Introduction
Challenge
Solution
My Role
My team and I worked together on all aspects of the design of the new interactive installation. We all equally conducted initial user research and defined the key needs and motivations of children in a museum environment, I created the first interaction of our low fidelity prototype and I also helped evaluate our installation through usability tests before and during the Alpha state of our project. An amazing team from the Media college of Amsterdam, with which we collaborated, developed the Alpha version of the product.
Note: UX projects don’t follow a linear methodology. For the purpose of this case study, I will describe the work done, through the various phases, in a linear structure.
Empathize
Having a completely different state of mind from adults, children were a really challenging user group. We conducted desk research in order to understand how children perceive their surroundings, how we can educate children and how to get their attention. In addition, we observed children in the museum premises in order to understand how they interact with the museum and what grabs their attention.
Based on the collected data, we created an empathy map that would visually communicate to us at all times: how children think and feel,what they see, hear, say and do, what they expect to gain, and what would frustrate them.
Define the Challenge
- Children are not very interested in museums, they feel that they have to go.
- Children have a very short concentration span when bored.
- They are curious when engaged in an activity that they perceive as interesting.
- Prefer learning through story telling and interaction.
- Want to touch museum exhibits.
- Tend to be competitive with each other.
Ideate
We used the crazy 8s technique to generate ideas. This method provided us with a variety of options that we could spin through and evaluate. We evaluated all ideas and one of the ideas I proposed stood out the most during dot voting. We merged a few aspects from other ideas that could enhance the initial experience and we decided on a final idea that could potentially succeed to engage and educate children.
Our idea was to create an interactive installation that would use mini-games and storytelling to teach the use of hieroglyphics to kids. Providing challenges in the form of mini-games would enable learning through interactivity. Continuous storytelling would allow children to invest more time in mini-games and capture their attention for a longer period. In addition, we included an avatar that would be relatable and could act as guide to the story.
Prototype
To quickly evaluate our idea I prototyped it and we tested it with adults. That would give us some first insights on how our idea can have an impact on learning and engagement. Without much effort, we could implement any vulnerabilities in our next prototype iteration.

After some adjustments with the mini-games, we needed to include the story. As part of the team effort to incorporate the story at a clickable prototype, I created story outline that we all later on populated and revised on a storyboard. The storyboard would clearly convey to us how our story flows thus, allowing us to work on our prototype without distractions.

Based on the storyboard, I created the medium fidelity prototype while Corine would revise and translate the story dialog to Dutch.
User Testing and Evaluation
Knowledge Outcome
Engagement and Aesthetics


Conclusion
Educating children in an informal environment, and entertaining them at the same time has proven to be a great challenge, which I found that could be overcome by performing extensive user testing.
I learned that small steps are necessary when trying to make big changes. It seemed clear that without breaking down the testing into smaller parts, it would be difficult to understand how each aspect of the solution would affect the final outcome. It was also obvious later on that if we had neglected the evaluation of our idea during the ideation process, we would have missed to consider that the mini-games alone would have been without particular value if we didn’t consider the whole journey through storytelling.
Our final design was successful. Iterative prototyping and user research led to a final product that managed to increase hieroglyphic awareness and use of hieroglyphic fundamental rules in children. In addition it managed to engage and immerse the children in the story making children to want to invest more time in the whole experience.
"I like that I am in Egypt solve riddles!"
Child F
"I am sad that this is not finished because I want to help the mummy enter it's tomb"
Child L