Space Explorer — gesture-based educational game for Nehru Planetarium

Nehru Planetarium · NID Diploma · 2013

Space Explorer

Transforming Museum Learning Through Interactive Gesture-Based Gaming

My Role

Researcher · UX Strategist · Game & Interaction Designer · Prototyping & Implementation

Team

Solo project — NID Diploma

Duration

~7 months

Client

Nehru Planetarium, Delhi

TL;DR

A solo NID diploma project designing a full-body, gesture-based interactive game for Nehru Planetarium in Delhi — transforming passive museum learning into an engaging, exploratory play experience.

Handled the full design process solo — from concept and user research to game design, interaction modelling, and prototyping

Designed gesture vocabulary and interaction grammar for full-body motion input without a controller

Conducted user testing with children and families to validate comprehension and engagement of the gesture system

Built functional prototypes using depth-sensing hardware to demonstrate the core gameplay loop

Overview

Museums are spaces of learning, yet many exhibits remain passive and text-heavy, making it difficult to capture and sustain the attention of children. The Gesture-Based Digital Informative Game, developed for Nehru Planetarium, Delhi, sought to revolutionise museum engagement through a motion-controlled learning experience.

By integrating gesture-based interactions, the project aimed to shift museum visits from observation to participation — allowing children to explore space concepts interactively. This project was undertaken as part of my diploma at the National Institute of Design (NID), involving user research, interaction design, prototyping, and testing to create an innovative gesture-based game.

The Challenge

Traditional museum exhibits rely heavily on static text, infographics, and non-interactive models — making it difficult to sustain children's interest. Nehru Planetarium wanted to revamp its “Activity Room” with modern, interactive exhibits.

The planetarium wanted exhibits that would:

  • Be engaging for children, encouraging self-learning.

  • Use cutting-edge technology — specifically gesture-based interaction.

  • Complement school curricula on space and astronomy.

  • Seamlessly integrate within the museum's physical space.

Key design questions

  • Gesture intuitiveness How do we make gesture interactions intuitive for all age groups?

  • Education vs entertainment How do we balance education and entertainment in the gameplay?

  • Museum constraints What space constraints and visitor behaviours must be considered in a museum setting?

01

Interactive Education

Develop an interactive game that educates children about space through play.

02

Accessibility & Usability

Ensure accessibility and usability for kids of different ages and physical abilities.

03

Controller-Free Experience

Leverage Kinect technology for a fully controller-free, gesture-based experience.

04

Active Participation

Encourage active participation and learning through challenges and exploration.

Problem Statement

How can we create an engaging gesture-based game that enhances learning in museum spaces while making astronomy fun and interactive for children?

Design Process & Approach

A human-centred design approach was followed, blending research, ideation, prototyping, and iterative testing.

Human-centred design process diagram — research, ideation, prototyping, testing

Design process — research → ideation → prototyping → testing → refinement

Discovery & Research

The Space

Understanding Nehru Planetarium

Nehru Planetarium, located in Teen Murti Bhawan, Delhi, is a major centre for interactive astronomy education. The space includes a Sky Theatre (dome-screened space show) and an Exhibit Area (astronomy-related interactive installations).

Floor plan and layout of Nehru Planetarium showing Sky Theatre and Exhibit Area

Nehru Planetarium layout — Sky Theatre, Exhibit Area, and Activity Room

User Research

Studying Visitor Interaction

Key observations from visitor research

  • Children are drawn to interactive exhibits like 'Did You Know?' and 'History of the Universe'.

  • Text-heavy exhibits are largely ignored by younger visitors.

  • Tangible interaction elements — buttons, sliders, quizzes, hands-on activities — significantly increase engagement.

  • Broken or non-functional installations frustrate users and damage trust.

  • Multiplayer and competitive elements increase engagement considerably.

Stakeholder Interviews

Client Interaction for Intent Mapping

01

Dr. Ratnashree — Director

Purpose

Gain comprehensive understanding of the museum space, secure access to technical staff, and obtain permission to engage with visitors.

