Exhibition AR Event Game Requirements in Singapore
A buyer’s guide to defining gameplay, devices, visitor flow, accessibility, testing and acceptance before production begins.
Requirements Planning
Turn an AR game concept into a testable exhibition brief
Define what visitors should experience, how the game must operate on the show floor and what evidence will confirm that it is ready for launch.
Specify the experience before selecting the solution
A disciplined requirements brief helps buyers compare proposals, expose dependencies and align creative, technical and operational teams around measurable outcomes.
Registration scope at a glance
Before: RSVP form, invitations, confirmations, list control and testing.
On site: counters, queues, check-in, badges, VIPs and exceptions.
After: attendance reconciliation and agreed reporting handover.
An exhibition AR event game needs more than an appealing visual concept. It must work within a particular booth, on selected devices, for the expected audience and under live show conditions. A useful requirements brief converts the idea into observable behaviours, operating rules and acceptance criteria. That gives organisers, exhibitors and production partners a common basis for scoping the work.
Begin with the visitor journey rather than the technology. State who the game is for, what attracts them, what they do, how long a play should take and what happens when they finish. Keep the brief specific to the exhibition environment. A game intended to stop passing visitors has different requirements from one used during a scheduled product demonstration.
Define the intended visitor outcome
Describe the experience in one plain-language scenario. For example, a visitor scans a marker, sees a virtual product element anchored to the booth, completes a short challenge and receives an on-screen result. This is not yet a technical specification. It is the reference journey against which every functional requirement can be checked.
Record the primary business purpose separately. It might be product education, booth engagement, guided discovery or participation in a campaign mechanic. Avoid combining several competing goals without priorities. If lead capture, prize redemption or social sharing is included, specify whether each is mandatory, optional or outside the game itself.
Functional requirements to document
- Entry: State how play begins, such as a QR code, web link, facilitator-controlled device or installed application.
- AR trigger: Define whether content responds to an image, surface, location or another agreed reference, subject to the selected tools and venue conditions.
- Gameplay: List actions, scoring rules, time limits, retries, completion states and instructions visible to the player.
- Content: Identify approved products, models, messages, languages, audio, animation and brand assets.
- Results: Specify what the player sees at completion and whether any result must be passed to another agreed system.
- Failure states: Define useful responses for denied camera access, weak connectivity, unsupported devices, lost tracking and interrupted sessions.
If the requirement depends on browser behaviour, device sensors, third-party services or venue connectivity, label that dependency explicitly. Technical outcomes should remain conditional on the agreed brief, selected tools and tested operating environment.
Set exhibition operating requirements
The game must fit the physical and human flow of the stand. Record where visitors wait, where they play and where they move afterwards. Establish whether play is self-guided or facilitated, how many simultaneous participants are expected and how staff will reset or assist the experience. The plan should also cover cleaning shared devices, charging, storage and responsibility for opening and closing checks.
Set a target play duration and a maximum acceptable cycle time. Include instruction time and recovery between players, not just the active game. If demand may exceed capacity, define a queue rule, a fallback activity and a threshold for changing the operating mode. These details can be coordinated with the wider exhibition AR event game delivery plan.
List dependencies before production
- Final booth layout, dimensions, lighting assumptions and installation schedule
- Approved brand artwork, copy, 3D assets and product references
- Target device and browser list, including ownership of test devices
- Venue internet arrangements and an agreed degraded-connectivity response
- Power, mounting, security and overnight storage for shared hardware
- Permissions for camera, audio, personal information or communications where applicable
- Named approvers for creative, technical, privacy and show-floor decisions
Confirm deadlines for each dependency and state what happens if an input arrives late. A placeholder may be suitable for an early prototype but not for final acceptance. Any collection or use of personal information should be reviewed for the actual campaign and applicable obligations; the requirements brief is not a substitute for legal advice.
Build accessibility into the requirements
Accessibility should be considered before interaction design is fixed. Require readable instructions, sufficient visual contrast, clear feedback and alternatives to meaning conveyed only through colour or sound. Set minimum touch-target and text-size expectations appropriate to the target device. Avoid making fast movement, precise gestures or prolonged device holding the only route to completion where a practical alternative can be provided.
Consider wheelchair reach, viewing height, glare, ambient noise and the possibility that some visitors cannot or prefer not to use AR. Specify a staff-assisted or non-AR route when needed. Language choices, reading level and instruction length should reflect the expected exhibition audience.
Write measurable acceptance criteria
Replace broad statements such as “easy to use” with conditions that can be observed. Each criterion should identify the setup, action and expected result. Useful acceptance criteria can include:
- On every supported test device, the visitor can reach the first instruction from the published entry point.
- When the agreed trigger is presented under the test lighting conditions, the AR content appears and remains usable through the required interaction.
- A correct action, incorrect action, timeout and retry each produce the approved response.
- Completing the game displays the correct result and returns the experience to a ready state.
- Denied permissions, unavailable connectivity and an interrupted session produce the agreed fallback message or recovery path.
- Staff can perform the documented start-up, reset and shutdown procedures without production access.
Test beyond the happy path
Plan prototype testing, content review, device testing and an on-site rehearsal. Test at least the oldest supported device, the smallest supported screen and the expected show-floor device. Vary distance, angle, lighting and background conditions where tracking depends on the physical environment. Confirm loading, audio behaviour, orientation changes, repeated plays and recovery after the application is backgrounded.
On site, run timed visitor-flow tests with booth furniture and actual staff positions. Check whether instructions are visible before the visitor reaches the play point, whether spectators block tracking and whether the next participant can begin cleanly. Record defects with reproduction steps, severity, owner and retest status.
Requirements checklist for buyers
- One primary visitor journey and a prioritised business purpose
- Defined entry, gameplay, completion and failure behaviours
- Approved content list and named decision-makers
- Supported devices, browsers and permission requirements
- Play duration, throughput assumption and queue response
- Booth, lighting, connectivity, power and staffing dependencies
- Accessibility requirements and an alternative participation route
- Measurable acceptance criteria with test evidence
- On-site rehearsal, support ownership and reset procedures
- Change-control process for requests after approval
Use the completed checklist when comparing scopes, including a dedicated exhibition AR event game vendor selection review. Get Out! Events can scope AR game requirements and coordinate delivery through GO Labs, with final functionality determined by the approved brief, selected tools, supplied assets and validated operating conditions.
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