Childrens_Museum_of_AtlantaMuseum-building-outside-statue-art

MASTER THESIS

My team collaborated with the Children's Museum of Atlanta to reimagine the “Pick a Seed” exhibit. I led the user research, providing evidence-based guidance to the design team as they created a hands-on digital experience for children. This approach increased visitor engagement, improved accessibility, and transformed learning into immersive play. We also supported the museum manager in drafting a $100K funding proposal to enhance the exhibit’s impact.

OUTCOME

Won Most Outstanding Project Award for the Human-Computer Interaction (MS-HCI) program at Georgia Tech in Spring 2024.

PROBLEM

The interactive is overshadowed by others, garnering minimal interest and participation from visitors. When used, families, particularly children, depart prematurely. An ineffective digital interactive experience largely contributed to low retention. 

SOLUTION

Plant Maze is a hands-on digital interactive that takes children on a journey through each stage of plant growth. Children move the rod to follow a seed's journey, answer questions using the console's buttons, and discover ways to care for plants. In the end, they snap a picture of themselves as farmers proudly displaying the crops they've grown and learn their nutrients and practical ways to include them in their daily meals.  

PROJECT GOALS AND HYPOTHESIS

What do we want to accomplish with this project? 

Our main goal is to improve a children's museum exhibit on plant lifecycle education, enhancing engagement while adhering to Universal Design for Learning (UDL) and accessibility standards and meeting stakeholder objectives. Following brainstorming, we identified the following points:

USER RESEARCH

Methods

The surveys were completed via Qualtrics. A total of 48 participants, consisting of parents with neurodiverse and neurotypical children, took part. The 13 interviews were completed in 45-minute intervals and included 4 parents, 3 child psychologists, 2 occupational therapists, 3 elementary teachers, and 1 inclusive museum specialist.

i. Survey

The surveys were completed via Qualtrics. A total of 48 participants, consisting of parents with neurodiverse and neurotypical children, took part of.

Survey takeaways

Children learn best by doing

Parents believe that integrating hands-on activities can enhance their child's learning experience and enthusiasm when acquiring new knowledge.

Be engaged in imaginative role-playing.

Parents seek exhibit experiences that promote creative thinking, cognitive and physical development, and readiness for real-world situations.

ii. Interviews

The 13 interviews were completed in 45-minute intervals and included 4 parents, 3 child psychologists, 2 occupational therapists, 3 elementary teachers, and 1 inclusive museum specialist.

Interview takeaways 

Differentiation

A multimodality experience can enhance learning, motivation, and creativity for children and help cater to different learning preferences.

Imaginative play & role playing is critical

Prompt divergent/open-ended questions to children to promote independent exploration and learning on their own terms.

Promote autonomy & freedom of choice

Encourage children to make their own conclusions; there are no right answers.

Provide real-life connection

Parents and child specialists agree to include some element within the exhibit that children can personally connect with.

Synthesis

 To consolidate our findings, we conducted an affinity map to guide us toward a specific problem space. Our focus was on extracting prominent ways to address children's diverse learning styles, necessitating differentiated approaches to meet various educational needs. We segmented the information into different topics to identify areas where students require assistance.

affinity-map

only 1/3 of our entire board!

Personas

Based on our user findings, we have listed below the types of users who will benefit the most from the product. We created three diverse stories about children of varying ages, abilities, and genders to ensure we align with the core value of the project: ensuring every child in the museum is included and represented. 

3 Yr Old
6 Yrs Old
9 Yrs Old

Key Research Findings

The main insight was that children learn best by doing. The other insights helped us confirm our hypothesis that 

girl1

Freedom of choice

Create a product for diverse socio-economic backgrounds. Integrating a feature to educate users on practical pet financial expectations that will ease their financial burden.

girl-2

Promote Divergent Thinking

We found that the primary motivation for pet owners to adopt a pet was companionship. The rest were either influenced by friends/family or had other reasons for adoption, such as saving a life, preventing overpopulation at shelters. 

girl-3

Connection/Knowledge Sharing

By pairing new owners with experienced pet owners, we could facilitate understanding pet behaviors. This connection also offers resources and tips for addressing common behavioral issues others encounter, providing valuable support.

Design Requirements

Our main design challenge was to determine whether incorporating hands-on activity might enhance traction and popularity for Pick A Seed. Our product also needed to, based on our insights and constraints:

Functional requirements

01

Incorporate hands-on physical element to invite children’s natural curiosity and personal experiences, motivating them to keep exploring. 

02

Showcase information in various forms (captions, adaptive story visuals, kinesthetic) and differentiated levels to accommodate children with cognitive abilities and aid in learning retention. 

03

Allow for children to reach different personal conclusions. Incorporate multiple ways of play and ways for children to succeed.

04

Immerse children within the crop lifecycle by engaging the 5 senses through bright colors, animations, music/sound, and short videos.

Non functional requirements

01

Intuitive and flexible, allowing children to use it in a manner that suits their abilities and preferences.

02

Relatable examples (ex. child’s personal life, culture, real-world examples, school examples, etc) and have familiar elements to promote a memorable experience.

03

Accessible and adaptable to cater a wider audience (ex. parents, museum staff, teachers, etc) by abiding to Universal Design for Learning. 

04

Promote inclusivity and diversity by celebrating the diverse museum population.

IDEATION

Co-Design Session

To kickstart our design phase, we invited 12 graduate students, a mix of industrial design and HCI backgrounds to collaborate and brainstorm potential design solutions for the re-design of Pick A Seed. The session took 1 hour. Here are some of the sketches: 

Frame-2-2

Sketching

Following the co-design session, we brainstormed ideas as a team and presented them to stakeholders for feedback. The images below showcase the type of experience we aimed to enhance, aligning with our user findings.

Idea-3-Plop-It-1

Plop-it!

Children choose a crop to care for and grow. By using the quirky handles and knobs, they can control the growth process. For example, the spin/rotate knob controls the rain, while the pull knob represents digging.

Idea-2-Planting-Table-1

Grow a plant!

Interactive hands-on activities featuring sensory experiences that simulate gardening and planting real crops. Learners will be guided by a friendly animation on the screen, which provides tools and poses questions.

Concept Feedback with CMA Stakeholders

After presenting all the sketches and analyses demonstrating how they align with the research findings, the stakeholders unanimously agreed that "Plant a Maze" was the best overall concept. As a team, we saw the potential of this digital interactive to enhance children's understanding of plant growth. Below are the reasons for their decision:

  • Physical and digital elements for all concepts
  • Durability and longevity 
  • Tangible quality of fruit prizes
  • Farmer photo opportunity 
  • Recording and written in bilingual
idea-1.a

Digital Prototype

Scroll through the carousel and see the development from sketching to Hi-Fi wireframes of plant maze!

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