Outcome

Highlighted that 'Ultimate Universe' dome show was highly popular — primarily because it resonated with children by directly relating to their school curricula. Emphasised need for interactive educational content.

02

Mrs. Joseph — Asst. to Director

Purpose

Gather detailed information on visitor profiles and functionality of current exhibits.

Outcome

Facilitated appointment with museum engineer and provided insights on visitor engagement — pointing out children in 4th standard and above were the primary audience drawn to interactive displays.

03

Mr. O.P. Gupta — Engineer

Purpose

Understand technical aspects and operational challenges of existing exhibits.

Outcome

Shared details about the museum's technical setup. Noted high usage of interactive installations like the weighing pan and 'Did You Know' quiz — reinforcing importance of tactile exhibits.

Exhibit Analysis

Some Key Exhibits & Their Experiences (4 of 14)

The Nehru Planetarium features exhibits across four categories: Interactive, Informational Displays, Digital/Projection-Based, and Real Space Artifacts. Below are four key exhibits analysed for intent, experience, and engagement.

Why the Night Sky is Dark?

Why the Night Sky is Dark?

Intent

Explains the paradox of why the sky appears dark despite infinite stars.

Experience

Interactive peek-through windows showing a simulated night sky.

Media

Light and graphics installation

Participatory visual experience
Seeing is Believing

Seeing is Believing

Intent

Explains the transition from geocentric to heliocentric models of the universe.

Experience

Mechanical solar system model activated by visitors.

Media

Text, infographics, electromechanical model

Interactive hands-on mechanism
Soyuz T-10 Descent Module

Soyuz T-10 Descent Module

Intent

Displays India's first astronaut's actual spacecraft capsule.

Experience

Non-interactive observation of the charred descent module.

Media

Physical space capsule with text descriptions

Static artifact — children observed briefly then moved on
History of the Universe

History of the Universe

Intent

Displays a timeline of cosmic evolution from the Big Bang to modern times.

Experience

Interactive sliding panel revealing different universe formation stages.

Media

Infographics, text, interactive sliding panel

High — identified as working well due to its interactive element

Exhibits That Work Well

'Did You Know?' Quiz

Question-and-answer format — interactive, competitive, immediately rewarding.

'History of the Universe' Panel

Interactive sliding panel reveals cosmic evolution — tactile and progressive.

'Why the Night Sky is Dark?' Windows

Peek-through windows make an abstract concept tangible and participatory.

'Seeing is Believing' Orrery

Visitor-activated mechanical model makes the heliocentric shift visceral.

Exhibits That Failed to Engage

Soyuz T-10 Descent Module

Static artifact with no interaction — children glanced and moved on despite its historical significance.

Text-Heavy Information Boards

Dense copy ignored by younger visitors — no interactive hook to hold attention.

Static Scale Models

Lacked interactive elements — observed briefly then abandoned.

Non-Functional Installations

Broken or inactive exhibits frustrated users and damaged trust in the space.

Ideation and Explorations

Personas

Who Will Use This Game?

Four personas were developed based on real and archetypal users to ground the design in the actual diversity of museum visitors.

J

Jyoti — The Guardian & Educator

Homemaker · 35 years

Accompanies children on museum visits. Prefers exhibits that educate while entertaining. Reads information panels and explains them to kids. Values interactive elements that help children learn through play.

Goals

  • Exhibits aligned with school curriculum
  • Clear educational value
  • Safe, supervised interaction

Pain Points

  • Broken or non-functional installations
  • Text-heavy displays hard to explain to kids
  • No clear learning outcome
S

Shobhit — The Digital Native

Student · 13 years · 9th Standard

Very tech-savvy, plays computer games extensively. Prefers game-like interactions over static displays. Enjoys competition-based exhibits with scoring systems. Wants to be a scientist and admires Tony Stark (Iron Man).

