What Grows Where?

UI/UX & Visual Design • 6' Touchscreen Table

I designed an interactive museum exhibit for the Exploratorium which turns ecological, geospatial data into an engaging and beautiful story-driven experience on a multi-touch, six-foot standing table.

Overview

People were waiting in line to use it, that is really great!
– Exploratorium

Role

Lead product designer

Team

4-person team

Timeframe

About 1 year

Client

CrisisReady & Direct Relief

Company

Stamen Design

Outcome

2.5x longer museum visitor engagement than average exhibits

  • Made the exhibit easy to navigate and engaging by defining a cohesive UX and visual identity

  • Enabled visitors of all ages to interact meaningfully with ecological concepts through intuitive interaction models

  • Made complex ecological data accessible by turning it into a hands-on, curiosity-driven experience

  • Increased visitor delight and understanding with a visual system that balanced scientific accuracy and playfulness

  • Supported diverse learning styles through two modes: Story Mode for guided exploration and Explore Mode for open-ended discovery

  • Boosted engagement and clarity through iterative prototyping and in-museum testing

Problem

Visualizing over a hundred types of plants across California for museum visitors

To start the project, we asked the client to define what success looked like from their perspective. This approach helped align expectations early, clarify the problem we were solving, and provide a benchmark to measure our progress throughout the project.

Failure

Success looks like avoiding 100% of the following

  • Most visitors don’t understand what’s going on with the data viz

  • Experience is clunky or frustrating to use

  • Many/most visitors are not interested in using the data viz exhibit

  • Misrepresenting data or stereotypes

  • Project is too complex

  • UX & UI make it difficult for people to access and interpret info

Minimum Success

Success means achieving 100% of the following

  • Free of most technical glitches

  • Visitors know how to use the exhibit and can make some comparisons

  • Visitors can easily locate places they care about and find out what plants grow there

  • Visitors say “huh, that’s cool” and wander off

  • Data is scientifically accurate

  • We incorporated stories from the community

Target Success

Success means achieving 40–60% of the following

  • We hear people say “wow” when they see it or interact with it

  • Typical visitors spend many minutes at the exhibit (not because they can’t figure it out) but because they are excited about what they are finding

  • People understand something new about plants in California

  • Design is so beautiful that visitors request a poster version

  • A truly delightful user experience, a joy to use

User research

Designing for all ages, abilities, and interests

The Exploratorium is a museum designed for visitors of all ages and interests, so the client chose not to prioritize specific user groups. We still organized users into categories, however, to better outline their goals and potential limitations:

User

Children (8+)

Goals / motivations:

  • Child is one who chooses exhibit

  • Wants to see an immediate response

Frustrations / pain points:

  • Easily frustrated if confused

  • Expects an immediate response

  • If bored, will run off

User

Parent (adult)

Goals / motivations:

  • Wants to have fun family day

  • Trying to keep child’s interest

  • Family can have a conversation about the interaction

Frustrations / pain points:

  • Some parents not keen on kids looking at screens

  • Quick to move on if they don't get it

User

Non-parent (adult)

Goals / motivations:

  • Curious, interested in learning

  • Looking for more complexity

Frustrations / pain points:

  • Potentially uninterested if content is not personally relevant

  • Quick to move on if they don't get it

Data discovery

Diving into the data landscape to explore visual forms

While conducting user research, we also loaded the plant dataset into our internal tools to explore the data landscape. Working both independently and collaboratively, we brainstormed multiple ways to visualize the data, focusing on discovering possibilities rather than committing to a single solution early on.

Cartography

Bringing the map to life with an intuitive cartographic system

With over a hundred plants to map and a large touchscreen table as the interface, we determined that a map of California would provide a strong starting point for the user experience. We displayed the most common plant at each raster point, even though multiple species could occur in the same location. This approach allowed users to begin exploring with plants they might already recognize, while providing the opportunity to dive deeper and discover additional species in each area.

We established the following goals to guide our use of color in the final map:

  • Use overarching color groups to categorize similar plants, such as desert plants or conifers, revealing broader patterns across California

  • Create a color palette that aligns with the Exploratorium’s brand and the project’s overall nature theme.

  • Keep users’ focus on California, as no data was available for surrounding states or the ocean

  • Design a visually appealing map that draws users into the experience and encourages exploration

User experience

Balancing species exploration with real-life narratives

The main map displays only the most common plant at each raster point in California. While this provided a solid starting point, we wanted to give users the ability to dig into more detailed information. To achieve this, we divided the interface into two modes: Story Mode and Explore Mode.

Story mode highlighted how people interact with plants, from farming and dining to the impacts of climate change. Each story was geo-located on the map based on its relevance, allowing geographically relevant narratives to appear as users explored different areas.

Explore mode focused on all plants for which we had data in a given location. In this mode, users could view different plant groups in an area and access detailed information about individual plants, including photos, scientific names, and coverage across California.

We iterated on the best way to incorporate geo-located stories into the experience, ensuring users could easily switch between Explore and Story modes. The design also needed to accommodate visitors approaching the table from any angle, allowing them to start their journey wherever they chose.

Snapshots from wireframing process 📷

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Final

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Final

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Final

User interaction

Digging deeper into the map with a digital magnifying glass

We created a digital, draggable magnifying glass that users could move around the map in both modes. We found that interacting with the plant magnifier was quite fun, and designed the experience to capitalize on that behavior. As users move the magnifier, both the plant data and relevant stories update based on the location, allowing visitors to explore the map and discover information in an intuitive, playful way.

User testing

Observing and learning directly from museum visitors

We collaborated with the Exploratorium’s exhibit testers multiple times throughout the project to create the most effective experience. When testing the design, we focused on the following key aspects:

  • How do users naturally interact with the map and plant magnifiers?

  • Where do users’ curiosities lead them during exploration?

  • What questions remain unanswered after using the product?

  • How well does the design accommodate groups of different sizes and ages?

  • Are users engaging with the product in the ways we expect and hope?

Based on feedback from our users, we refined the magnifier design to create a more intuitive and engaging experience. Specifically, we:

  • Prioritized Story Mode over Explore Mode in terms of design emphasis.

  • Added a Spanish/English language toggle to make the exhibit accessible to a broader audience.

  • Enabled users to rotate the plant magnifier to better utilize the space around the table.

  • Designed interactive states that encouraged continued exploration when users moved off the map or finished reading a story.