Young people looking at a portal

My Role

My Role

UX Researcher

UX Designer

UX Researcher

UX Designer

Timeline

Timeline

6 months

(20 Weeks)

6 months

(20 Weeks)

Type

Type

Physical Space +

Kiosk Tablets

Physical Space +

Kiosk Tablets

Tools

Tools

Figma, Miro, Microsoft Teams, G Drive, Notion

Figma, Miro, Microsoft Teams, G Drive, Notion

Digital foundation and user experience for the Macroverse, a summer exhibit launching in 2027 at Discovery Cube.

Digital foundation and user experience for the Macroverse, a summer exhibit launching in 2027 at Discovery Cube.

UX/UI Team

UX/UI Team

Isabella Cedric

Isabella Cedric

Research Lead

Research Lead

Zhi Qiu (me)

Zhi Qiu (me)

Research Lead

Research Lead

Sujin Kim

Sujin Kim

Design Lead

Design Lead

Tiffany Choi

Tiffany Choi

Design Lead

Design Lead

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Discovery Cube Team

Discovery Cube Team

Quincy Stokes

Quincy Stokes

Director of Exhibit Development

Director of Exhibit Development

Laura Schmidl

Laura Schmidl

Director of Education

Director of Education

Cindy Di Avani

Cindy Di Avani

Manager of Education

Manager of Education

Objective

Objective

Construct research and prototype deliverables to deliver a set of tested, research informed guidelines, user flows, and interface designs that the future Macroverse development team can confidently build upon.

Construct research and prototype deliverables to deliver a set of tested, research informed guidelines, user flows, and interface designs that the future Macroverse development team can confidently build upon.

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Client Background

Client Background

The Discovery Cube is a non-profit children's science museum dedicated to inspiring and educating visitors through highly interactive experiences.

The Discovery Cube is a non-profit children's science museum dedicated to inspiring and educating visitors through highly interactive experiences.

The MACROVERSE is an immersive exhibit where kids "shrink down" to the size of a bug to complete various games that exercise four character traits through play:

The MACROVERSE is an immersive exhibit where kids "shrink down" to the size of a bug to complete various games that exercise four character traits through play:

Tenacious

Tenacious

Practiced when trying a game again

Practiced when trying a game again

Curious

Curious

Practiced when explore and interact new content

Practiced when explore and interact new content

Collaborative

Collaborative

Practiced when branching out and work with others

Practiced when branching out and work with others

Dynamic

Dynamic

Practiced when trying a variety of different challenges

Practiced when trying a variety of different challenges

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People listening to an even, illustrative

The CHallenge

The CHallenge

The exhibit needed a way to guide visitors through the exhibit, track their progress, and teach these four character traits.



The exhibit needed a way to guide visitors through the exhibit, track their progress, and teach these four character traits.



How might we create a cohesive digital and physical experience that clearly connects gameplay to the Macroverse's character-building mission?

How might we create a cohesive digital and physical experience that clearly connects gameplay to the Macroverse's character-building mission?

SCOPE

establishing foundational design and guidelines 

establishing foundational design and guidelines 

The process was heavily rooted in rapid iteration and on-site testing. We needed to understand exactly how children interact with screens in a highly stimulating physical environment, which meant bringing our prototypes directly to the museum floor.

The process was heavily rooted in rapid iteration and on-site testing. We needed to understand exactly how children interact with screens in a highly stimulating physical environment, which meant bringing our prototypes directly to the museum floor.

Research to Designs

Research to Designs

Drawing upon research findings:

Drawing upon research findings:

1

Disinterest in Character Building

Insight 1

Familiar practice with the character traits may support intrinsic motivation to engage

Insight 2

Interactive activities promote kids’ intrinsic motivation

During testing we focused on how to stimulate and/or encourage intrinsic motivation for kids and determine best approaches for handling attention for mandatory vs. optional screens.

2

Purpose of the Bonus Screen

Insight 1

Kids are intrinsically motivated by collecting points, which gives them ownership over their actions

Insight 2

Users can only handle one action to one outcome at a time, indicating this screen should ideally have a narrowed singular purpose

Feedback on revised prototypes from subject matter experts Iterate off of our initial prototypes and test with a more hands-off approach.

Must communicate alignment on users vs business goals.

Feedback on revised prototypes from subject matter experts Iterate off of our initial prototypes and test with a more hands-off approach. Must communicate alignment on users vs business goals.

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3

Validations

Items that we have validated to be true

1

Interactions paired with a reward keep users engaged of ownership for users

2

Points collection triggers a sense of ownership for users

3

Collaboration helps stretch the boundary between engaging and challenging

4

Cognitive overload deters users from engaging

1

Disinterest in Character Building

1

Disinterest in Character Building

Insight 1

Familiar practice with the character traits may support intrinsic motivation to engage

Insight 2

Interactive activities promote kids’ intrinsic motivation

During testing we focused on how to stimulate and/or encourage intrinsic motivation for kids and determine best approaches for handling attention for mandatory vs. optional screens.