Goals

  • Competitive scoring and challenges
  • Game-like interaction model
  • Realistic space simulation

Pain Points

  • Non-interactive or static exhibits
  • No challenge or progression
  • Overly simplified content

Game Testing

Personas Designed for Game Testing

J

Jyoti — The Curious Learner

Student · 11 years · 7th Standard

Student with limited computer knowledge who loves reading story-driven content but finds math and science difficult. Responds better to visual storytelling and interactive narratives.

Goals

  • Visual, story-driven interactions
  • Simple, guided gameplay
  • Fun way to explore science topics

Pain Points

  • Complex controls or too many instructions
  • Abstract concepts without visual support
  • No clear narrative or progression
S

Shobhit — The Social Explorer

Student · 15 years · 11th Standard

Heavy internet user who owns a phone and engages in social learning — likes to share experiences with friends. Academically strong but uncertain about career direction. Prefers exhibits with digital or social media integration.

Goals

  • Shareable, social gameplay moments
  • Academically relevant content
  • Digital-native interaction patterns

Pain Points

  • Overly simplistic or childish content
  • No social or multiplayer element
  • Dated or non-digital experiences

Prioritisation

MoSCoW Feature Prioritisation

Must

Gesture-Based Interaction for hands-free control · Educational Gameplay integrated with school curriculum · Simulation-Based Environment reflecting real space · Thrill, Challenge, and Strategy as core gameplay elements · Immediate gesture feedback with no perceptible latency.

Should

Embedded learning through game progression · Adaptive difficulty and personalised challenges · Multi-user or team-based play mode.

Could

Augmented Reality (AR) elements · Expanded missions covering space exploration history · Customisable avatars and spaceships.

Won't

Full Virtual Reality (VR) integration · Extensive narrative-based RPG-style gameplay · Highly complex or multi-layered gesture controls.

Content Mapping

Content mapping diagram showing educational topics mapped to game activities

Content mapping — space curriculum topics mapped to interactive game mechanics

Proposed exhibits diagram showing the Space Explorer game within the planetarium context

Proposed exhibits — Space Explorer positioned within the Activity Room

Game Concept

Brainstorming the Game Concept

Brainstorming map exploring multiple game concept directions

Brainstorming — exploring solar system exploration and space travel concepts

Make a Solar System
01

Make a Solar System

Idea

Players arrange planets in a balanced solar system using gestures.

Issue

Too abstract for younger kids — lacked a clear narrative or goal.

Space Traveler
02

Space Traveler

Idea

Players navigate a spaceship through the solar system answering questions to progress.

Issue

Overly complex — risked losing the playful, exploratory aspect.

Space Explorer
03

Space Explorer

Idea

Players control a spaceship travelling through the solar system to explore planets.

Why Chosen

Simple, intuitive, and perfectly aligned with the museum's educational goals.

Chosen concept

Prototyping and Iteration

Three prototypes were developed, each progressively refining game mechanics, gesture controls, and the user interface.

Prototype 1

Proof of Concept

Prototype 1 objectives

  • Game engine selection Selecting the right engine for both this and future prototypes.

  • Basic gesture definition Defining core gestures: moving forward, turning left, and turning right.

  • Gesture mapping validation Ensuring accurate gesture tracking and mapping physical movements to digital controls.

Game flow diagram — initial spaceship movement logic

Game flow diagram — initial spaceship movement logic

Ship movement mapping — arm gestures to directional controls

Ship movement mapping — arm gestures to directional controls

Understanding Kinect Sensors

Kinect sensor diagram showing depth sensor, RGB camera, and skeleton tracking

Microsoft Kinect sensor — depth sensor, RGB camera, multi-array microphone, full-body skeleton tracking

Technology & Game Engine Selection

After evaluating multiple options, Microsoft XNA Game Studio was chosen due to:

  • Compatibility with Windows XP and later versions.

  • Customisability through scripting and C# support.

  • Seamless integration with Microsoft Kinect SDK, enabling precise gesture tracking.

Why Kinect?

