Case 07 · Museum UX & Interactive Exhibit Design

Art Gallery
Exhibit

Teaching STEM through light, touch, and play, without overwhelming a soul.

Role
Museum UXR & Maker Space Technician
Location
Sarnoff Museum & TCNJ Art Gallery
Mentor
Cara Giddens
Methods
Contextual inquiry · Prototyping · Surveys
Tools
Figma · Arduino · TouchDesigner
Disciplines
Physics · Biology · Art · Fabrication
Partners
AIMM Faculty · TCNJ Maker Space · RCA
Outcome
2.3× visitor dwell time
Live exhibit page
The Flower Formation for Communication exhibit wall: botanical art prints and the red Build Your Own Honeysuckle interactive banner
The problem space

How do you make complex STEM playful, not overwhelming?

Visitors walk past static signage. The challenge: design an interactive exhibit that teaches molecular biology and the physics of color in a way that's intuitive, hands-on, and accessible, without burying people in information. I worked as Maker Space Technician and UX Designer to turn a traditional gallery into a research-driven, immersive experience, merging AR, kinetic lighting, and touch-based interaction.

0×
Visitor dwell time vs. static exhibits
0
Interactive exhibits designed & fabricated
0+
Disciplines bridged: art, physics, biology, tech
0yr
Sarnoff Museum reopened after closure
The UXR process

Research first, then light it up.

I ran the exhibit through a full research loop, grounding every interactive choice in how visitors actually behave in a gallery, then prototyping, testing, and iterating against real confusion.

01 Discover

Contextual inquiry

Observed how visitors engaged with traditional signage and static displays, and interviewed students and community members about what interactivity they actually wanted.

I was staffed for the Sarnoff Museum and the IMM Art Gallery.

Insight: Many visitors felt disengaged with static content and strongly preferred hands-on learning.
02 Prototype

Prototype & test

Built an AR-guided experience where visitors interact with light installations driven by real scientific data. Tested with small groups, gathering qualitative feedback through interviews and surveys. I also ran ethnographic studies on the Sarnoff Museum exhibits.

FigmaArduinoTouchDesignerGoogle FormsObservation
03 Iterate

Iterative design

Simplified instructions after users struggled with joystick navigation, refined lighting transitions to feel more immersive and responsive, and worked with Biology faculty to keep the science accurate and usable.

For the ethnographic walkthroughs at Sarnoff, I iterated designs alongside the Physics lead and the Museum Director.

Key exhibits

Three exhibits, three ways to learn by doing.

🌈Exhibit 01
Exhibit 01 · Physics of color

The Light Lab

Challenge

Communicate how colors and wavelengths affect perception.

Solution

Visitors moved real light beams to create unique chromatic patterns on a live screen.

Outcome

Reported that the hands-on play made wavelength-to-mood relationships click.

0%of surveyed visitors said it increased their understanding of how light affects mood
🧬Exhibit 02
Exhibit 02 · Molecular biology

Molecular Musings

Challenge

Explain DNA replication through physical space.

Solution

Haptic sensors and floor projections guided participants through each stage of replication.

Outcome

Moving through the process, rather than reading it, made the science stick.

+0%improvement in recall on post-visit questionnaires
🧠Exhibit 03
Exhibit 03 · Visual cognition

Neural Pathways

Challenge

Visualize how the brain processes visual input.

Solution

Visitors triggered neural simulations by interacting with color-coded tiles.

Outcome

Many lingered and asked how to learn more, the goal of any good exhibit.

0%of users stayed longer than at static exhibits
Inside the build

The exhibit, in the wild.

The honeysuckle exhibit brought the research to life: an AR "Build Your Own Honeysuckle" wall, a joystick that let visitors trace evolution across a phylogenetic tree, botanical art, 3D-printed flower models, and guided tours that filled the gallery.

People stayed, and kept learning.

The interactive approach more than doubled how long visitors engaged, and the feedback loop didn't stop at this gallery, it shaped how the Sarnoff Museum designs exhibits going forward. The work was recognized as a model for interdisciplinary, research-informed gallery experiences.

0×
Longer dwell time than previous static exhibits
0%
Better understood how light affects mood
+0%
Recall improvement after the DNA exhibit
0%
Stayed longer at interactive vs. static
Collaboration & leadership

A bridge between art, science, and tech.

Leadership

Led weekly design sprints

Ran weekly sprints with student researchers and faculty, keeping the art, science, and tech teams aligned on user-centered goals.

Constraints

Accessibility by design

Aligned physical exhibit limitations with UX constraints and ADA accessibility standards so the experience worked for everyone.

Craft

Digital fabrication

Designed and fabricated exhibit elements, including laser-cut acrylic flowers, to make curiosity and clarity tangible.

The Sarnoff Museum

Reopening a museum after two years dark.

Beyond the gallery, I helped reopen the David Sarnoff Museum, home to the RCA labs where color television was invented, after it had been closed for two years. Working with physicists and the museum director, I rebuilt the visitor experience around each exhibit's hands-on mechanism: a rotating display of historic industrial lightbulbs, and a pushbutton that fires glowing electrons to show exactly how 1960s televisions produced color.

It's the same principle as the gallery, let people touch the science and the understanding follows. Explore the reopened floor in the interactive 360° below: click and drag to look around.

360° walkthrough · the reopened Sarnoff Museum floor · drag to look around
What I learned

Cool isn't the same as usable.

01

Empathy then iteration

Translating technical STEM concepts into intuitive design takes deep empathy and a lot of iteration, the first idea is rarely the clear one.

02

Test the "wow"

Balancing creative vision with user testing is essential. What's "cool" isn't always usable, and only testing tells you which is which.

03

Collaborate across fields

Working across art, science, and engineering unlocked solutions none of us would have reached alone.

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