Project 01 // Museum UX & Product Design

Terra Cotta Warriors
Interactive Kiosk Redesign

Enterprise Partner:
The Children's Museum of Indianapolis
Target User Base:
Children (Ages 7–10) & Caregivers
Role & Team:
UX Research & Prototyping (Team of 10)
Timeline:
Spring 2025 · Purdue Experience Studio

The Challenge

Partnering with the world's largest children's museum, our team redesigned the legacy "Paint a Warrior" interactive kiosk inside the National Geographic Treasures of the Earth permanent gallery exhibit.

The original Flash-based kiosk aimed to teach young visitors how archaeologists restored the natural colors of ancient China's Terra Cotta Warriors. However, the experience was outdated, confusing, and unresponsive. Children dropped off and abandoned the activity in under 30 seconds due to wordy instructions, linear steps, and a four-way mechanical joystick that felt counter-intuitive. Massive physical controls (like an oversized wheel) had zero visual connection to the digital screen, frustrating children and leaving accompanying parents with no way to scaffold the learning experience.

Legacy Paint-a-Warrior kiosk setup in Treasures of the Earth exhibit Figure 1: Kiosk & Friction Points in "Treasures of the Earth"

Milestone 1: Museum Research & Discovery Mapping

We opened with a structured, on-site field study before and during public museum operating hours. We recorded timed behavioral observations of children and caregivers, mapping dwell times, drop-off points, and verbal interactions. We paired this fieldwork with secondary literature on child cognitive stages and parent-child co-play stances.

Thematic Affinity Diagram of Observational Findings Figure 2: Thematic Affinity Clustering & Touchpoint Drop-off Mapping

Milestone 2: Design Ideation & Prototype Testing

Our team conducted two rapid sketching sprints, generating 37 concepts split across on-screen interactions and physical kiosk modifications. To solve the single-user bottleneck, we moved away from a single screen toward a Nintendo DS-inspired dual-screen layout: a top narrative display placed at adult eye height and a bottom interactive touchscreen placed at child height.

To test our concepts, we created a physical card prototype along with low-fidelity digital wireframes using the museum's monochrome "blueprint" format. We then spent a full testing day on-site with museum staff and children aged 8–13.

Initial hand sketches for physical and digital kiosk interactions Figure 3: Early Concept Sketching Sprint: Tangible Tools & Dual-Screen Architecture

Key takeaways from on-site concept testing:

Physical prototype testing setup at The Children's Museum of Indianapolis Figure 4: On-Site Concept Validation with Museum Guests and Exhibit Developers

Milestone 3: High-Fidelity Prototyping

Our final solution bridges digital screens and real-world archaeology into a seamless multi-sensory experience. Instead of abstract button clicks, the child acts as a true field researcher:

High-fidelity dual screen UI design across the 8-step journey Figure 5: High-Fidelity Dual-Screen Interface System & Archeologist NPC Guide

Historical Authenticity: 60-Second Timed Oxidation Window

In real excavations, exposed ancient lacquer oxidizes and flakes away within seconds of contact with air. We gamified this historical reality into a 60-second painting challenge.

Caregivers read guidance and historical context from the upper screen while children paint their statue on the lower desk before time expires. This transformed a passive kiosk into a cooperative family race against the clock, achieving a 10/10 fun score in testing while fully meeting museum learning goals.

Project Scope & Constraints

Designing inside an active institution required navigating several strict engineering and ethical constraints: