Momenti introduced a new way to interact with video content using the .GIV format. GIV (Gesture-Interactive Video) is a revolutionary format that transforms passive video consumption into an interactive experience where users can engage with the content dynamically.
Motiv, a mobile app developed by Momenti, manages digital goods in .GIV format. Initially a simple photocard app, Motiv allowed users to collect digital K-Pop photocards via QR codes, with each card playing a GIV.
The goal was to enhance the marketability of the existing Motiv app for commercial release. This involved adding new features to improve organization, onboarding, and navigation, driven by a collaboration with the K-Pop label SM and the idol group Aespa.
To ensure a seamless user experience, I began by restructuring the app's content and navigation. This involved organizing elements such as cards, sets, and albums into a clear and intuitive interface.

Next, I created a low-fidelity prototype to explore potential new features. This prototype allowed for early user testing and feedback, which informed subsequent design iterations.

User personas helped guide navigation and content prioritization, ensuring the interface supported both casual and completionist collectors.

Conducting extensive market research helped us analyze trends, identify competitors, and uncover opportunities for differentiation. This research was instrumental in tailoring the app's features to meet the specific demands of collectors.
Additionally, we considered the type of content that would appeal to this market and set out to demo sample content that the collector community would pay for. The unique interactions that the GIV format affords created exciting opportunities. For instance, I used footage from God of War, a game known for its flashy quick-time events. Imagine owning that scene and being able to play through it directly from the Motiv app. I demoed a GIV I created called "Tag Team" in the clickable prototype.
This project explores how digital collectibles can evolve into interactive experiences. It began with SM Entertainment as the client, exploring ways to extend the idea of physical photocards into a digital format through ownable content.
While the initial focus centered on K-pop, the system was intentionally designed to scale beyond a single medium. To demonstrate that flexibility, I created mockups using God of War footage, showing how the same GIV interaction model could apply to games. In this context, one-time moments such as quick-time events or cinematic sequences become collectible experiences that players can revisit and own, rather than moments that disappear after a single playthrough.
This direction points toward broader applications of UI and interaction design across interactive media, where ownership, replayability, and meaningful moments extend beyond static content.
