
Lessons
Leading this project taught me a lot about how to design experiences that balance education, engagement, and accessibility for a wide age range of users. I also earned that complex topics like energy consumption become far easier to understand when users can interact with systems directly and receive immediate feedback.
Throughout this project, I also strengthened my ability to lead a team through a full end-to-end design process, from research planning to final prototype delivery. Managing multiple work streams at once including research, ideation, prototyping, and testing showed me the importance of clear communication, prioritization, and iterative decision-making.
One of the biggest takeaways from this project was learning GitHub
and Unity. Until this point, I had never interacted with these systems,
so getting some valuable experience while learning how to produce
high-quality work with these applications was immensely valuable,
even if it was also incredibly difficult.
Most importantly, my understanding of how valuable real-world testing
is was further reinforced. Observing children and families interact with
the experience revealed usability issues and opportunities that would
not have surfaced in design reviews alone.
This project once again showcased that the best solutions come from
designing with users, not just for them.
Peggy Notebaert Nature
Museum energy Project
Peggy Notebaert Nature
Museum Energy Project
Tools
Figma, Figjam, Unity, Github,
Aesprite, Adobe Photoshop
Timeline
January 2026 - June 2026 (22 weeks)
Role
Lead User Experience Designer / Researcher,
Project Manager
Overview
In January 2026, the Peggy Notebaert Nature Museum launched the beginning of a brand new summer exhibit that aimed to teach children about different fundamental areas of the environment. The group I led focused on crafting a solution that would teach energy saving strategies to children.
This 22 week project included a full double-diamond development process that resulted in a puzzle-esc gaming experience that would allow children and adults to interact with appliances in a house to learn how they might affect their energy consumption.


My Role
As Lead UX/UI Designer and Project Manager, I:
Directed a team of 5 designers/developers (including myself)
Owned the end-to-end UX process
Led both research and design strategy
Ensured consistency across UI, interaction, and system design
Problem Statement
After 2 rounds of ethnographic studies as well as 3 rounds of user surveying, my team came up with a core problem statement:
"Traditional museum exhibits often rely on intrinsically motivated passive learning, which can limit engagement and information retention for younger audiences."
Development Process
#1 Discovery — We conducted extensive research to understand users, context, and existing solutions.
Methods:
User interviews with museum visitors and families
Surveys and questionnaires (in-person + online)
Field research at local museums for competitive analysis (Field Museum of Chicago, Adler Planetarium)
Key Insights:
Children engage more with hands-on, cause-and-effect interactions
Parents value experiences that are both educational and entertaining
Energy concepts are often too abstract without visual feedback
#2 Definition — We synthesized research into actionable frameworks:
Personas representing children and parent behaviors
Defined core user needs:
Immediate feedback
Simple, intuitive interactions
Clear cause → effect relationships
This phase aligned the team around a clear problem space and design direction.
#3 Development — We rapidly explored and refined solutions through multiple iterations.
Key Outputs:
Low → mid → high-fidelity prototypes
Interaction models for appliance control
Full component library for UI consistency
#4 Delivery — We finalized a high-fidelity, interactive experience built for real-world exhibit integration.
Validation Methods:
Informal usability testing with museum patrons and children
Observed strong engagement and intuitive understanding of mechanics
Iterated based on real-time feedback from users
Final Solution
We designed a gamified, puzzle-based interactive experience where users explore a virtual home and interact with everyday appliances.
Key features:
Interactive appliances (lights, key appliances, electronics)
Real-time feedback and fun-facts on energy consumption
Puzzle mechanics that reward efficient energy decisions
Multi-user appeal (children + parents)
The experience balances learning and play, making abstract concepts that would be otherwise tangible through interaction.

Let's Get in Touch
Dante Corsetti