
Designing a Multiplayer Experience for Gen Z Museum Engagement
View case study →Cooper Hewitt

Problem
Bungee is a modular, chromatic display font in Cooper Hewitt’s digital collection. Its web-based tester lets users layer colors, change orientations, and create typographic compositions, but every interaction relies on visual input. Users with visual impairments have no way to engage with it. With nearly 20 million Americans affected by visual impairments, this is a significant gap in museum digital accessibility.
Design Decision 01
The collapsed panel required extra clicks and could not be navigated by keyboard. I expanded it, established a logical tab order, and grouped the controls in a semantic <form> so users could understand and navigate the interface more efficiently.

Design Decision 02
The original picker relied on dragging within a visual spectrum, making it impossible to navigate without sight. I replaced it with a labeled swatch grid and added HEX/RGB input for custom colors.

Design Decision 03
Descriptions alone can’t capture the feel of a visual design. Audio feedback lets users hear how the font changes as they adjust parameters.
Building on the improved technical foundation, the second phase introduced an audio experience that translates visual characteristics into corresponding sound elements:
Design Decision 04
Interactive digital works are not always intuitive to museum visitors. I designed contextual guidance triggered by both hover and keyboard focus, plus an optional tutorial panel that visitors can reopen when needed.
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Outcome
Simplified the interface by removing unnecessary collapsible sections to improve visibility and reduce interaction steps.
Replaced the default color picker with a swatch-style interface that supports keyboard navigation and screen reader access.
Designed contextual onboarding for both first-time and returning users, with support for hover, focus, and an optional tutorial panel.
Introduced audio feedback to let users perceive typographic changes not only visually, but also through sound.
Conclusion
This project was a unique opportunity for me to design within a museum context. While I truly enjoyed creating a multisensory experience, the process also revealed areas for improvement that I look forward to exploring in future projects.
Here are some future steps:
Describe color more expressively. Instead of “orange,” something like “orange sunset on the beach” helps users feel the color, not just identify it.
Design gender-neutral sound. Voice and audio cues should feel expressive without reinforcing stereotypes.
Expand beyond keyboard. Bungee will be displayed at Cooper Hewitt in person. Other forms of interaction may change how visitors engage with it in a physical space.
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