Play with Silky
A group game that introduces middle school students to Como Silk Museum and the silk-making process
Context
Politecnico di Milano x Como Silk Museum_
Digital Design Studio_ Team project_
Politecnico di Milano x Como Silk Museum_
Digital Design Studio_ Team project_
Role
> UX researcher
> UX designer
Activities
> UX research
> UX/UI design
> Multi-touch experience design
Timeline
2024


Play with Silky multi-touch experience
Play with Silky multi-touch experience
A new way for middle school students to discover the Como Silk Museum together. Play with Silky turns the silk-making process into a group game, played across a mobile app and a multi-touch screen.
A new way for middle school students to discover the Como Silk Museum together. Play with Silky turns the silk-making process into a group game, played across a mobile app and a multi-touch screen.
Context
Como Silk Museum showcases the entire silk production journey, from silkworms to colorful threads, from hand-printing to fashion collections.
It preserves and exhibits items from Como's textile history, such as machines, artifacts, documents and tools from the golden era of the silk industry.
Research method
> On site visit with a guided tour.
> Online research through the website and social media.
UX research journey
Museum's ecosystem map
Context
Como Silk Museum showcases the entire silk production journey, from silkworms to colorful threads, from hand-printing to fashion collections.
It preserves and exhibits items from Como's textile history, such as machines, artifacts, documents and tools from the golden era of the silk industry.





UX research journey
The Museum doesn’t reach younger audiences effectively
Como Silk Museum has an educational offer, but the current activities on offer are mainly aimed at children and universities.
There is a lack of engagement with young visitors corresponding to middle school students.
Source: website, staff interview
Provide a group experience aimed at middle school students to gain knowledge about Como Silk Museum and the silk process through an interactive game with a mobile application and a multi-touch screen.
Our goal
Research method
> On site visit with a guided tour.
> Online research through the website and social media.
Museum's ecosystem map


The Museum doesn’t reach younger audiences effectively
Como Silk Museum has an educational offer, but the current activities on offer are mainly aimed at children and universities.
There is a lack of engagement with young visitors corresponding to middle school students.
Source: website, staff interview
Our goal
Provide a group experience aimed at middle school students to gain knowledge about Como Silk Museum and the silk process through an interactive game with a mobile application and a multi-touch screen.
User identikit

Target
Middle school students 11-13 years old.
Behaviour
> Butterfly visitor who sees all the exhibits with various focus, frequently changing direction.
> High cognitive overload of information.
> Limited ability to stay focused.
Needs
Increase ability to handle independence know and understand their world.
Tech habits
100% have a personal mobile phone
100% can download an app
60% think that using a mobile phone for an activity is not distracting
*results of an online questionnaire conducted on 25 students
Target
Middle school students 11-13 years old.
Behaviour
> Butterfly visitor who sees all the exhibits with various focus, frequently changing direction.
> High cognitive overload of information.
> Limited ability to stay focused.
Needs
Increase ability to handle independence know and understand their world.
Tech habits
100% have a personal mobile phone
100% can download an app
60% think that using a mobile phone for an activity is not distracting
*results of an online questionnaire conducted on 25 students
Design pillars

Gamification
Applying game design elements and principles to non-game contexts and engaging with users through game-like experiences.

Mascotte
It gives character to the museum, enhance quality and identity and generate emotional connection.

Heritage
Tangible and intangible assets provide insights into the museum, showcase and capture traditions.

A multi-touch experience
Concept
The goal of the game is to create an outfit for Silky, the museum mascotte, that is going to a special event.
The visitor will became a silk worker and will be guided in the silk process of producing its dress with tips
and suggestions related to the task they have to do, focusing on the explanation about the museum heritage.
Visitors will be able to download a souvenir of their experience as a reward for helping the silkworm.


A multi-touch experience
Concept
The goal of the game is to create an outfit for Silky, the museum mascotte, that is going to a special event.
The visitor will became a silk worker and will be guided in the silk process of producing its dress with tips
and suggestions related to the task they have to do, focusing on the explanation about the museum heritage.
Visitors will be able to download a souvenir of their experience as a reward for helping the silkworm.




Hero flow


Hero flow

Information architecture - Mobile App
Information architecture - Mobile App
Output highlights

Navigation model - Mobile App
Navigation model - Mobile App

Information architecture & Navigation model - Multitouch screen
Information architecture & Navigation model - Multitouch screen
Output highlights

























Here Play with Silky experience in action!
Takeaways
Letting students design an outfit for a silkworm character made learning about silk production active and engaging, rather than something to simply read about. Being able to download the finished outfit as a souvenir made the experience more memorable and personal, giving students something of their own to take away from the museum.
Working in a group with very different cultural backgrounds, including classmates from China, opened us up to new perspectives and stylistic approaches we wouldn't have considered on our own.
Here Play with Silky experience in action!
Takeaways
Letting students design an outfit for a silkworm character made learning about silk production active and engaging, rather than something to simply read about. Being able to download the finished outfit as a souvenir made the experience more memorable and personal, giving students something of their own to take away from the museum.
Working in a group with very different cultural backgrounds, including classmates from China, opened us up to new perspectives and stylistic approaches we wouldn't have considered on our own.