Krista McDiarmid
PROJECTS ABOUT ME

Science World:
The Brainery

An app to encourage pre-teens to interact more deeply with science

Overview

Through this senior interaction design course, we partnered with Science World, a not-for-profit learning centre, to develop a design intervention after identifying a problem area within the context of COVID-19.

My Role: UX/UI Designer, User Researcher, Visual Designer, Client Liaison

Team Members: Aamir Ali, Jacqueline Chang, Nicole Woo

Tools: Figma, Adobe Illustrator, After Effects

Timeline: 3 months

gif showing The Brainery App usage limitless super science page from within The Brainery app

Project Scope

Challenge

Science World needed to reimagine their visitor experience during COVID-19. Their hands-on exhibits were limited by physical distancing, while pre-teen visitors sought more sophisticated ways to explore and learn.

Goal

To design an engaging digital solution that would enhance the pre-teen experience at Science World, encourage repeat visits, and create meaningful connections between physical exhibits and digital learning

Project Process

Meeting
our Client

At the project's outset, we conducted introductions, outlined our project's scope, clarified participation expectations. The initial interview aimed to uncover their vision, values, and challenges at the time.

The key issues noted were:

  • Decreased foot traffic and revenue due to capacity restrictions
  • Drastic decline in visitor interaction with physical exhibits
  • Problems balancing capacity flow and exhibition experiences
a group photo of team members, taken on Zoom

Research &
Discovery

Methodology

To gain deep insights into our audience, we implemented a diverse research strategy aimed at uncovering visitor profiles, pinpointing their core desires, and identifying the obstacles they encounter during their experience.

number one

Qualitative Interviews

We conducted in-person interviews with Science World visitors. These conversations provided rich, personal insights into their experiences and expectations.

number two

On-Site Observations

We collected on-site observation data, noting how visitors interacted with exhibits and moved through the spaces.

number three

Internal Data Analysis

We analyzed visitor data provided by Science World, looking at trends in attendance, exhibit popularity, and demographic information.

number four

External Data Analysis

We analyzed visitor data from online sources such as google reviews and reddit.

An Obstacle: Revisiting Initial Personas

Initially, we used three group personas to guide our ideation, but the concepts felt unfocused, as they tried to address both younger and older family members simultaneously. This broad approach diluted the unique needs of each group.

Recognizing this, we revisited our research and identified pre-teens as an underserved audience. This led us to create Riley: The Independent Pre-Teen, a persona that captured their desire for autonomy and interactive learning, allowing us to design a more targeted and impactful solution.

The Independent Pre-Teen

Riley loves visiting Science World but often finds themself bored sooner than they’d like.

They embody the curiosity, independence, and desire for deeper engagement that many pre-teens share.

the independent pre-teen img
the date night duo pic the infrequent fliers pic the roaming rugrats pic

The Brainery: Key Features

Onboarding

As a major tourist destination serving Vancouver's multicultural community, language accessibility is crucial. Users start their journey by selecting their preferred language, ensuring the app is welcoming and usable for visitors from diverse backgrounds.

Once logged in, new users will be shown a guided introduction for how the app works. This interactive tutorial guides new users through the interface, demonstrating key features and navigation.

onboarding img onboarding img2

Exhibit Integration

The app seamlessly connects with Science World's physical exhibits through QR codes and augmented reality features. When visitors scan exhibit markers with their device, they unlock relevant digital content, challenges, and deeper scientific explanations that enhance their hands-on learning experience.

Phrototype of mobile device scanning exhibit space

Gamified Learning

Students start with General Sciences before unlocking specialized scientific topics of their choice. Drawing inspiration from video game skill trees, lessons unlock sequentially as they make progress, naturally building momentum and curiosity about future content.
This gamified structure taps into the satisfaction of leveling up, motivating students to advance while sharing their growing expertise with peers.

gamification img

Visual Design

Using Science World's design language, we wanted our app to be fun, playful, and engaging. We used a mix of Science World’s assets along with many of our own to make interesting and topic-specific designs for each of the lesson cards.

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Final Deliverables

Interactive Prototype

Using Figma, we created a clickable prototype that demonstrated core functionalities of The Brainery. This allowed us to simulate the user experience and gather valuable feedback.

interactive proto img1

Presentation Deck and Product Demo

Finally, we developed a comprehensive presentation deck and product documentation to effectively communicate our concept and showcase our work - from beginning to end- to stakeholders, ensuring they had a clear understanding of our vision.

pdeck image pdeck image

Outcomes and Lessons Learned

Stakeholder Response

While The Brainery remained a concept, Science World expressed enthusiasm for its potential to revitalize engagement with the pre-teen demographic. They particularly appreciated how the solution addressed both immediate pandemic-related challenges and long-term engagement goals.

Reflection

Through this project, I deepened my skills in user research, concept development, and stakeholder collaboration. I discovered my strength in creating digital experiences that complement physical spaces, while learning to design for a specific age group with unique needs. Most importantly, I found my sweet spot in crafting solutions that make complex topics feel engaging and accessible – a skill I'm excited to bring to future challenges.

Key Learnings

number one

The Power of Thorough Research

Our in-depth user research was crucial in uncovering the nuanced needs of pre-teens, leading to a more targeted and effective solution.

number two

Balancing Stakeholder and User Needs

We learned to navigate the complex task of meeting Science World's organizational goals while staying true to our users' needs and preferences.

number three

Adapting to Constraints

The pandemic forced us to get creative with our research and testing methodologies, teaching us valuable lessons in flexibility and problem-solving.

number four

The Importance of Iteration

Our willingness to continually refine our concept based on feedback led to a stronger final product.