
Discovery Cube’s Macroverse Exhibit
Discovery Cube’s Macroverse Exhibit
Student Capstone Project
Student Capstone Project


Collaboration With
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


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.
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

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.

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.

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

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

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

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

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.

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.

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.

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

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

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.

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.

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

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.

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

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

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



The TEAM



Recruitment Table



Onboarding Kiosk



Onboarding Kiosk



Game Check-in Kiosk



Game Check-in Kiosk



Room Setup



Contribution Tanks
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