NHM NFC-Enabled Interactive Exhibits

A hardware-and-digital kiosk built to stop visitors abandoning crowded exhibits, driving engagement gains.

NHM NFC-Enabled Interactive Exhibits Hero
Project TypeMSc Academic Project
RoleUser Researcher & Designer (Team of 4)
TimelineOct 2024 – Dec 2024
Core SkillsResearch, Wireframing, Prototyping, Testing
ToolsFigma, Qualtrics

01. Overview

Background · Problem · Solution

Background

Current artefacts at the Natural History Museum are not engaging enough. Interaction levels are low, and early drop-off rates are high.

Problem

How can we improve the engagement rates at the museum while not taking away from the exhibits themselves?

Solution

Our design was a kiosk where visitors read a short exhibit fact, tap their NFC wristband, and answer a quick quiz question, all within 90 seconds. If you answer correctly, you are rewarded, and the wristband logs a reward stamp to collect across the museum, which is exchanged for rewards as you leave. This created a fun, participatory way for visitors to engage with the museum, increasing interaction rates and reducing drop-off.

02. Research

Survey Data · Field Research · Interviews

Survey Data

Visitors engage with hands-on exhibits — 90% use touchscreens. But fewer than half use museum-provided apps (46%) or scan QR codes (45%), with 66% navigating spontaneously. A dedicated physical token over a downloadable app was the obvious call.

Understanding Kiosks

We spent a day across the Natural History Museum, the V&A, and the Design Museum, photographing kiosk installations and talking to visitors. The most-used kiosks shared a clear pattern: high-contrast buttons, with the primary interaction anchored in the middle zone to minimise reach distance — which fed directly into Decision #1.

Field research photography from a kiosk installation
An example of an existing kiosk installation observed on a museum floor following identified conventions

We Conducted 11 Interviews & On-Floor Observations In The Field

Visitors claimed to want more information but consistently abandoned text-heavy kiosks within seconds. Passive reading had no incentive — visitors needed an active reason to engage.

Insights

As a team, we then analysed this data by creating an affinity map and two distinct personas with accompanying scenarios and high-level user journey maps to identify specific pain points and design opportunities.

Insight #1

Queues Caused Abandonment Before Any Interaction

During peak hours, visitors gave up and left exhibits after waiting in queues — before they'd touched anything at all.

Insight #2

Reading Without a Goal Led to Drop-off

Information-dense kiosks with no clear task were ignored. Visitors needed an active reason to engage with text.

Insight #3

Interactions Without Feedback Felt Pointless

Without a visible outcome, visitors didn't feel the effort was worth it. Something tangible at the end changed that.

Insight #4

Screens Competed With the Physical Exhibit

The UI had to supplement the artefact without becoming the main visual attraction — a constraint that shaped the entire visual direction.

Opportunities & Requirements

We identified various opportunities and requirements for our design, which ultimately defined the direction we took.

  1. Revamping the kiosks to cater to users' needs and requirements. This must be designed with the physical flow of users moving through the museum with a time limit. Use identified kiosk design patterns to improve usability.
  2. Give a reason for users to interact with our design. They need a reason to walk away feeling like they found out something new.
  3. The design cannot interfere with the exhibit in any way. It must remain utilitarian.

"How might we replace the passive act of reading about an exhibit with an active reason to stay — without turning the screen into the main attraction?"

03. Design

Design Decisions · Mid-Fi Testing · Iteration
Decision #1

A Three-Row Grid Maps High-Frequency Interactions to the Chest-Height Reach Zone

On-floor observation showed visitors struggling when buttons were placed at screen extremities. We designed a three-row horizontal grid with three distinct zones: a no-go zone at the top, a Primary Interaction Band at chest height for all high-frequency Yes/No actions, and a navigation zone at the bottom.

