Making the Invisible Visible

Designing the RGB Wonder Wheel for Children's Museum of Atlanta

Team

Annette Guan

Jane Huang

Timeline

Feb 2024 - May 2024

(4 months)

Methodology

Iterative testing, Physical Prototyping

Role

Designer, Fabricator & Researcher

Led concept development and design direction. Modeled the viewing box in SolidWorks and built components through laser cutting. Co-designed animated habitat visuals and led onsite playtesting.

At a Glance

How do you make the invisible visible?

Traditional color education is passive: watching demonstrations, looking at color wheels, mixing paint. But for children ages 3-8, abstract concepts need physical manifestation.


So, we designed the RGB Wonder Wheel for the Children's Museum of Atlanta to transform abstract concepts into tangible discovery. Using colored filters, animated animals, and an "odd one out" game, children manipulate red, green, and blue light to reveal hidden layers in images. Through play, they build intuitive understanding of how colors combine and interact.

Design Goals

01

Make color theory tangible for young learners through interactive exploration

02

Foster collaboration between children through shared physical interaction

03

Enable self-directed discovery without constant adult supervision

04

Withstand high-energy use while remaining replayable

Preliminary Research

Finding inspiration in Layered Visuals

We drew inspiration from Milan-based artists Carnovsky, whose RGB series uses layered CMY (cyan, magenta, yellow) prints that transform under different colored lighting. When viewed through red, green, or blue filters, different visual layers become visible, demonstrating both additive and subtractive color principles.


Our Divergence

While Carnovsky created large-scale installations, we needed:

  • Compact form factor for limited museum space

  • Animation to boost engagement and replayability

  • Game mechanics to create structure and goals

  • Multi-user design to encourage collaboration

Design Consideration

Architecture and Mechanics

Much like Pandora's irresistible urge to peek inside the forbidden box, this installation was designed to spark curiosity and encourage self-directed exploration. To understand how form and interaction complexity impact engagement, I explored two interaction concepts.

While Option 1 (flat, cardboard surface) supported basic learning goals, Option 2 (triptych puzzle box) with its physicality and mystery delivered a more immersive and replayable experience, making it the stronger choice for a museum context.

Initial Game Ideas

Less visually compelling than Carnovsky-inspired interactions

Risk of limited engagement for older children

Offers a more visually striking and engaging challenge, better suited for sustained play

Design Process

Three iterations, continuous learning

The workshops made it clear that simply digitizing classroom tools wasn’t enough. We reimagined a hybrid concept: a game that blends playful agency with purposeful reading strategies.

Iteration 01 / Internal Testing

Learning the basics of physical interaction

Our first prototype was a small cardboard viewing box with two color filter wheels and static layered images. We tested whether the filter mechanism was intuitive and which image layering style worked best.

Key Findings

  • Too small: Single-user viewing box limited collaboration

  • Unclear interaction: Lever mechanism didn't clearly indicate how to change images

  • Durability issues: Pushpin attachment for wheels wasn't secure enough

  • Static images: Didn't encourage replayability or sustained engagement

->

What we changed

  • Upsized viewing box to accommodate two children simultaneously

  • Replaced lever with button box for clearer feedback

  • Reinforced filter wheel attachment mechanism

  • Added animation to animal habitats


Iteration 02 / First Museum Test

Testing with real children in the wild

Expanded the viewing box, added animated habitats, and introduced a button box with LED feedback. Our first test with real museum visitors was a success, children eagerly spun wheels and pressed buttons, showing strong engagement.

Key Findings

  • Button placement: Flat design and location made it hard to see and access

  • Single Wheel Bottleneck: Created waiting queues, limiting simultaneous play

  • Complexity Overload: Younger children (3-5) struggled with the game concept

  • Instructions ignored: Both children & parents skipped reading the guidelines

->

What we changed

  • Redesigned button box with sloped top

    and centered placement

  • Added second wheel to enable

    collaborative play

  • Simplified game by reducing habitat complexity

  • Created clearer, more concise instructions with visual cues

Iteration 03 / Second Museum Test

Refining for intuitive discovery

The third iteration brought back the two-wheel structure with simplified instructions and an integrated button box which successfully enabled shared exploration. Children could now play alongside each other while viewing through different filters.

Key Findings

  • Button Distraction: Some children pressed buttons before exploring the filters

  • Animal Confusion: Similar-looking animals created ambiguity in gameplay

  • Increased Engagement: Children stayed longer and played multiple rounds

  • Instructions still overlooked: Poster remained cluttered and ignored

->

What we changed

  • Added directional arrows and visual cues to guide wheel spinning

  • Removed visually similar animals, limiting to one animal per habitat

  • Added audio feedback for correct/incorrect answers

  • Simplified and enlarged informational poster and decorated box exterior

Final Design

A colorful discovery machine

The final RGB Wonder Wheel featured a black and white decorated viewing box with colorful RGB diamond accents, dual filter wheels on side panels, animated animal habitats visible through viewing windows, and an integrated button box with visual and audio feedback.


How it works

01

Children peer through diamond windows and spin color wheels to reveal habitat layers.

02

Each scene shows three animals, two belong, one doesn’t. Children identify which animal is in the wrong place.

03

They press the corresponding button to check their answer.


04

Lights (green = correct, red = wrong) & sounds cues provide immediate feedback, prompting replay or progression.

Results & Impact

Measuring success through observation

100+

Kids engaged during testing

5-8mins

Av. engagement time/ child

85%

Understood with minimal instruction

High

Return rate
Kids revisited

What Worked

Visual Excitement: Decorated box successfully drew children's attention from across the museum floor

Sustained Engagement: Kids verbally expressed excitement, played multiple rounds, returning later

Collaborative Play: Dual wheels enabled children to share discoveries and learn together

Intuitive Interaction: After 1-2 rounds, most children understood the gameplay without adult intervention

Accessibility Wins: High-contrast filters worked for tier 1 colorblind visitors

Reflection and Learnings

What this project taught me

01

Scaffold, don't script

Children need structure to grasp the concept, but too much instruction kills curiosity. We provided visual cues and immediate feedback, then stepped back.


02

Design for diversity

Kids interact unpredictably. Some spun wheels without looking. Others pressed buttons rhythmically. Different ages, abilities, personalities, from shy observers to energetic explorers.

03

Test where it lives

Internal testing found mechanical issues. Testing revealed behavior, kids ignored instructions but followed peers. Breakthroughs came from observation, not conference rooms.

Next Steps

If I had more time

  • Enhance Audio Feedback: Add louder, more distinct sounds—exciting for success, playful for mistakes, since museum environments are noisy

  • Visual Success State: Animate the misplaced animal moving to its correct habitat when children make the right match, creating a satisfying conclusion

  • Difficulty Levels: Create versions for different age groups, with simpler images for 3-5 year olds and more complex challenges for older children

  • Non-textual instructions: Replace words with pictograms or a looping video demonstration showing how to play