Crytpid Exhibit Milwaukee Public Museum

UX/UI Research and Design

April 2024-May 2024

Tools: Figma | Adobe Photoshop | Adobe Illustrator

the Project

The Milwaukee Public Museum is looking for an exhibit that showcases and brings the Wisconsin cryptids to life, both in physical form and in digital form. Along with artifacts and displays, the public can learn about Wisconsin's history in a whole new way.

The Problem

A museum seeks to enhance its exhibit offerings by introducing a display dedicated to cryptids, creatures of folklore, myth, and alleged sightings whose existence is not scientifically proven. The challenge lies in curating an engaging and informative exhibit that balances entertainment with education, addresses the skepticism surrounding cryptids, and maintains the museum's reputation for scholarly integrity while captivating diverse audiences, including skeptics and enthusiasts alike.

The Solution

Develop an engaging and informative exhibit showcasing the most notable cryptids (legendary creatures) from our state's folklore and mythology, aiming to educate visitors about the rich cultural heritage and mysterious legends surrounding these creatures, as well as the impact they have on the history in Wisconsin.

UX Documentation

Lean UX was used for this project to gather user personas and user stories, create an empathy map, design a user flow, a style guide, and wireframes. In addition to helping create a more personable exhibit based on the information from the UX documentation, it is helpful to any other designers who would come in and want to understand the way the exhibit was planned out.

User Personas and User Stories

Personas were created with research on people's experiences with cryptids, whether it was directly or indirectly. Searching online for stories, watching documentaries and reading books helped gain the information needed to create the 3 personas that would best represent what kind of user would come to the exhibit. Below is a user story. User stories typically follow a simple template: As a < type of user >, I want < some goal > so that < some reason >.

User Persona 1

“As a person who experienced a sighting, I want to see the exhibit to know if there are actual creatures out there or if it was a misidentification so I can be better informed if it happens again.” -Eric

User Persona 2

“As a skeptic, I want to be entertained and informed so that I can broaden my knowledge on the creatures of legend and what they could actually be.” -Emily

User Persona 3

“As a professional, I want to understand my clients on a spiritual level by learning about their experiences so that I can better treat them and their mental health issues.” -Kristin

Empathy Map

An empathy map for someone interested in visiting an exhibit based on cryptids would include key elements to understand their thoughts, feelings, and behaviors. It might highlight their curiosity about mysterious creatures, their excitement to explore the unknown, and their desire for an immersive experience. Additionally, it would consider any concerns they might have, such as skepticism about the authenticity of cryptids or fears of encountering frightening depictions. By mapping out these insights, the museum can tailor the exhibit to resonate with visitors' interests and emotions, fostering a deeper connection and engagement with the subject matter.

User Flow

This user flow was based on more online research and personal experience of the museum. It was meant to show how a person would start their visit, explore the exhibit and either continue their way through the exhibit or move on if they were not interested. It was meant to show designers and others all possible outcomes.

User Flow

Wireframes

A wireframe for a cryptid museum exhibit touchscreen display would focus on outlining the layout, functionality, and content organization of the interactive interface.

  • Home Screen: The wireframe would start with the home screen, featuring options for visitors to explore different sections of the exhibit. This could include categories such as "Cryptid Origins," "Sightings and Encounters," "Hoaxes vs. Reality," and "Interactive Experiences."
  • Navigation: Clear navigation elements, such as menus or tabs, would be included to help users easily move between sections and navigate within each section.
  • Content Sections: Each section of the exhibit would be represented in the wireframe, showing how content is organized and presented. This might include text descriptions, images, videos, and interactive elements related to various cryptids and their stories.
  • Interactive Features: Wireframes would outline any interactive features, such as touchable maps showing cryptid sightings around the world, quizzes to test visitors' cryptid knowledge, or augmented reality experiences allowing users to "see" cryptids in their own environment.
  • Call-to-Action: The wireframe would also incorporate elements prompting visitors to take specific actions, such as exploring further, participating in interactive activities, or sharing their experiences on social media.
  • Accessibility Considerations: Design elements to ensure accessibility, such as large buttons for easy tapping, clear text legibility, and options for adjusting font size or contrast, would be included in the wireframe.
  • Visual Design Direction: While wireframes typically focus on layout and functionality rather than visual design, basic visual elements such as color palette, typography, and branding elements might be indicated to provide a sense of the overall aesthetic direction for the touchscreen display.
Low-Fi Wireframe
High-Fi Wireframe

Overall, the wireframe serves as a roadmap for designers and developers to create an engaging and user-friendly interactive experience that educates and entertains museum visitors about cryptids.

UI Documentation

Style Guide

The style guide for the MPM Cryptid Exhibit is centered around a few simple elements, such as the style of the buttons, the color scheme, the image sizes and the fonts. Because the interactions the user will have with the screen are going to be fairly in depth, the design will need to be consistent and simple, with accessibility being focused on color contrasts and button sizes.

Mock-Ups

The mock-ups show what elements in the exhibit will look like to scale to a person using it, giving the user a sense of the size of the screens or the displays.

Museum Display Mock-Up
Kiosk Mock-Up

Prototype