RACE IT HOME

What if you could race a Hot Wheels car without opening the pack?

An immersive commerce experience case study about using AR and interaction design to make a product drop more engaging for the people who collect and play with it.

IMMERSIVE COMMERCE

PRODUCT THINKING

INTERACTION DESIGN

MY ROLE

Product & Interaction Design and Development

TEAM

Digvijay Shelar, Vibha Shree M S

COURSE

Interaction Design for Immersive Systems

DURATION

2 weeks

*Unofficial concept. Not affiliated with Blinkit or Mattel.

02

Hot Wheels are made to be played with. Collecting changes that.

The project started with a disagreement. Vibha excitedly showed me her carefully kept Hot Wheels collection. It felt completely different from how I’d always experienced Hot Wheels. I’d grown up opening them, racing them, and actually playing with them. It was the first time I saw someone value the cars just as much by keeping them sealed.

PLAY

Me

I’m not a Hot Wheels collector. To me, the value is in opening the car, moving it and playing with it.

PRESERVE

Vibha

Vibha is a collector. For her, rarity, condition and keeping the card intact are part of what makes the car valuable.

So before designing anything, we asked:

Was this just us?

PRIMARY RESEARCH · 37 COLLECTORS SURVEYED - r/HotWheelsIndia

37 adult Hot Wheels enthusiasts and collectors across India.

54%

open the car

and play with it

24%

Prefer keeping
it Sealed

16%

buy two, one to open

and one to preserve

Single choice. A further 5% said it depends on how rare the car is.

There was no single way to enjoy Hot Wheels. The experience had to make space for both.

That gave us a clearer question:

How might we give a Hot Wheels car the excitement of being played with, without asking a collector to sacrifice the thing they value most: keeping it sealed?

What did that mean for the experience?

SEE IT

Understand the car beyond a flat product photo.

KEEP IT INTACT

Don’t force the collector to open what they value.

EXPERIENCE IT

Still give the car a sense of play.

WHY AR WAS WORTH TESTING

AR gave us a way to bring the car into someone’s space without opening the pack. These examples showed that virtual product interaction was familiar enough to test.

38.6M

Virtual try-ons at Lenskart

in India during FY25

Virtual product interaction was already happening at scale.

1 in 3

Indian shoppers prefer

virtual trials

Half of these users report significantly higher online spending.

250M+

Monthly Snapchat users

in India, 2025

Nearly 80% of Indian Snapchatters use Lenses daily.

These signals supported an AR experiment, not proof that it would work for Hot Wheels. We still had to test whether placing the car in a room gave people something worth doing.

DEEP DIVE

Survey, market checks and feasibility.

View full research ↗

03

So we built the simplest test possible: bring the car into your space.

Our first prototype was deliberately simple.

We placed the car into a real room in AR and let the player move it forward, backward, left and right.

It worked. But nothing really happened.

THE FIRST AR PROTOTYPE · SHOWN AS IT WAS BUILT

AR PLACEMENT

The car dropped into the

room on a detected surface.

FREE DRIVING

Forward, back, left, right. No track and no objective.

What was lacking?

No destination

No challenge

No progression

No reason to return

What next?

AR made the car feel present. It still didn’t give the interaction a purpose.

We had put the car in AR. Now we had to give it somewhere to go.

04

We gave the car somewhere to go.

A track gave the interaction a beginning and an end.

But making it a race also meant questioning how every action should feel.

FROM A LOOSE CAR TO A CIRCUIT · REAL BUILDS, IN ORDER

FIRST CIRCUIT

A closed loop on a real table. Somewhere to go, and a finish.

PICKUPS AND STEERING

Groceries to collect, so the lane you pick starts to matter.

THE CONTROLS TODAY

Three gestures, taught in one card before the countdown.

Three control decisions

01

LAUNCH

BEFORE

→

AFTER

A race that simply began became a lever you pull.

The gesture now matched the action.

02

STEER

BEFORE

→

AFTER

Invisible hold zones became tilt, with left and right pads you can actually see.

Less correction. Easier to understand at speed.

03

JUMP

BEFORE

→

AFTER

Aiming at a gate became a hoop you jump through.

One physical gesture could explain ramps and rings.

04 · GAME DIRECTION

One camera angle could not explain every moment, so the view changes with what the car is doing.

LAUNCH

The road ahead, so you know where you are going.

RACE

Behind the car, so you can read what is coming.

JUMP

Side on, so the air time is actually visible.

