Pac Sci

Pac Sci

Pac Sci

Pac Sci

Project Type

Interaction Design

Role

Designer

Timeline

September 2020 - December 2020

Summary

The Pacific Science Center is the nation's first science and technology center and serves nearly 1 million people in the Pacific Northwest, providing exhibits on STEM education. In 2020, the Pacific Science Center sought to commission my design agency for our data visualization expertise to create a new museum experience focusing on educating the public on data collection and analysis. My role was to provide the core visual direction and interaction flows.

Defining the Exhibit Theme and Outcomes

Working with the client, our creative director, and a content strategist, we had several brainstorming sessions outlining our goals for the exhibit. As a result, we decided that the ideal outcomes of the experience should be to:

  • Invite visitors to create and explore data using tangible and relatable representations of their input.
  • Feel playful, educational, and accessible to kids and adults.
  • Be thought-provoking and make visitors reflect on their data and their role in creating and using it.
  • Experience the exhibit with minimal interaction required.

Researching Museum Best Practices

To understand what features we should incorporate into the exhibit design, I audited 8 of the most visited museum displays. I took note of several observations to help guide the creative vision for our team:

  • Collective participation with the option of individual learning was commonplace.
  • When the central exhibition is in use, supplemental materials help keep visitors engaged while waiting their turn for kiosks.
  • Most exhibits weren't overly complicated; simple inputs with limited choices reduce cognitive load and increase participation rates.
  • The language and tone used in exhibits are informal, light, and thought-provoking.
Food Analyzer exhibit showing collective participation and supplementary materials

Finding the Design Concept of the Exhibit

With the goals and best practices for the exhibit defined, we worked collaboratively with the client to analyze museum displays and web experiences that featured shared data collection or translated information inputs into visual forms. After reviewing the examples with the client, we determined that having an interactive survey would be the best way to capture and analyze the data of museum visitors. 

To ensure the survey questionnaire was engaging, we brainstormed towards an idea where digital avatars represented the culmination of each visitor's responses. The response provided by each visitor captured from the questionnaire would tie to a unique visual property of the avatar and be available for the public to view in a communal space.

The content of the survey questions would relate to the broader Pacific Northwest and also inquire about personal preferences. Some of the inspiration for the interactive survey design concept came from examples like the "Space Needle Skypad Interactive Wall," "Tomorrow's World,"  and "Codeology." Through multiple workshops with the client and a content writer, we wrote several themed questions and used affinity mapping to categorize them.

Affinity mapping session for both personal preference survey questions and PNW themed questions

Assessing the Exhibition Space and Layout of Equipment

The exhibit's site featured six large paneled walls approximately 12 feet high with an open kiosk area. To utilize the real estate, our creative director and developer decided that using two side-by-side projectors together would be the best option for displaying a large volume of avatars instead of tv screens. The common area adjacent to the projector wall would contain the kiosks where visitors fill out the survey.

Schematic of the dual projector setup detailing the dimensions of the room
Diagram of of hardware setup from the ground floor

Outlining the Interaction Flows for the Exhibit

For each touchpoint, such as the large projection area and the individual touchscreen kiosk, I wireframed sequential flows for what screens and actions users would see and make. Then, with my creative director and lead developer, we reviewed all the interaction flows and refined them removing interactions that would take too much time to develop or detract from the experience.

The data model showing what information is stored in a survey response record
Projection screen task flow
Projection screen wireframe
Touch screen flow for the home screen, create, and explore data modes
Primary touch screen states

Exploring Creative Visual Analogies for Data Avatars

In an internal team workshop, we created mood boards and prototyped several ideas for how visual properties could apply to modular avatars using a visual programming language called "Processing." Some of the early visual themes we took inspiration from were in nature, such as sea creatures, grains of sand, and bubbles.

However, when presenting the options to the client, we received feedback that each direction felt too literal and needed to be abstracted. As a result, we explored a more abstract approach and developed a visual framework based on simple shapes, textures, and patterns to address this issue.

The visual framework tying survey responses to visual attributes

Applying the visual framework to mid-fidelity screens, we were finally able to get buy-in from our client on the visual direction and make further improvements to typography, placement, and sizing of filters and buttons. In addition, we had another internal design review and removed non-essential screens to let users dive straight into the content.

Hi-fi designs for contributing data touchscreen mode
Hi-fi designs for the exploring data touchscreen mode
Hi-fi design for a projection screen segmenting the data on the x axis
Hi-fi design for a projection screen segmenting the data on both the x and y axis

Making the Exhibit Available to the Public

The visual combination of playful abstract shapes, bright, colorful gradients, quirky survey questions, and small multiples over a dark background worked exceptionally well for exhibit immersion and engagement. The reception was well received, with many visitors on opening day. 

Kiosk touch screens showing options for contributing or analyzing data
Central projection screen showing all data avatars created by visitors
Close up of projection screen with survey data being sorted by visitor age ranges

Results

The original RFP for the exhibit stated that "We Are Data" would temporarily exist for only a year. However, speaking with the staff and client at the Pacific Science Center, it seems that "We Are Data" is now one of the most popular exhibits and is being considered for an extension. Here are some of the numbers in terms of outcomes:

>462,183

Total Impressions

>60%

Users re-visit the exhibit

>3min

Average time spent

+1yr

Year extension

Reflection

This project was particularly fascinating because the outcome of what the data looked like was unpredictable for us. The beauty of a project like this is that it is a true experimental sandbox with endless possibilities. The outcomes change every time the Pacific Science Center resets the software program and data is input from new visitors.

This project encouraged me to be comfortable with uncertainty and thinking abstractly. As a designer, you rarely receive wholly blue-sky and open-ended work, so having the opportunity to work outside of a project with a well-defined product and problem area to solve was a great challenge.

Furthermore, I am proud to have my work featured in a museum supporting curiosity and learning. I originally come from a STEM background and want to inspire people to ask questions, develop hypotheses, conduct experiments, and evaluate evidence in all aspects of their lives.

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