  • Kinect's depth sensor, RGB camera, and multi-array microphone enabled full-body tracking — making it ideal for gesture-based gaming.

  • It could track up to six players and provide real-time motion recognition.

Gesture processing pipeline showing input from Kinect to game engine output

Gesture processing pipeline — Kinect SDK → gesture recognition → game engine → player feedback

Prototype 1 — key findings

  • Gesture tracking worked But movement felt rigid and unnatural — lacked fluid spaceship control.

  • Latency issues Early testing revealed latency in gesture recognition — required refinements in sensitivity and tracking range.

  • Age-specific challenges Younger children struggled with wide-arm gestures — adjustments in movement detection were needed.

Prototype 2

Gameplay Refinement

Key changes in Prototype 2

  • Expanded gesture controls for better spaceship movement.

  • Transitioned from XNA to Unity 3D for better asset management and visualisation.

  • Refined motion tracking for more realistic 3D space navigation.

Prototype 2 screenshot showing Unity 3D solar system environment

Prototype 2 — Unity 3D environment with solar system, planets, asteroids, and space fog

Game world components

  • Objects Sun, planets, spaceship, asteroids, space fog, background sky — each with defined properties.

  • Attributes Each object had properties (e.g., the Sun was stationary and a light source; planets moved in fixed orbits).

  • Internal Relationships Defined how objects interacted — the spaceship collides with planets if too close; asteroids create obstacles.

  • Environment 3D space setting with starfield, nebulae, and galaxies — the Sun providing dynamic lighting across the scene.

01

Prototype 1 — Carried Over

Extend arms forward → Move forward · Move extended arms left/right → Turn spaceship left/right

02

Newly Added

Extend arms downward → Pitch down · Extend arms upward → Pitch up

03

Movement Refinements

Introduced Yaw, Roll, and Pitch — making spaceship movement significantly more fluid and natural

Gesture set 1 — forward movement and yaw controls

Gesture set 1 — forward movement and yaw controls

Gesture set 2 — pitch up/down and roll controls

Gesture set 2 — pitch up/down and roll controls

Prototype 2 — findings and next steps

  • Achievement Realistic spaceship movement achieved with new gesture mappings.

  • Achievement Solar system simulation nearly complete — asteroid belt addition pending.

  • Gap Players felt directionless in 3D space — mini-map feature needed.

  • Gap Some gestures weren't intuitive for younger children.

  • Gap No UI system for statistics — speed, time remaining, next target.

Prototype 3

Refining Gesture Controls & Spaceship Movement

01

Forward Movement

Initially mapped to extending one arm forward — refined to holding both arms forward (like gripping a steering wheel) for improved speed control.

02

Turning Left / Right (Yaw & Roll)

Early versions used arm movements for directional control. Final iteration adopted swaying motions left and right for more natural navigation.

03

Pitching Up / Down

Initial hand movements proved unintuitive. Finalised using the Psi Pose (raising arms up/down) for enhanced accuracy and ease of use.

04

Shooting — New Feature

A shooting mechanic was introduced to clear asteroid obstacles. Mapped to extending arms forward with a flapping bird motion (the Phoenix metaphor).

Gesture controls & spaceship movement refinements — click to view full screen

Final Iteration

UI & Gesture Refinements

  • Home Screen & Training Mode Users could now select Start (play the game) or Train (learn spaceship controls) — reducing onboarding friction.

  • HUD — Heads-Up Display Real-time information: time remaining, speed gauge, next destination — all surfaced without cluttering the 3D view.

  • Mission-Based Navigation Players followed diamond blips near planets to reach target destinations — solving the 'directionless' problem from Prototype 2.

  • End Conditions Game ended when time ran out, spaceship was destroyed, or all objectives were completed.

UI Design

UI & Typography Enhancements

The game's visual identity went through a deliberate UI overhaul — improving button placements, information layout, and typography choices. Two typefaces were selected for the final design: Bitshumishi as the primary font for all titles and on-screen text, and 7-Segment for in-game numeric values like speed and time. The colour scheme was initially orange/yellow but was revised to blue — informed by a colour analysis of contemporary sci-fi games and films — creating a more authentic modern sci-fi aesthetic.

