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
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.
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 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.
Visiting Other Exhibition Designs
Utilizing a Pros and Cons model at each potential exhibition helped assess user impact, attention/time, interest, etc.
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
Overall, understanding user preferences and frustrations provides a solid foundation for enhancing user experience.
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
Visualizing and outlining the flow of the concept.
Concept 2
Visualizing and outlining the flow of another concept.
Narrative Flow
Merging concepts until the finalized one where it prompts a deep consideration of the impact and emotions intended for users
Storyboard
Merging of concepts based on a focus group with user feedback
Creating a persona
This helped ensure my exhibit design utilizes a user-centric approach of targeting the needs and frustrations.
Brainstorm
Brainstorming the Direction of the Project
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 of Minigame
Created in Figma
Wireframe User Test
Conducted based on wireframe of the interactive game in Figma.
3D Greyboxing
Greyboxing the areas of the exhibition areas to get a sense of spatical design.
Prototype User Test 1
Based on an interactive 3D model prototype
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.