
Improving the Marbles Museum's Wayfinding
The Marbles Children's Museum in Raleigh, North Carolina, was looking to redesign its museum map to better enhance visitors' wayfinding experience throughout the museum, as well as the planning of the trip to the museum.
Role
Protoyping, Interaction design, Layout design, motion graphics
Timeline
1.5 months
Team
Madison, Danielle, Makaela
Tools
Adobe Illustrator, Photoshop, Adobe Dimension, Sketchup, Figma
Here is a brief project breakdown to quickly skim
Quick Overview
What did I do?
I helped redesign the Marbles Children’s Museum’s wayfinding system by creating a cohesive set of maps. The map designs that where created where a simplified 2D museum map, a 3D prototype for a physical kiosk display, a printable visitor map, and an interactive digital website map.
Why was it done?
The redesign was created to enhance visitors’ navigation and trip planning experience, ensuring the museum’s layout felt intuitive, engaging, and accessible for all ages.
What impact did it have?
The new design improved wayfinding clarity, created a more unified visual system across physical and digital platforms, and added playful, tactile elements that reflected the museum’s interactive spirit.
What did I learn?
I learned how to translate spatial environments into clear visual systems, prototype physical and digital interactions cohesively, and balance functionality with playfulness in a family-friendly design.

Marbles Museum is a place that values engaging experiences for both young and old. With new and emerging exhibits, our map redesign aims to be adaptable, functional and playful. We created a kiosk with interchangeable components, a map simplified in its design, and a fun tactile interaction for all.
Pain Points
After conducting multiple interviews and observing behaviors of Marbles Kids Musam's visitors, we developed these main common pain points and solution ideas
Poorly Located:
Clearly label entrances & exits. Add path to IMAX & Play Annex
Spaces:
Use simple colors to show the different types of rooms and areas
Odd Hierarchy:
Remove “Imagine. Discover. Learn.” Have all logos encapsulated in same sized circle
Incomplete & Incorrect:
Use current floor plans and include the Play Annex
Project Elements

Adaptable
Use pegs as a way to attach and detach the logo from the room, making it easy to add and take away exhibits.

Universal
Incorporates the exhibit logos and universally known icons for restrooms, elevators, etc.

Playful & Functional
A high relief design on a kiosk that draws the attention of both children and adults, at a
height that children could touch, but not too low for parents
Thank You
Design Process
Interviews
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Only saw elevator map
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Would like to see map either in main area or a digital one
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Would use the map to find new exhibits
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Wants an activity incorporated into the map to help the kids explore
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Did not see a map and did not look for one
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Usually goes to the same exhibits when she walks in
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Map should be after welcome desk
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Could have digital map for parents, but appreciates physical copies
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Did not see a map at all
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Would like to see it in the center rather than on a wall
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Her kids know their way around so she follows them
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Would use a digital map from a QR code
Observations

Interview Takeaways



Based on our findings, most vistors want a map that is easy to locate and catered to kids.
Early Sketches

Main Map Design


Printable Map & Activity


Insights
This project taught me that designing for people in an environment centered around play requires empathy and adaptability. I learned to think beyond visuals and focus on how visitors and staff interact with the space. Through research, I discovered how tactile interaction and clear organization can make navigation both intuitive and engaging. Overall, this experience showed me how thoughtful design can bring clarity to complex spaces while inspiring curiosity and connection.

