2024

Wandering Whale

An interactive multi-screen exhibited for the American Museum of Natural History (AMNH) that educated visitors about ocean pollution by letting them clean up the sea in real-time helping a virtual whale surface for air. This Project is under a class project that get to showcase at the museum.

Location

American Museum of Natural History (AMNH)

Role

Creative technologist, UXUI designer

Collaborator

Joyce Zheng

Collaborator

Studio

Tools

Unity, Kinect, Figma, Adobe Illustrator

Award

Interactive
UXUI
Graphic Design

Pollution is a huge problem, but let’s be real sometimes people don’t care until they see a whale struggling to breathe. Enter Bluey, an interactive multi-screen exhibit designed for the American Museum of Natural History (AMNH) to educate visitors about ocean pollution in a way that’s engaging, immersive, and visually stunning.

This exhibit spans multiple screens and floors within the Whale Hall, allowing visitors to clear trash from the ocean . As they do, the virtual whalcan finally surface for air. Because nothing says "urgent environmental message" like a gasping virtual whale. 🐋💨

How It Works

  • Multi-screen interaction: Visitors engage with the main screen, moving their hands to throw the trash away to help Bluey breathe.
  • Educational storytelling: Teaches about marine conservation in a hands-on, memorable way.
  • Immersive museum experience: Because standing in front of a static sign just isn’t as impactful.

Why It Matters

This project combines interactive storytelling, environmental education, and museum experience design to inspire real-world action. Because if watching a whale struggle doesn’t make you care about ocean pollution, what will?

Problem:

How can we create an engaging, interactive experience that raises awareness about ocean pollution and its impact on marine life, specifically whales?

Process:

  • Concept Development: Designed an interactive game where players assist a virtual whale by removing ocean trash, highlighting the effects of pollution on marine ecosystems.
  • User Testing: Conducted multiple playtests on campus to refine interaction mechanics.
    • Findings: Users faced challenges determining the optimal distance for interaction and understanding which body movements controlled specific game elements.
    • Adjustments: Enhanced visual and auditory feedback to guide users intuitively, making interactions more seamless.
  • Technical Implementation: Utilized Kinect sensors integrated with Unity to enable motion-based controls, allowing players to interact naturally without handheld devices.
    • Challenges: Managing multi-screen displays to ensure users could see the whale surfacing for air after cleaning the ocean. Additionally, tracking multiple users simultaneously with Kinect required optimization to maintain responsiveness.
The Interaction Map
Mock up for pitching
The ideal setting of the experience.
UI of the game interface
Testing the connection of Kinect V2 on SDK
Testing the interaction of the Kinect and Unity
Testing multiscreen functioning

Solution:

An immersive, motion-controlled game where participants use body movements to clean virtual oceans, aiding a whale in reaching the surface to breathe. The experience educates players on the importance of ocean cleanliness through engaging gameplay.

Outcome:

  • Exhibition Success: Attracted over 100 participants during its showcase at the AMNH, with visitors expressing enjoyment and increased awareness about marine pollution.
  • User Engagement: Enhanced visual indicators displayed the number of collected trash items, remaining items, countdown timers, and messages from the whale about its environment and diet, catering to various audience levels, including interactors, observers, and accompanying adults.
  • Sound Design: Collaborated with sound designer Spencer Harris to create auditory cues, such as responsive trash cans that emitted sounds and movements when trash was deposited, enriching the interactive experience.

This project exemplifies the fusion of interactive technology and educational content, offering museum visitors an engaging way to learn about environmental conservation.