MW Hallen

(PRODUCT DESIGN & USABILITY TESTING)

UX Designer

6 Months

Workshops, wireframes, usability testing, prototyping, accessibility reviews, interaction design, 3D-design

THE CHALLENGE

Designing a dual-screen experience required designing where people look, stand, touch, hesitate, and gather.

The project began as an interactive museum installation brief. But the defining challenge was not producing a polished table interface or a dramatic wall display. The real challenge was choreagraphing attention across two surfaces in a public environment.

Research and testing revealed a valuable lesson: a dual-screen setup can easily become a visual gimmick if the screens compete. The interaction model had to be crafted so the table, wall, visitors, observers, and physical room worked as on experience.

THE VISION BRIEF

From local roots to global impact.

Located in the reception area of Marcus Wallenberg-hallen (MW-hallen), the installation needed to tell the story of Scania beyond trucks: people, engineering, technology, data, sustainability, and global reach.

A concept render was presented to my team as an idea of the final vision. This was our starting point and where my research would begin.

THE SPATIAL CHALLENGE

The product lived in an open space, not in an enclosure.

The installation were to be located in the reception right to the entrance of the actual museum. This meant it would also be located next to a cafe, working area, and shop. Potential users would approach from different angles and be exposed to other visitors. Decision to interact with installation had to be made with ease and quick.

RESEARCH AND OBSERVATIONS

My research focus was mainly on the visitor behavior and content inveractivity.

I studied different museum and experience centers, I interviewed several museum professional, created personas, mapped visitor journeys, and tested interaction in physical space.

What I wanted to understand

  • How people approach an unfamiliar interactive object

  • How groups negotiate control and attention

  • How observers understand what is happening

  • How hardware quality impacts usability

[PUT IN HERE ABOUT HOW MUCH TIME TO GET A HOOK - Research revealed about 5 seconds to hook a visitor]


IMAGE (OLIKA BILDER FRÅN STÄLLEN JAG BESÖKTE)

TWO SCREEN INTERACTIVITY

Designing attention across two screens

The initial idea treated the table as a controller and wall as content display. My research led to the team shifting focus on designing a controller-and-output system and instead started designing a relationship between attention, action, and the surrounding audience.

I created design principles for the interactions and relationship between the screens.

  1. Split attention - Visitors had to understand when to look down, when to look up, and why

  2. Shared experience - The wall needed to reward observers without stealing agency from the person touching

  3. Public behavior - Peoiple hesitate differently when an interaction is visible to others.

  4. Physical ergonomics - Reach, posture, viewing distance, and comfort, shaped what the interface could ask for.

ITERATION AND TESTING

Concepting on ideas and screen relationships

I created simple layouts in the user journey for the final product our team could iterate in the final product. This included motion graphics and the interactive menus.

PHYSICAL PROTOTYPE

The prototype had to test the body, not only the screen.

Traditional screen prototypes could not answer whether people would reach comfortably, where groups would stand, how observers would follow the experience, or how the wall should behave when nobody was actively touching.

I conducted 15 user tests by using physical prototypes to observe viewing distances, posture, group interactions, touch-target confidence, and the relationship between table content and wall content.

FINAL EXPERIENCE

A shared experience that lets information unfold through motion, sound, and exploration.

Through many iterations, the installation launched as a permanent experience within MW-hallen, combining interactive storytelling, dynamic lighting, ambient sound, CMS-driven content, and scalable content architecture.

"I did not know I was going to be this interested in numbers, but seeing all the different motions made me want to explore even more."

USABILITY PARTICIPANT

REFLECTION

This project changed how I think about experience design.

(I bilden så visa de 4 planeterna och texten ovan dom)

Designing beyond screens.

The challenge was never simply designing a touch screen. It was designing an experience that felt intuitive, immersive, and meaningful in a shared environment for both the body and mind.


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Let's get in touch!

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Let's get in touch!

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Let's get in touch!