Interactive Museum Exhibit

Animal Crossing: New Horizons Kiosk

Collage of final design

TIMELINE

  • February 2023 - May 2023

MY ROLL

  • Solo Project

SOFTWARE USED

  • PowerPoint


SUMMARY

In this project, I was tasked with creating an interactive museum exhibit based on a common interest of my friends. A game called Animal Crossing: New Horizons was chosen as the common interest and my goal was to curate a museum exhibit with an interactive kiosk. I began by interviewing five friends to learn more about how people feel about this game, what they would want to see in a museum exhibit, and their interest in an interactive kiosk. From this, I was able to better understand my user and plan out what the museum will show and offer its visitors.

My goal was to create a museum exhibit where people can learn more about the current game, its making, and the history of Animal Crossing games. In addition, users would have access to a kiosk where they can create their own personalized villager which they could then save digitally or have it printed. I then created and tested low-fidelity prototypes and used the feedback to create a final, high-fidelity prototype showcasing a well-tested design.


USER PERSONA

I interviewed five friends about their common interest in the Animal Crossing New Horizons game. This information is used to increase my understanding of what users may want to see in a museum exhibit dedicated to the game. With these interviews, I curated the following persona.


SCENARIO


WIREFRAME


USABILITY TEST

To learn more about user’s experience in browsing movies, I conducted interviews with three participants. My goal is to gather data related to the tasks that users currently complete to achieve their goals and what problems they have with the process.


IMPROVEMENTS FROM USABILITY TEST

The first improvement I made was with shortening button names, titles, and instructions. This helped just get rid of excess words. I also adjusted the clothing screen from showing two tabs for shirts and dresses to just one tab where shirts and dresses are shown together. I did this because shirts and dresses appear the same on villagers in Animal Crossing and it’s one less tab for users to look through. 

This usability test did show a couple of issues with this iteration of the design. First, it may be good to give users more information about what exactly they are doing at the kiosk. For those who may know nothing about Animal Crossing and what a “villager” is, they may be completely lost. My second user was a good representation of this person. This can be resolved within the design itself by giving more explanation or in the areas of the kiosk/exhibit to say what exactly people can do there. 

Secondly, the customization of a villager's body colors was the primary source of confusion. The second user really struggled here as they had never customized a character before and weren’t sure how to use this screen. This showed me that I need to adjust how this customization option is represented because people with little to no character customization experience, may not know how this works. Some ideas for improvements I have is to write primary, secondary, and tertiary (or use other identifying words e.g.: main color, secondary color, accent color, etc.) under the three blank circles. With this, I will also only show the colors after the user clicks on one of the main circles to edit which will help minimize confusion. Lastly, I will not leave the main circles blank. They will show the colors currently selected to give the villager their default colors. 


FINAL DESIGN

View the design in Figma here!


IMPROVEMENTS FROM WIREFRAME TO FINAL UI

     From the initial wireframe to the final UI, there were many improvements. Walking through the iterations and the testing helped highlight different areas that could be improved. Some issues I was able to notice on my own but others were discovered when watching users work through the design. Some improvements I made by working through iterations were shortening button names, titles, and instructions. Originally these were longer as I was trying to be clear and descriptive, but as I was iterating I realized it could be shorter. Getting rid of excess words while keeping clarity improved the look of the design and experience of the users. For example, originally Screen - 7 Save and Print Villager Options were much wordier in earlier iterations of the design. I worked to cut down on the fluff and put the cost of each option on the buttons instead of in the description. 

     The villager customization screens (Screens 3-6) were also adjusted through my iterations. I decided to take the clothing options from offering two sections for shirts and dresses down to just one section (See Screen 5 -  Customization (Clothes)). This is because I remembered that in Animal Crossing games the villager's shirts and dresses are the same length so I wanted to stay true to the game. This also helped cut down on another click users would have to make in this process despite no visual length difference between the two types of clothing. I also decided to adjust the way I was visually showing multiple options in a particular section. An example of this is within face customization where users can choose to customize their villager's eyes and mouth. Originally I had it all within one section but eventually redesigned this to instead mimic a tabbed folder to view all eye or all mouth options. 

     After testing, I made more improvements to the customization process. Specifically, the body color customization section (See Screen 3 -  Customization (Body)) was adjusted because it became clear that it was confusing for users, especially those with little experience customizing characters in video games. To resolve confusion, I added some clearer visual cues, labeled the color sections (as primary, secondary, and accent), and added instructions when first viewing this screen. Now, the final UI shows preselected colors that the villager is shown with by default with brief, clear instructions to help new users understand how to use this feature. I also added an exit button in the customization section (Screens 3-6) as I noticed it was missing during testing. I wanted to make sure users can easily and quickly exit to the home screen during any stage of the villager-maker process. 

     Lastly, I ensured there were appropriate error messages with prompts to help the user fix/understand errors. This was especially useful in the “Save” and “Print & Save” sections as they require users to type in their email address to receive an email with a downloadable image of their villager. If a user types in an invalid email address, the text box is highlighted red and a tab pops ups that says “Invalid email!”. The “SEND” button is then also grayed out so it cannot be pressed. Once the user fixes the email and it is valid, it will change from red to green and the tab will update to say “valid email!”. The user can then press the “SEND” button as it is no longer grayed out. When the user inputs a valid email and hits “SEND” then the button will turn green and say “SENT!”. There is also a way for users to resend the email if they do not see it or do not receive the email.


LESSONS LEARNED

This project reminded me of the importance of testing a variety of users to ensure effective design. By testing users with different experience levels of video games and character creation, I was able to find painpoints and improve the design of my kiosk. This carries over into other projects as you want to make sure designs are usable and accessible for a variety of users.