

SKETCH → SITEMAP → USER FLOW → LO-FI → HI-FI → PROTOTYPE

Grayscale mobile wireframe showing a CROM screen layout with image and bottom navigation.
Grayscale mobile wireframe with circular side controls around a central content area.
CROM mobile experience screen showing an avatar wearing a graphic shirt and a Vans in Roblox experience card.
Avatar customization screen with appearance controls, clothing options and a Save button.
CROMI chat interface with a robot illustration, conversation messages and a text input.
CROM experiences feed showing Vans and NikeLand Roblox experience cards with filters and navigation.

THE MOBILE EXPERIENCE

Collect. Unlock. Customize. Experiment.

The mobile experience became the central interface connecting cards, collection, avatar customization and community.


The prototype was designed as a coherent front-end experience rather than a partially developed application with unfinished features.

PROTOTYPE STATUS

Interactive Figma front-end. Backend integrations were defined as future development.

Bolso CromaX digital collectible card from the Meta Summer collection, with a character image, product details and QR code.
Pantalones CromaX digital collectible card featuring a woman in athletic clothing, with product details and QR code.
Digital collectible card showing a stylized purple-clad dancer, product information and a QR code.
Digital collectible card featuring a woman holding a basketball, with product information and a QR code.
Camiseta CromaX digital collectible card from the Meta Summer collection, with a character image, product details and QR code.
Pantalones CromaX digital collectible card featuring a male character in brown trousers, with product details and QR code.
Digital collectible card showing a performer in a dark action pose, product information and a QR code.
Gorra CromaX digital collectible card featuring a character in a cap, with product information and a QR code.

PROTOTYPE VS VISION

We chose coherence over pretending it was finished.

During development we explored moving the application into a functional build.


Instead, we prioritized a complete and coherent Figma prototype because the available time was not enough to implement the full ecosystem reliably.


That decision allowed us to validate the complete experience without disguising unfinished development as a working product.

prototyped

Mobile experience ✓

Card system ✓

Avatars & items ✓

CROMI ✓

Roblox demo ✓

Future / Conceptual

Cross-platform interoperability

Production backend

Functional XR integration

Digital economy infrastructure

EXPANDING BEYOND THE APP

The app was only one part of the system.

Cromi


An AI assistant designed for support, guidance and entertainment inside the CROM ecosystem.

Crom Lab


A Roblox experience built as a galactic laboratory where users could complete missions, unlock skins, customize avatars and participate in community-driven challenges.

WHAT WE BUILT

01

mobile

prototype

& GPT

04

rarities

02

avatars

08

items

01

EXTERNAL

MEDIA

FEATURE

01

experience

virtual

CROM community server interface with channel navigation, welcome messages and event discussions.
Grid of CROMI robot avatar variations showing different screen expressions, outlines and color treatments.
Roblox virtual environment showing an avatar outside a glass-fronted building beneath a starry sky.
Roblox showroom experience with an avatar walking along a red carpet between display plinths.
Roblox virtual experience with a neon multicolor floor and illuminated interactive display areas.

TEAM & MY ROLE

PABLO GUIJARRO Gil

Product Strategy

UX/UI

Branding

Sitemap & User Flow

Lo-fi / Hi-fi

Mobile Prototype

Trading Card Design

Landing Page

PABLO HAZAEL MIRALLES

3D Design

Avatars & Items

Animation

Audiovisual

Compatibility Testing

XR Research

CROMI Training

VICTORIA SÁNCHEZ rubio

Product Research

Copywriting

Communication

Marketing Strategy

JAIME LÓPEZ velasco

Creative Assets

Community

Discord

Experiences

CROM LAB / Roblox

RESULT & FEEDBACK

A complex vision made tangible, and shared beyond the classroom.

CROM became a coherent prototype connecting product strategy, branding, UX/UI, 3D, AI, community and virtual experiences around one central idea: collecting digital identity.


The project was completed and defended as our Master's Final Project, where the academic panel highlighted the originality and relevance of the concept while also recognizing the scale required to turn the complete ecosystem into a real product.


Beyond the academic prototype, CROM also gained external visibility through the communication and dissemination work led by Victoria Sánchez.


The project moved beyond the classroom into media and academic communication spaces, helping validate the relevance of the conversation around digital identity, avatars and phygital experiences.

CROM became a coherent prototype connecting product strategy, branding, UX/UI, 3D, AI, community and virtual experiences around one central idea: collecting digital identity.


The project was completed and defended as our Master’s Final Project, where the academic panel highlighted the originality and relevance of the concept while also recognizing the scale required to turn the complete ecosystem into a real product.


Beyond the academic prototype, CROM also gained external visibility through the communication and dissemination work led by Victoria Sánchez.


The project moved beyond the classroom into media and academic communication spaces, helping validate the relevance of the conversation around digital identity, avatars and phygital experiences.

Media

CROM was featured externally as part of the project's communication strategy, led by Victoria Sánchez.

Academic Dissemination

CROM was presented at Digit-All Congress under the topic: “CROM: Democratizar los avatares a través del coleccionismo phygital en un entorno digital incierto.”

research / conference

The project was also accepted in the AE-IC 2026 proceedings as: “CROM: Democratizando el acceso a los avatares en la era de la incertidumbre tecnológica a través de un ID Digital.”

Authors

Victoria Sánchez Rubio

Jaime López Velasco

Pablo Guijarro Gil

Pablo Hazael Miralles Doménech

WHAT I LEARNED

WHAT I TOOK FROM IT


CROM taught me how to turn a broad technological vision into a structured product experience.


The hardest part was not imagining more features.


It was connecting research, identity, interface, 3D, community and business without losing the user along the way.

If i built it again


I would reduce the MVP to one complete functional loop:


UNLOCK AN ITEM → ADD IT TO THE COLLECTION → WEAR IT → ENTER ONE EXPERIENCE → SHARE THE RESULT

HAVE A COMPLEX TECHNOLOGY IDEA THAT STILL DOESN'T FEEL LIKE A PRODUCT?

Let's turn it into an experience people can understand, navigate and prototype.

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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.