  • Bitshumishi Primary typeface — used for all game titles, menus, and body text throughout the interface.

  • 7-Segment Secondary typeface — used exclusively for numeric in-game values: speed gauge, countdown timer, and distance.

  • Colour Scheme Shifted from orange/yellow to blue — a colour analysis of sci-fi games and films confirmed blue as the dominant, authentic sci-fi palette.

Bitshumishi font specimen

Bitshumishi — primary font for all game titles and text

Colour analysis of UI elements

Colour analysis of UI elements used in games and movies

7-Segment font specimen

7-Segment — secondary font for in-game numeric values (speed, time)

Before / After

Game UI — Before & After

Before

Initial Game Screens

Before — Home Screen
1 / 3

Before — Home Screen: gives user option to Start the game

After

Refined Game Screens

After — Home Screen
1 / 6

After — Home Screen displaying Train and Start buttons

User Testing and Feedback

00

Participants

Children aged 9–15 tested the game across sessions

0

Age Groups

9–11, 11–13, and 13–15 — each with distinct interaction patterns

0

Evaluation Areas

Gesture comprehension, game mechanics, engagement, and learning retention

User testing sessions — children aged 9–15 playing Space Explorer at Nehru Planetarium

Key findings from user testing

  • Gesture learning Kids quickly learned and performed gestures — especially after observing others playing first.

  • Engagement The realistic simulation and interactive elements kept kids engaged throughout the session.

  • Educational value Kids remembered planet names and facts after playing — confirming the edutainment model worked.

  • Mini-map underutilised Kids relied more on planet labels for navigation than the mini-map — layout needed rethinking.

Testing nuances

  • Age differences Younger kids (7–9) struggled with the pitching gesture — requiring additional practice and simplified controls.

  • Group dynamics Kids often collaborated, guiding each other through the game — highlighting the importance of multiplayer support in future iterations.

  • Technical issues Some users experienced lag during peak usage — prompting performance optimisation work.

Final Design

The final game allowed players to control a spaceship using intuitive gestures, explore a realistic 3D solar system, and complete challenges within a time limit.

01

Gesture Controls

Simple, natural gestures for movement, turning, pitching, and shooting — refined across three prototype iterations.

02

Educational Content

Planet info cards with facts about size, distance from the sun, and more — surfaced contextually during gameplay.

03

Immersive Graphics

High-quality visuals, a starry backdrop, dynamic lighting, and nebulae created a genuine sense of wonder.

Design highlights

  • Educational alignment Game content carefully curated to align with school curricula — ensuring relevance for teachers and parents.

  • Accessibility Gestures designed to be inclusive, accommodating children of different physical abilities and age groups.

  • Scalability Designed to run on low-cost hardware — making it accessible to other museums and educational institutions beyond Nehru Planetarium.

Concept Video — Space Explorer prototype overview

Testing Video — children playing Space Explorer at Nehru Planetarium

Impact and Takeaways

00

Engaging Kids

Making learning about space genuinely fun and interactive

00

Encouraging Collaboration

Kids naturally worked together to complete challenges

00

Curriculum Alignment

Reinforcing concepts taught in school through play

Lessons learned

  • Simplicity is key Intuitive gestures and clear objectives are crucial for engaging young users — overcomplicated controls create barriers, not experiences.

  • Balance education and fun Edutainment works best when learning is seamlessly integrated into gameplay — the moment education feels like a lesson, kids disengage.

  • Iterate and test relentlessly Each of the three prototypes revealed something the previous one could not — user feedback is irreplaceable for refining interaction design.

The Space Explorer project demonstrated how gesture-based technology can revolutionise museum learning — combining interactive gameplay with educational content to create an experience that deepened children's understanding of space and astronomy.
Debashish Sahu, NID Diploma Project