2

Purpose of the Bonus Screen

Insight 1

Kids are intrinsically motivated by collecting points, which gives them ownership over their actions

Insight 2

Users can only handle one action to one outcome at a time, indicating this screen should ideally have a narrowed singular purpose

Feedback on revised prototypes from subject matter experts Iterate off of our initial prototypes and test with a more hands-off approach. Must communicate alignment on users vs business goals.

illustrative picture of a townhouse

3

Validations

Items that we have validated to be true

1

Interactions paired with a reward keep users engaged of ownership for users

2

Points collection triggers a sense of ownership for users

3

Collaboration helps stretch the boundary between engaging and challenging

4

Cognitive overload deters users from engaging

SOLUTION

SOLUTION

Three Main TOuchpoints

Three Main TOuchpoints

Our research had revealed the overcrowd of information with the UI screens. Our Discovery Cube partners re-evaluated our research and decided to simplify each touchpoint.

Our research had revealed the overcrowd of information with the UI screens. Our Discovery Cube partners re-evaluated our research and decided to simplify each touchpoint.

ONBOARDING

Getting visitors into the Macroverse quickly while creating a sense of identity.

GAME Check-In

Allowing users to queue up, view their stats, and learn context for the upcoming physical challenge.

Character Corner

Users check personal stats and contribute their earned points toward a communal goal.

CONTRIBUTION TANK

Collaborative hub where users can view a leaderboard of recent players' overall contribution.

ONBOARDING

Getting visitors into the Macroverse quickly while creating a sense of identity.

GAME Check-In

Allowing users to queue up, view their stats, and learn context for the upcoming physical challenge.

Character Corner

Users check personal stats and contribute their earned points toward a communal goal.

CONTRIBUTION TANK

Collaborative hub where users can view a leaderboard of recent players' overall contribution.

PROTOTYPE TESTING

PROTOTYPE TESTING

Ah HA MOments

Ah HA MOments

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Paper Prototype

Research consisted of educating children and motivating them to learn more about character traits through text.

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Digital Prototype

We shifted our strategy from text-heavy explanations to reply on visual cues, intuitive layouts, & tactile interactions.

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Digital Prototype

Digital interface had to break out of the screen and integrate with the physical space.

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Paper Prototype

Research consisted of educating children and motivating them to learn more about character traits through text.

User Testing

Reading is optional.

Many target users skimmed or chose not to read. Younger ones may not have support from another person.

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Digital Prototype

We shifted our strategy from text-heavy explanations to reply on visual cues, intuitive layouts, & tactile interactions.

User Testing

 Parents noted how difficult it is to wrangle multiple children who are at different stages of onboarding.

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Paper Prototype

Onboarding one person at a time per screen took up more time as users waiting for one another.

User Testing

 Parents noted how difficult it is to wrangle multiple children who are at different stages of onboarding.

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Digital Prototype

We implemented a "group check-in" feature to allow families to sync up instantly and collaborate naturally.

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Physical Space

The team decided on audio cues and physical signage to explain the character traits inside the exhibit's entry tunnel.

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Paper Prototype

Onboarding one person at a time per screen took up more time as users waiting for one another.

User Testing

Users could no longer grasp the context of the character traits from the screens alone.

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Digital Prototype

Digital interface had to break out of the screen and integrate with the physical space.

User Testing

Users could no longer grasp the context of the character traits from the screens alone.

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Physical Space

The team decided on audio cues and physical signage to explain the character traits inside the exhibit's entry tunnel.

City Pixel background image
Paper Prototype

Onboarding one person at a time per screen took up more time as users waiting for one another.

User Testing

 Parents noted how difficult it is to wrangle multiple children who are at different stages of onboarding.

City Pixel background image
Digital Prototype

We implemented a "group check-in" feature to allow families to sync up instantly and collaborate naturally.

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Digital Prototype

We implemented a "group check-in" feature to allow families to sync up instantly and collaborate naturally.

4 students looking at a glowing tablet, illustrative

Results

Results

The primary outcome of this project was providing the Discovery Cube with a deeply researched, heavily tested foundation to build upon these results.

The primary outcome of this project was providing the Discovery Cube with a deeply researched, heavily tested foundation to build upon these results.

Shaped the System Architecture

We successfully defined the back-end foundation, user flow, and final design guidelines, taking the project to next phase of development.

Engaged the Target Audience

By leaning into tactile, visual interfaces over text, we matched the natural behavior of children.

"Can I do i again? and again? and again?!"

"Can I do i again? and again? and again?!"

-5 year old boy

-5 year old boy

"The kids follow rules normally. they like to understand boundaries, and stretch their creativity."

"The kids follow rules normally. they like to understand boundaries, and stretch their creativity."

-Parent of 3 children

-Parent of 3 children

Testing Setup

Testing Setup

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The TEAM

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Recruitment Table

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Onboarding Kiosk

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Onboarding Kiosk

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Game Check-in Kiosk

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Game Check-in Kiosk

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Room Setup

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Contribution Tanks

Case Study

Case Study

Case Study

© 2026 Zhi Qiu. All rights reserved.