“Dad, how did the dinosaurs go extinct?”
In a museum, parents are the interface. Their child asks, and they have to turn a wall of specialist text into an answer, usually without knowing it either. Ecco is a storytelling companion for the 2035 museum, designed with Museo di Storia Naturale di Milano, that takes that pressure off the parent without taking over the conversation.
We worked with Museo di Storia Naturale di Milano to reimagine the 2035 museum experience: an interactive storytelling companion that makes exhibits more engaging, more educational, and, in the part that turned out to matter most, more collaborative.
The brief started from a question about the future of museums and ended somewhere more specific: not how to make exhibits smarter, but how to support the relationship already doing the explaining.
- 30
- families observed and interviewed at the museum
- 52
- participants in the evaluation, role‑playing family groups
- 2
- competing MVP scenarios tested head to head
- 4
- branching stories, one per NFC character card
01 / Context
Who the museum is built for, and who actually comes.
The studio opened on a question about the future of museums. We answered it with visitor data first: who walks through the door, and with whom.
Design process
Five phases, two rounds of testing.
02 / Research
Four ways parents and children learn together.
Literature and observation split parent–child museum interaction into collaborative learning, comparative learning, parent as mediator, and individual learning, set against what children themselves enjoy.
Problem statement
When families visit the museum, parents act as mediators between the exhibits and their children, but they often struggle to simplify complex information and answer their children’s questions, making the experience less enjoyable and disrupting family engagement.
Reframed as
How might we create an engaging and collaborative museum experience that fosters family bonding?
03 / Users
Three people in one visit, with different jobs.
Personas were built for the child, the mother and the father separately, because they want different things from the same hour.
04 / Benchmarking
What already exists, and where the gap is.
05 / Concept
Five ideas into two scenarios, then one.
The five initial concepts were merged into two developed scenarios and tested against each other rather than argued about.
06 / System
Three touchpoints, decided by card sorting.
Closed card sorting aligned the architecture with how participants themselves grouped profile setup, storytelling and badge collection.
07 / Development
Four stories, a design system, and a device you can hold.
The refined concept grew the story set and pushed the interaction outward into the diorama as well as the device, then it was built: form, internals, design system and the paper passport that goes home with you.
08 / Testing
The bonding worked. The buttons did not.
The build was tested twice, at low and mid fidelity. Both rounds confirmed the premise and dismantled the interface, and it is the second that produced the changes above.
Exhibition
From concept to something people could pick up.
The device was built and shown, and families used it in a constructed exhibit rather than a slide.
Takeaways
What the project taught me.
Versatility and depth, at the same time.
A project on this scale needs design across many layers at once: research, story, interface, industrial form, electronics and exhibition. Doing that well means working in territory you do not know yet, and staying in it long enough to become useful.
Long projects need patience and iteration rather than one good idea. Two rounds of testing changed the interface substantially, and the second round is where the useful failures showed up.