Anthropometric grid map showing no-go, interaction, and navigation zones
Proposed design template: top = no-go, middle = interaction, bottom = navigation / secondary buttons
Decision #2

Signalling a Quiz Gives Visitors a Reason to Actually Read

The interface gamifies the reading experience. The home screen breaks content into scannable chunks that prime visitors for an upcoming timed quiz — because the challenge is signalled from the first tap, passive reading becomes active preparation. Maximum read time in testing was 25 seconds. Combined with the 30-second quiz window and a short buffer, the full session stays within the 90-second cap.

High-contrast, utilitarian UI acting as a knowledge primer
High-contrast, utilitarian UI acting as a focused knowledge primer
Decision #3

An NFC Wristband Sidesteps Phone Fatigue — Tap In, Tap Out, Done

Survey data showed visitors avoid scanning QR or NFC tags with their phones. Rather than forcing a download or requiring a personal device, we issued a dedicated physical token instead.

My teammate Dominique originated the concept and developed the core interaction model. We refined it together, anchoring it to the tap-in/tap-out motion used on London transport gates. No unlocking required. One tap starts the session; one tap collects the reward.

NFC wristband design overview
Design overview of the NFC wristband (Digital designs by my teammate, Cara)
Decision #4

Two-Tier Rewards: Participation Stamps for Trying, Prestige Badges for Correct Answers

A two-tiered stamp system gives everyone something for taking part, while reserving a prestige badge for the correct answer — giving visitors a reason to actually try rather than guess.

Annotations showing the two-tier reward system
Annotations showing the two reward tiers (Designed by my teammate, Cara)
Decision #5

A 90-Second Session Cap and Idle Reset Keep the Queue Moving

Observation showed queues forming behind popular screens, making users anxious and pushing them to rush or abandon. Two session rules address this.

First, the quiz is a single rapid-fire question. Combined with a 30-second time-box and the 25-second maximum reading time, the full interaction stays under 90 seconds. Second, an idle reset handles visitors who walk away without tapping out — a 15-second inactivity countdown hard-resets the kiosk for the next person.

Question answer screen with timer
Question answer screen featuring the 30-second time-box
Inactivity timer screen prompting a session reset
The 15-second inactivity modal used to catch ghost users

Mid-Fidelity Testing & Rethinking Our Design

We tested the mid-fidelity wireframes with five participants to validate the core mechanics. Three problems needed fixing before visual design started.

First, the 20-second timer caused panic. The original time-box was too aggressive, producing rushed errors.

Second, a digital 'Finish' button broke the mental model. Users were confused by a digital button at the end of the flow — it contradicted the physical tap-in/tap-out transit model they already understood. Removed entirely in hi-fi, making the wristband tap the final action.

Third, users confused hardware and software. Mid-fi screens included an NFC scan icon. Users tapped the screen glass instead of the physical reader, wasting their interaction window.

Mid-fidelity wireframe showing the problematic Finish button
The flawed mid-fi end flow featuring the redundant 'Finish' button

Hi-Fi Testing Found 45 Seconds Was Too Long — 30 Seconds Was the Sweet Spot

To fix the 20-second panic from mid-fi, I ran a solo round of usability testing on the hi-fi prototype — initially bumping the timer to 45 seconds based on the mid-fi data.

Users filled the full 45 seconds, lingering at the screen. A second iteration dropped it to 30 seconds. That gave enough time to answer without feeling rushed, and enough pressure to stop dawdling.

Redesigned end flow using wristband tap
Redesigned end flow using wristband tap to finish

04. Conclusion & Reflections

Reflections

My First Time in a Design Team

Working in a team for the first time was stranger than I expected. For the first few weeks, I kept my opinions to myself, not sure whether what I was thinking was worth raising next to people who'd spent more time at this. By the final stretch, I was pushing back on decisions I'd have nodded along to in week one, which came from teammates who also acted as mentors and made it safe to get things wrong.

Academic Freedom Hid Real-World Constraints

Without real business pressures, NFC wristbands were easy to propose. Actually shipping them is a different problem, and the accessibility gaps we overlooked are just as bad. Those aren't details to patch later. If this were a project to be deployed for real, I'd be raising the public-space accessibility question from day one. As this was an academic project, we were specifically told to overlook it for the sake of practising the interaction design process.