LOOP

Side on, so the whole curve stays readable.

The camera should explain what is happening, not compete with it.

This is where the play started to feel real.

05

Then we came back to where we started.

The race solved the play side of the problem.

But our original disagreement was never really about whether playing or preserving was better. It was about designing for both.

VIEW IT

Place → Explore → Rotate → Zoom

AR IN YOUR SPACE

3D FALLBACK

Place the car in your room with AR. Keep the 3D viewer as a secondary fallback.

PLAY IT

Launch → Steer → Collect → Jump → Race

THE START LINE

THE LOOP

Race across your room, collect groceries and drive through the loop.

In the end, we didn’t ask collectors to stop being collectors, or players to stop wanting to play.

We gave each a mode that respects why they care.

06

The interaction worked. Now we needed to find where it belonged.

Our survey gave us the first clue.

70%

already buy Hot Wheels through quick-commerce platforms.

*from our survey data

That meant we didn’t need to invent a completely new destination for the experience.

So why Blinkit?

Hot Wheels die-cast cars are also already sold on Blinkit, so the product did not need a new shelf.

774 SKUs

Hot Wheels products listed on Blinkit, more than any other quick commerce platform in India.

Hot Wheels SKUs by quick-commerce platform

SKU COUNT

774

455

379

240

57

That made Blinkit more than a storefront for the idea. It gave the interaction a believable home.

Blinkit also stood out because it already treats interaction as part of shopping.

SCREAM FOR

ICE CREAM

Scream into the phone. The app turns how loud you were into the discount.

DOORBELL SOUND PREVIEW

Hear the bell on the product page, before deciding to buy it.

BLINKIT’S OWN APP

Interaction is already part of shopping here.

Two interactive moments already lived inside Blinkit. That made the app a believable home for the campaign.

✓

A banner that says Play Now, not Buy Now.

✓

Designed to live inside Blinkit; tested through a linked web MVP.

✓

A product page already does more than show a photograph.

So Blinkit became our canvas. Now we had to make the idea fit.

07

Then we accidentally designed an entire Hot Wheels app.

Our first Blinkit version kept growing.

Campaign home. Car selection. Race setup. Leaderboard. Rewards. Invites. Separate social screens. Each feature made sense on its own. Together, they stopped feeling like something inside Blinkit.

V1

CAMPAIGN HOME

CAR SELECTION

RACING REWARDS

LEADERBOARD

INVITE A FRIEND

Directional feedback from people who tried it

“This feels like a Hot Wheels app, not something inside Blinkit.”

We looked again at the flow and at how lightweight commerce campaigns usually behave. Instead of adding another feature, we removed them.

Removed:

Car-selection destination

Standalone rewards / invite pages

Separate leaderboard

Extra campaign navigation

Added in the Result:

Score + personal best

Embedded leaderboard

Race allowance + share

Direct route to the shop

08

What we finally designed

The final experience came down to three moments.

BLINKIT HOME

AR RACE

RESULT

WHY IT STARTS ON THE HOME SCREEN

FOUND BY CHANCE

30%

found the earlier drop in the app by chance.

REACHED BY NOTIFICATION

8%

heard about it through an app notification.

THE DESIGN DECISION

Give the campaign a visible place on the home screen, so discovery doesn’t depend on chance or a notification people might miss.

THE BEST ITERATION WASN’T ANOTHER FEATURE.

IT WAS SUBTRACTION.

What the campaign looks like

We kept the experience deliberately limited. Three daily races give a player room to improve a score without turning the campaign into a full-time game.

After your 3 daily races, invite a friend to race and unlock 1 extra race.

AR RACE

Race through the room, collect Blinkit groceries, clear the loop and avoid debris.

RESULT

See your score, personal best, leaderboard and races remaining.

AFTER 3 DAILY RACES

Invite a friend, unlock one more race.

SHOP

Hot Wheels remain one tap away from the result.

We weren’t redesigning stock allocation, bots or scalping. We were designing the experience around the product.

Play creates the interest.

Commerce stays one tap away.

WHAT COULD THIS CHANGE FOR BLINKIT?

Because this is a commerce feature proposal, we also defined the behaviours the experience would need to influence for Blinkit. These are hypotheses, not measured outcomes.

PLAY

RETURN

INVITE

SHOP

01

ENGAGEMENT

Would the race give people a reason to return for race 2 and race 3?

02

REFERRAL

Would inviting a friend create additional participation in the campaign?

