Black Canyon City Groundwater

Black Canyon City Groundwater

Black Canyon City Groundwater

Exhibit

Exhibition Design for Water Literacy

Exhibition Design for Water Literacy

Information Design · Systems Thinking · Environmental Design

Information Design · Systems Thinking · Environmental Design

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INTRODUCTION

A community-focused exhibit designed to translate complex groundwater systems into accessible, engaging visual narratives that empower residents to understand and protect their local water resources.

MY ROLE

Visual Systems Lead · Exhibit UX Designer · Environmental Data Visualization

TIMELINE

20 weeks

THE TEAM

Arizona Water Innovation Inititative team

TOOLS USED

Adobe Illustrator, Adobe Photoshop, Adobe Indesign, Figma, SketchUp, Enscape

THE CHALLENGE OF INVISIBLE SYSTEMS

Groundwater is essential to Black Canyon City, yet it remains largely invisible and difficult for residents to understand. Complex concepts like aquifers, contamination, and water demand are often fragmented or overly technical, limiting community awareness and engagement.


Why this matters?: When essential systems remain invisible, users disengage. Clear, intuitive visual design reduces cognitive load, builds trust, and enables informed environmental decision-making.

WHAT I SET OUT TO LEARN

Rather than starting with visuals, I framed the work around three guiding questions:

  1. How do residents currently understand where their water comes from and how it is managed?

  2. Which representations (visual, spatial, conversational) most effectively support comprehension and trust?

  3. What misconceptions or gaps prevent residents from engaging with water conservation practices?

RESEARCH & EVALUATION

User research was conducted through moderated interviews and focus-group sessions with Black Canyon City residents to understand how community members perceive groundwater and local water systems. Participants engaged with groundwater and conservation concepts through multiple modalities, including illustrated explanations, immersive VR experiences, and a conversational water chatbot allowing us to evaluate comprehension across different learning styles.

REAL-WORLD CONSTRAINTS

  1. Traveling exhibit with variable room sizes and layouts

  2. Mixed audiences (K–12 students, adults, educators)

  3. Limited time-on-task and group-based movement

  4. Accessibility challenges (height, reading ability, tech hesitation)

  5. NDA constraints on select government-facing materials

EARLY CONCEPT EXPLORATION

Sketches and spatial studies explored how scale, layering, and narrative flow could support learning across physical and digital touchpoints.

OUTCOMES & IMPACT

  1. Made underground water systems tangible through a 3D exploded aquifer model

  2. Increased trust and relevance by grounding visuals in local geography

  3. Supported progressive learning through layered, modular infographics

  4. Reduced intimidation around complex topics with calm, accessible visual language

  5. Encouraged conservation behaviors through clear, action-oriented messaging

Agua Fria Watershed Isometric Mural

Indoor water-saving posters

Outdoor water-saving posters

EXHIBIT USABILITY OBSERVATIONS

  1. High-engagement technologies (VR, motion-based games) created traffic bottlenecks when placed near entrances

  2. Large-scale, animated installations drew social attention but competed with adjacent content

  3. Users hesitated to interact with unfamiliar technology without explicit permission cues

  4. Dense text reduced approachability; larger typography increased engagement across ages

  5. Writing-based activities were avoided when spaces felt crowded or transitional

DESIGN ITERATIONS

  1. Increased text scale on water-saving displays to reduce intimidation for younger users

  2. Adjusted signage language to remove obligation-heavy terms and increase participation

  3. Supported spatial adjustments to redistribute attention across the exhibit

REFLECTION

Designing for physical, public environments reinforced that usability extends beyond screens. Observing how people move, hesitate, and gather revealed insights that no wireframe or prototype could surface alone.