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."

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

dantecorsetti70@gmail.com

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