03

COMMERCE

Would playing lead to more product exploration, add-to-cart or purchase?

These are intended outcomes, not claimed impact. A live pilot would be needed to measure whether the experience actually changes shopping behaviour.

09

With the experience focused, we built it for real.

We couldn’t build inside Blinkit, so we shipped a standalone web MVP from a link..The overall project ran for 2 weeks. The final coded prototype was built during a 3-day production sprint.

Built in 3 days, in parallel

We worked in parallel, not in silos.

01

Build & Develop

Digvijay focused on building the working prototype, interaction mechanics and 3D integration making sure the system works as it is intended to work and matches the UI.

→

02

Analyze & Design

Vibha generated 3D assets and continuously audited the UI to match Blinkit’s design, as Blinkit doesn’t have a public Design System. We analyzed existing patterns, built component references and created a consistent visual direction for the experience.

UI Audit

3D Assets

Visual Direction

Consistency

→

03

Test, Deploy & Learn

We deployed the same repository on multiple platforms to find what worked best for our use case. This also helped us learn about real-world deployment and performance.

Vercel

Netlify

Cloudflare

Claude

▾

Working Prototype

✓

AI accelerated production.

Design judgement stayed with us.

Claude helped with implementation, debugging and asset workflows. We manually reviewed the interactions and UI against our Blinkit references.

REFERENCE

PROMPT

BUILD

AUDIT

CORRECT

REPEAT

AI - assisted Workflow

The process - The audit - The Decisions

View full workflow ↗

THE AUDIT PASS

Claude did not design this alone.

We used Claude throughout the process to generate, iterate and audit faster. But every output was reviewed, challenged and refined against the Blinkit experience.

01

Audit with AI

Hundreds of screens. One visual language.

We used Claude to speed up repetitive UI audits, identify inconsistencies and document patterns across Blinkit screens. Every suggestion was manually checked against the actual product.

Audit focus

Spacing

Typography

Components

Consistency

Audited against the Blinkit app, screen by screen, with no design system to reference.

Hundreds of audits, and a few million tokens

02

Design with intent

A few million tokens later, the decisions were still ours.

Claude helped us explore variations quickly, but the final interaction, hierarchy, spacing, visual direction and component choices were designed and refined manually.

What we refined

Interaction

Visual hierarchy

Components

Visual direction

The takeaway

AI gave us speed. Design judgment gave us direction.

Claude made the heavy lifting easier. The experience still reflects our design thinking, craft and understanding of Blinkit.

Then the build exposed what Figma couldn’t.

We built this as a web app, not inside Blinkit's app. What each phone can do depends on its browser, so the same race runs in one of three ways.

FULL AR

Android Chrome finds the floor, so the track stays where you put it when you walk around it. This is the version the whole idea is built for.

CAMERA MODE

The track floats over your room.

iPhone Safari cannot find the floor. You still see your room and the view tilts as you move, but the track does not lock to the ground. We never call this AR.

PLAIN 3D

The race without the camera.

If there is no camera, or the check takes longer than four seconds, the 3D race starts instead. Nobody waits on a loading screen.

Same race, three ways to play it. No phone gets a dead end.

Figma proved the idea. Building it exposed the constraints.

10

The prototype worked.

The campaign still has questions.

What I’d test next

01

Repeat play

Run a pilot with more collectors. Measure the share of race 1 players who start race 2 and race 3.

02

Shopping behaviour

Track invite-to-play and play-to-product conversion, then follow product views through add-to-cart and purchase.

03

Technical readiness

Test device compatibility and AR tracking in real rooms. Estimate the effort to produce approved 3D assets and maintain the campaign.

IN THE END

We started by trying to put a Hot Wheels car into AR. That became the least interesting version of the project.

The stronger experience appeared when the technology gained a purpose, first through the interaction, then through the product, and finally through the context it lived in.

The project also reminded me that the right iteration is not always adding more.

Sometimes it is knowing what to remove.

TRY IT YOURSELF

Scan to race it on your phone.

The prototype runs in the browser. WebXR gets spatial placement, iOS uses camera mode, and everything else gets the 3D race.

Scan the code, or open the link on your phone.

TRY IT LIVE

Or try it right here.

This is the live build running inside the phone. Scroll it, tap through it and start a race.

ON A LAPTOP

There is no floor for the camera to find, so the race runs in plain 3D. Every screen and the full flow are the real thing.

ON YOUR PHONE

Open the link or scan the QR above to race on your own floor in AR.

Loading the prototype
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