Turning arena downtime into a hands-on brand experience.
Pure Power is a concept pop-up for Yonex at the USA Badminton Open. Spectators waiting between matches play a short scoring game, try the gear, and leave with something to share. It's user experience design applied to a physical space instead of a screen.
Role
UX + spatial experience designer
Setting
Arena entrance hall · 30×30 ft
Scope
Journey · interaction · layout · brand
Deliverables
UX flow · 3D booth · game system · merch
PROBLEM
Queues, breaks and time between matches leave fans with nothing to do. They're the brand's most engaged audience, and nothing is aimed at them.
INSIGHT
Specs don't make technology convincing to fans. Hitting a shot well does. People want to feel the sweet spot, not read about it.
SOLUTION
A compact half-court game, then a gear try-on area and a merch station right after it, all in a 600 sq ft booth.
OUTCOME
A complete concept covering the visitor flow, a rule-compliant game, 3D booth renders, a merch line and a metrics plan.
A self-directed concept. It is not affiliated with Yonex or the USA Badminton Open.
01 · CONTEXT
The right audience, standing around
The Open is the top badminton tournament in North America. Yonex is expanding into tennis, golf and apparel and positions itself as premium and technology-led. Its entrance hall gets the most foot traffic of the event, and the people passing through are exactly who Yonex wants to reach.
Who's in the hall
Pro & amateur players
Enthusiasts & hobbyists
Youth players & parents
Curious spectators
They range from gear experts to future customers. The experience has to work for all four groups.
Engagement across the event today
Entrance queueVery low
Between matchesLow
IntermissionLow to medium
With the pop-upHigh
Fans have spare time but nothing meaningful to do with it. That idle time is the opening.
02 · CONCEPT
The Sweet Spot Experience
Every visitor gets to find their sweet spot and understand Yonex technology by playing, not by reading.
I mapped the booth the way I'd map an app flow: every zone is a step with its own job, arranged so people pass through them in order.
01Attraction
Logo and motion visuals
A large logo and moving graphics that read from across the hall, giving people in the queue something to look at.
02Exploration
Product display
Curated products with a clear hierarchy and short copy, so the technology is quick to understand.
03Interaction
Sweet Spot Lab
A hands-on game that turns performance into play. You learn the technology by using it.
04Engagement
Photo wall
Photo spots built into the path, so sharing happens along the way and doesn't need a detour.
05Conversion
Merch station
Placed right after the game, when enthusiasm is highest, so buying feels like part of the experience rather than a sales pitch.
06Exit
QR, raffle, return offer
A QR code for follow-up, a raffle entry and a post-visit offer keep the connection going after people leave.
04 · SPACE
A half court in 600 sq ft
Borrowed from squash
Squash courts save space by playing off the walls. Badminton doesn't allow wall rebounds, so the wall launches shuttles instead. That keeps play within the rules and cuts the footprint roughly in half.
Clarity as a brand value
The geometry follows function, with clear zones and restrained forms. It reflects Yonex's precision and nothing distracts from the product.
Half court
Racket test play · 3 staff
Tech wall
Product intro · 1 staff
Footwear try-on
3 staff
Sales zone
Merch · 4 staff
Mini trial court
The first hands-on moment. Rounds are short and repeatable, with a low barrier to entry.
Product try-on
Handling the gear makes the technology concrete and builds trust in fit and quality.
Merch station
Comes after play, so the energy from the game carries into buying without any push.
Brand culture wall
A quieter, shareable spot about what the brand stands for, which helps people remember it.
05 · KEY INTERACTION
The Sweet Spot Challenge
Shuttles launch at random from openings in the back wall. Players return each one, aiming for color-coded targets. Smaller targets score more, which turns accuracy into instant feedback anyone can understand.
1 pt
Large opening
2 pt
Medium
3 pt
Small
Each round is 10 attempts. Rewards are tiered: everyone gets a keychain, 6+ points earns a cap or shuttle tube, 12+ a racket and 18+ shoes. Doubles mode adds 6 points to each threshold to keep it fair.
WHY IT WORKS
Random launches make every round different, so people replay. The simple rules mean a beginner and a club player can both walk up and play.
06 · BRAND & MERCH
One visual system, from walls to wearables
A blue-to-green gradient, an extended display typeface and "CAUTION / PURE POWER" graphics taken from a Yonex poster. The system carries from the booth walls to everything visitors take home.
#4D62CC
#3AB95F
Themed racket
The booth's color palette applied to the product itself.
Sweet Spot tee
The target grid as a graphic, turning your score into something to wear.
Themed cap
Shuttlecock keychain
Limited shuttle tube
Experience→Peak motivation→PurchasePurchase intent is highest right after playing, so the merch sits right there.
Every round becomes shareable content
A photo wall, automatic hashtags (#FindYourSweetSpot, #YonexUSAOpen) and score cards generated from each round make posting nearly effortless. Every post brings the event to people who aren't there.
07 · MEASURE & REFLECT
How I'd know it worked
On-site experience
Sessions played · average time in the booth · gear tryouts
Sales impact
Conversion rate · share of buyers choosing personalized items
Social amplification
Posts created at the event · campaign hashtag use
UX beyond screens
In a physical space, the flow, the interaction and environmental cues do the work that an interface does on screen.
Think like the host
Looking at the event from the organizer's and the brand's side showed how to fit into an existing culture instead of competing with it.
Idle time is an asset
Waiting time turns into high-value engagement when the experience matches the rhythm of the event.
Research shapes the space
How people move through a space determined the zones, their order and their hierarchy.