Plastic Pollution Exhibition Design

Creating an interactive exhibition at an aquarium to raise awareness on ocean plastic pollution.

Game-based learning approaches for aquarium interactive exhibitions.

Project Brief:
Potential of Game-Based Learning Approach for Aquarium Interactive Exhibitions Revolving Raising Awareness for UN's Sustainable Goal 14: Life Below Water

Solution:
An exhibition design suggestion for a local aquarium called Kattegatcentret, located in Grenå, Denmark, to transform the current plastic awareness exhibition.

Timeframe:
24 weeks

Focus Area:
UX research & design, conceptual design



Utilizing a mix of both primary research and secondary research, this step was a cruical pointto kickstart the project.

first-hand experience

First-hand Experience
A local beach that appeared clean and not tourist-centered was explored. After 2 hours, trash such as fishing gears and plastic bag that held the found trash was found. From one handful of sand, 1/3 of it was microplastics.

naturalistic observation

Participant Naturalistic Observation
This observation method involved putting myself in the environment, allowing for an in-depth understanding of user behavior and attention spans within the context of interactive exhibits.As well as seeing the potential of improvements that can be done while being inspired.

interview

Interview with Subject Matter Expert
A behind-the-scenes understanding to enrich the project with practical insights.
The SME interview offered valuable insights into the designer's intent behind aquarium exhibitions, highlighting the dynamic between design intent and visitor perception.

competitor comparison

Visiting Other Exhibition Designs
Utilizing a Pros and Cons model at each potential exhibition helped assess user impact, attention/time, interest, etc.

competitor comparison

Visiting Other Exhibition Designs
This evaluative process laid the groundwork for figuring out key takeaways that I could include in my exhibit design.

survey result 1

Survey Result 1
Overall, understanding user preferences and frustrations provides a solid foundation for enhancing user experience.

survey result 2

Survey Result 2
The direct impact of exhibit placements on user interactions unveils crucial considerations for optimizing the layout and design, ensuring a more engaging and user-friendly environment.

Conceptualizing ideas was broken down into 3 different methods, which included sketching, storyboarding, and creating a narrative flow. This helped visualize and build upon the idea between each stage of the iteration through these methods.

concept 1

Concept 1
Visualizing and outlining the flow of the concept.

concept 2

Concept 2
Visualizing and outlining the flow of another concept.

narrative flow

Narrative Flow
Merging concepts until the finalized one where it prompts a deep consideration of the impact and emotions intended for users

storyboard

Storyboard
Merging of concepts based on a focus group with user feedback

persona

Creating a persona
This helped ensure my exhibit design utilizes a user-centric approach of targeting the needs and frustrations.

brainstorm

Brainstorm
Brainstorming the Direction of the Project

mindmap

Mindmap
The outcome of this method not only provided motivation for the project, but also sent passion for the desire to tackle an important topic.

Testing came in stages of wireframes, greybox, 3D prototypes, and even VR prototype with user testing inbetween each mockups.

wireframe

Wireframe of Minigame
Created in Figma

usertest on wireframe

Wireframe User Test
Conducted based on wireframe of the interactive game in Figma.

greybox

3D Greyboxing
Greyboxing the areas of the exhibition areas to get a sense of spatical design.

prototype test 1

Prototype User Test 1
Based on an interactive 3D model prototype

prototype test 2

Prototype User Test 2
Based on an interactive 3D model mockup

VR Prototype
Utilizing Layerbeam, I took Figma designs directly into VR for testing UI and spatial design. This makes it easier to test and prototype a mock-up scenario of an exhibition where users can look around.

VR for Prototyping:

The use of VR for prototyping was a great way to integrate new technology to help improve user experience, especially regarding spatial design. For future situations, utilizing VR as a tool for prototyping and mock-ups are worthwhile to explore. It provides an effective alternative to physical designs that require user testing.
Collaboration:

Utilizing design skills to raise awareness for ocean pollution is a valuable opportunity, on top of having the ability to collaborate with an aquarium. It opened up background insights and appreciation for the continuous efforts that the designers are creating engaging learning content on complex topics. Knowing the designer’s intent on the exhibitions at the aquariums, and the metrics that the exhibit designers have access to is very intriguing.
The ability to apply UX outside of the context of apps, websites, etc:

Overall the experience with this project has been filled with passion and some frustrations, however, the exhibition design prototype brings forth the concepts of UX and UI in a context other than typical usage such as websites, apps, games, etc. Which provides an appreciation for my design project.