From content attraction to identity fit, then reflective choice
W8 logoW8media desire lab
What Kind of Collector Are You?A 30-second experience showing how media content shapes desire through personality, identity, and belonging.
Interactive media literacy case study

Why do we suddenly want a Labubu?

Social media rarely shows us just a toy. It connects cuteness, identity, belonging, and scarcity until attention becomes desire. This chatbox makes that influence path visible through experience.

01Observe02Problem03Research04Insight05Prototype06Reflect
Labubu collectible character
What is Labubu?

Labubu is an “ugly-cute” character IP popularized through blind-box collecting. It also appears as a bag charm, styling signal, and social-media object—making it both a toy and a language of identity and community.

01

The problem

When recommendation feeds, unboxing videos, friend activity, and limited-release cues appear together, it becomes hard to tell: do I truly like this, or is the environment moving me? Traditional media-literacy materials explain concepts but rarely let people feel the process.

02

Who it serves

The primary audience is young consumers and collectors active on TikTok, Xiaohongshu, and Instagram. Stakeholders also include families, educators, brands, and content platforms.

03

Key insight

Desire is rarely triggered by one ad. It often grows through emotional value, identity fit, community belonging, and FOMO. Visualizing that progression gives users space to reflect before acting.

Interactive prototype

What Kind of Collector Are You?

Not checkout, but self-discovery

Entry experience

Unknown viewer
E
Experience prompt1.1

Welcome to a 30-second experience: What Kind of Collector Are You?

M
Media content1.2

The feed shows no prices or checkout buttons, only one hook: Which Monster Matches You?

V
Viewer mind1.4

This does not feel like a shop. It feels like a quiz, so I want to see my type.

R
Research analysis1.5

Step one reframes shopping as self-discovery, matching identity construction in the research.

R
Reflection note1.6

No purchase push appears here. The system only records willingness to enter the experience.

Tokens left: 1000

04

Design response

A bilingual, non-commerce simulation. Across seven stages, users experience content attraction, personality matching, social proof, and scarcity cues while an influence dashboard reveals how each psychological factor changes.

05

Business and marketing value

The prototype turns marketing research into an experiential consumer-insight tool for strategy classes, campaign pretests, youth media-literacy programs, and responsible-marketing workshops. Its differentiation is explaining conversion—not maximizing it.

06

Expected impact

Help users name an impulse, separate genuine liking from social pressure, and ask better questions before buying—while helping marketers and designers understand how emotion, identity, and community shape demand.

07

Next steps

  1. Run 5–8 usability sessions with target users
  2. Test whether the influence dashboard is easy to understand
  3. Add interview and market evidence
  4. Compare purchase intent and media literacy before and after the experience