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The Seed Bank Simulator

Enhancing the museum experience through interaction

The Ask

Conceptualise and design an interactive digital technology that will enhance the experience that visitors can have of a specific part of a museum’s collection.

The Seed Bank Simulator was a project I worked on with 3 other HCID Masters students at City, University of London. We focused on the seed bank artifacts in the Wellcome Collection's permanent collection, Being Human.

 

Our technology was designed to help visitors form a more personal, health-focused connection to the otherwise non-interactable seed bank artifacts. Visitors are encouraged to learn more about the plants and why preserving them is important for human health. 

HIGH LEVEL TIMELINE

8 weeks: user research, ideation, conceptual design, detailed design, evaluation

MAKE OF THE TEAM

4 HCID Master's students

KEY DELIVERABLES

Empathy map, personas, journey map, wireframes, clickable prototype

Discovery

Initial discovery research to uncover user behaviors in the exhibit

  • Conducted naturalistic observations and interviews at the museum

  • Analyzed data through an empathy mapping workshop

  • Synthesized results into user personas and a journey map â€‹

persona of the pensive healthcare person
persona for the crow-like passerby
journey map for interacting with museum artifacts

Define & Ideate

I conducted a series of brainstorming sessions to define the problem and generate potential solutions

  • Collectively created a variety of POV statements based on discovery research findings

  • Determined that museumgoers need to feel personally connected to the climate change exhibit to understand how it fits in to the collection and gain meaning from the pieces

  • ​Generated a variety of low-fi wireframes to brainstorm interface functionality and potential future user journeys â€‹

Sketched wireframe to show basic purpose and functionality of the proposed seed bank program

IxD Group CW - Wellcome Collection - Empathy Map - Frame 18.jpg
low fidelity wireframes

Iteratively progress from low-fidelity...

mid-fidelity wireframes

...to mid-fidelity wireframes

Prototype & Test

  • Created a clickable prototype in Figma​

  • Conducted task-based usability testing to determine usability issues and recommend improvements for future consideration

 

Measuring Future Impact

To understand the real-world success of the Seed Bank Simulator, I would propose the following mixed-method evaluation plan:

Engagement

  • Time-on-task: How long do users spend interacting with the simulator?

  • Interaction logs: Number of taps, scrolls, and zooms per session

​

User Experience 

  • Visitor Surveys: Short post-interaction surveys with Likert-scale and open-ended questions on usability, clarity, and engagement.

  • Staff Observations: Collect anecdotal feedback from museum staff on visitor behavior changes near the simulator.

Lessons Learned

Through careful observation, empathetic analysis, and user-centered iteration, we designed a solution that transformed a passive artefact into an interactive and educational journey.

What worked:

  • Users found it “easy to use” and “fun to learn from”

  • Clear plant imagery and tap-based gestures were intuitive

 

Usability issues:

  • Lack of feedback around selected plant parts caused confusion

  • Over-reliance on users' memory when exploring multiple plant sections

  • Seed imagery on the home screen caused mild confusion without the physical context

 

Improvements for next iteration:

  • Number plant sections for better orientation

  • Add glow animations to active elements

  • Include accessibility toggle for screen readers or audio descriptions

Interested in collaborating?

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