PROJECT 02 / CASE STUDY

Palace Echo

A parent-child cultural learning system that turns a long museum visit into short, story-driven moments of discovery.

MY ROLE

Product Designer · User Researcher · Service Designer

DURATION

Jun 2025 - Aug 2025

TEAM

Personal project

TOOLS

Field observation · Interviews · Product design · Service blueprint · UX prototyping

Palace Echo parent-child cultural learning system at the Forbidden City
PRIMARY CONTRIBUTION

I conducted on-site family research, synthesized child and parent needs, and designed the service system, physical device, guidebook and end-to-end experience.

CURRENT OUTCOME

Concept proposal, physical device model, parent guidebook and complete UX/service design.

01PROBLEM / EVIDENCE

TARGET USERS

Children aged 6–11 and their parents visiting Beijing's Forbidden City.

Long routes, specialist interpretation and passive media make children lose attention while parents struggle to turn cultural relics into a shared learning experience.
RESEARCH EVIDENCEPRODUCT JUDGMENTFEATURE DECISION
01

Children showed little interest in text or audio explanations and struggled to understand artifacts in depth.

Replace abstract interpretation with concrete, multisensory stories.

Handheld story interactions with sound, animation and alternative endings.

02

Attention declined after 20–30 minutes and families became tired along the long central route.

Break the journey into achievable local goals every 10–15 minutes.

Fresh Points, route milestones and immediate rewards.

03

Parents wanted learning and interaction but lacked the historical knowledge to explain specialist signs.

Give parents a supporting role instead of making them the sole guide.

A guidebook with story context, prompts and questions.

04

Children remembered attractive forms but quickly forgot the meaning behind the artifacts.

Make exploration and recall visible across the whole visit.

Points, badges, souvenirs and an online journey record.

CONTEXTUAL FIELD STUDY

Ten family visits revealed one shared attention gap.

As new-generation parents reshape parent-child travel, on-site observation and family interviews exposed a two-sided problem: children needed concrete, active discovery while parents needed accessible knowledge and reasons to interact.

SAMPLEApprox. 10 family groups
METHODObservation + interviews
FIELD DATESAug 14, 2025
RECRUITMENTFamilies approached on site
20–30 min

Attention declined during long visits

Child-cognition research and field observation both pointed to fatigue and increasingly rushed viewing.

3

Recurring child pain points

Passive explanations, physical fatigue and difficulty understanding artifacts in depth repeatedly appeared.

2-sided

A child and parent knowledge gap

Children wanted playful discovery; parents wanted meaningful learning but lacked accessible historical support.

FAMILY INTERVIEWS · THREE REPRESENTATIVE GROUPS

Different visitors described the same breakdown.

Mrs. Zhang and her eight-year-old son visiting the Forbidden City01
Mrs. Zhang & sonBeijing local · 8-year-old boy
Parent: He always runs away impatiently when I explain the sign. Child: I have been here several times, but I can't remember much about the cultural relics.
PRODUCT IMPLICATION

Turn sign-based interpretation into short, concrete interactions that children can actively complete.

A Shanghai family visiting the Forbidden City02
Mrs. Zhao, Mr. Wang & daughterShanghai visitors · 9-year-old girl
Parent: We did not have any knowledge of history, so we toured almost independently. Child: The artifacts were unique and beautiful, but I forgot the explanation later.
PRODUCT IMPLICATION

Support parents with simple story context while connecting attractive forms to memorable meanings.

Mrs. Yin and her ten-year-old daughter visiting the Forbidden City03
Mrs. Yin & daughterNanjing visitors · 10-year-old girl
Parent: It is impossible to pay attention to every cultural relic site. Child: Later I was really tired and dizzy, so I just rushed through it.
PRODUCT IMPLICATION

Use local goals and flexible routes to preserve attention across a physically demanding visit.

A directional on-site study with approximately ten parent-child groups at the Forbidden City; the three interviews below represent local and non-local family perspectives.

02SYSTEM / SCOPE

SYSTEM ARCHITECTURE

A device for discovery. A guidebook for dialogue.

CONCEPT DELIVERY STATUS

A complete personal-project concept spanning field research, a physical handheld-device model, parent guidebook, route UX, online follow-up and an operational service blueprint.

01
Rent and onboard

Children receive the device while parents receive a supporting guidebook.

SERVICE CONCEPT
02
Choose a story route

Families select the palace area and cultural relic themes they want to explore.

UX DESIGNED
03
Reach a Fresh Point

Location-based milestones divide the long central axis into smaller goals.

ROUTE DESIGNED
04
Interact with a story

Children watch, listen and turn the physical knob to choose different endings.

DEVICE CONCEPT
05
Explain together

Parents use guidebook prompts to answer questions and connect the story to history.

GUIDEBOOK DESIGNED
06
Collect and continue

Points, souvenirs, badges and online records sustain memory and future exploration.

SERVICE LOOP

DESIGN EVIDENCE

One experience across child, parent and service layers.

The concept translates research into a physical interaction, a parent support tool and a cross-channel journey from rental to online recall.

01RESEARCH SYNTHESIS

Audience framing

Child and parent personas capture the linked goals of playful discovery, accessible cultural knowledge and shared family interaction.

Child and parent goals, motivations and pain points.
02SERVICE FLOW

End-to-end system map

The map connects children, parents, rental, story interactions, rewards, return points and future online exploration.

Offline visit and online follow-up system map.
03DESIGN DEVELOPMENT

Physical interaction

Sketch iterations define a child-friendly handheld form, screen, pushable control, story-selection knob and visible point feedback.

Form, dimensions and control interaction development.
Final handheld-device model.
04GUIDEBOOK DESIGN

Parent support layer

The guidebook gives parents concise historical context and prompts so they can participate as co-explorers and educators.

Parent guidebook and cultural-relic support content.
05SERVICE BLUEPRINT

Cross-channel operation

The blueprint aligns child and parent actions with device behavior, rental operations, location recognition, point storage and online engagement.

Front-stage, back-stage and support-system blueprint.
MVP

One story route with device rental, a Fresh Point interaction, alternative story endings, points, a parent guidebook and an end-of-visit reward.

DEFERRED

Map guidance, expanded story routes, a larger content library, online virtual tours and full on-site operations.

TECHNICAL LIMITATION

Concept feedback identified two priorities: freer map-guided exploration for children and guidebook content that feels as engaging as the device interaction.

03PROTOTYPE / TEST

CONCEPT PROTOTYPE & FEEDBACK

The concept made culture active and family-led.

PROTOTYPE DEMO

Palace Echo concept film

The film shows how a family rents the device, reaches a cultural Fresh Point, triggers an interactive story, earns points and continues the experience through parent-child explanation and online records.

Watch on YouTube ↗
02.1

Story-led exploration

Five storyboard moments turn rental, discovery, interaction, explanation and rewards into one understandable family journey.

Child feedback on the Palace Echo interactive device02.2

Children wanted autonomy

Children valued learning through interactive stories and asked for map guidance to support freer, more independent exploration.

Parent feedback on the Palace Echo guidebook02.3

Parents valued shared teaching

Parents said the guidebook improved their cultural knowledge and created more opportunities to interact with their children.

CONCEPT FEEDBACK

Interaction created interest; guidance created dialogue.

Children responded to story-based interaction and wanted more navigational freedom. Parents valued the guidebook as a way to build knowledge and participate as educators, while asking for its content to become as engaging as the device experience.

NEXT ITERATION

Add map guidance for independent exploration, align the guidebook's tone with the device stories and expand the Fresh Point content across additional Forbidden City routes.

NEXT CASE STUDY
Continue exploring