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03 · Installation · Experience Design · Rongoā Māori

BIOME

An interactive hanging garden installation bringing Rongoā Māori plant knowledge to Auckland CBD through a guided visitor experience.

My Role
Producer · Experience & Installation Designer
Type
Group Project · Interactive Installation
Tools
Figma · Photoshop · Adobe Suite · AI Generation
Location · Year
Commercial Bay, Auckland · 2026
BIOME — installation exterior
Context

The Challenge

BIOME was a group installation project designed as an interactive garden experience in Commercial Bay. The concept invited visitors to explore native Māori medicinal plants and Rongoā Māori through a hands-on journey of plant discovery, making, reflection, and take-home learning.

Visitors moved through a series of rooms, selected plants from living plant walls, and created remedies — guided by a wristband scanning system.

Problem

The Issue

The challenge was to make native plant and Rongoā Māori knowledge feel accessible, respectful, and meaningful for young working professionals in the CBD who may have limited connection to native plants in everyday life.

The experience needed to guide users through plant discovery and remedy-making without overwhelming them with information, while respecting Mātauranga Māori and values.

Solution & Idea
"An interactive hanging garden where visitors discover native Māori plants, save their journey through a wristband, and create their own remedy — guided at every step without being overwhelmed."
Research

Research & Insights

My research began with Rongoā Māori, focusing on native Māori medicinal plants and deepening my understanding of traditional Māori healing — the deep connection between people, wellbeing, and the whenua. This was followed by an audience survey to understand people's knowledge of native plants in an urban environment.

Rongoā Māori research slide
Survey insights
Key Finding
Most respondents spent time in nature — but had no knowledge of Māori native plants.
Target Audience

Auckland CBD professionals, 25–30

Auckland-based professionals aged 25–30 who spend much of their time indoors or in urban environments. They have limited opportunities to learn about or interact with Māori native plants — but are curious and open to hands-on, experiential learning. They spend the least amount of time outdoors and have the most limited exposure to native plants and their benefits.

Target audience persona — Maya Fruean, 28, Marketing Professional, Auckland CBD

How We Got There

As Producer I managed the project plan and timelines. As Experience Designer I mapped the visitor journey, designed the spatial flow, developed the signage system, and created the final installation mockups.

01
User Flow

I mapped the visitor journey from entry to exit to understand how users would move through the installation — making sure each room had a clear purpose and a smooth hand-off to the next stage.

User flow diagram — entry through to exit

Final installation user flow — entry through to exit across all 7 stations.

02
Spatial Layout

By exploring the spatial layout of each room and the sequence, I was able to test the flow of the experience and make sure each room had a clear purpose and supported a smooth visitor journey.

Spatial layout rough — rooms and visitor flow

Initial spatial layout sketch — 6 domes.

Spatial layout refined — rooms and visitor flow

Refined spatial layout showing 6 domes — Entry, Tea, Balm, Soap, Featured Partners, and Return & Exit.

03
Installation Specifics

I defined the key components of each space so every dome had a clear purpose, a manageable visitor flow, and a stronger connection between plant discovery, making, and take-home learning.

Specifics of each dome — purpose, flow, and signage

These specifics clarified how each room worked, how visitors moved through the space, and where signage was needed.

04
Lo-fi Prototype

To test the feasibility of the installation, I prototyped a smaller section to test the key user flow — plant discovery, selection, wristband scanning, and remedy making — in a practical, low-cost way before committing to the full build.

Cardboard prototype — wristband and station interaction

Cardboard model testing the spatial flow and wristband podium interaction.

05
User Testing

Testing revealed that users understood how to tap the wristband, but the purpose of the interaction was unclear. Some users did not realise the wristband was saving their plant choice and recipe, which meant they hesitated or tried to skip the podium step and move straight to making.

User testing results
Key finding
The wristband purpose was unclear — users needed signage explaining why they were tapping, not just how.
06
Signage Planning

User testing showed that visitors needed clearer guidance at key moments. I mapped the different types of signage needed across the visitor journey — defining where people needed orientation, instructions, safety reminders, plant information, wristband guidance, and closing prompts.

Signage planning — types and content map Refined signage planning

My contribution focused on signage planning, copy, content hierarchy, placement strategy, and additional instructional signs using the visual system developed by the graphic designer.

07
Signage Refinement

Using the graphic designer's visual system as a base, I designed additional guidance signs to address the gaps identified through user testing — including Karakia, Take Care, Compost, and Exit signs to improve clarity and flow at each stage of the visitor journey.

Additional signs designed for the installation

Additional signs I designed — built using the graphic designer's visual system.

Final Mockups

The final output brought together the installation journey, spatial flow, signage system, plant interaction points, wristband scanning, remedy-making stations, and final mockups into a cohesive, respectful visitor experience.

Mockups were created using AI generation tools as a base, with heavy editing and refinement done manually in Photoshop. Visual design system and graphic assets were developed by the graphic designer. My contribution was the planning, copy, UX structure, signage logic, additional signs, mockups, and experience flow.

BIOME exterior — Commercial Bay
01 / 10Entry — Welcome to BIOME
Wristband collection station
02 / 10Wristband collection — begin your journey
Entry — Welcome and Karakia
03 / 10Entry — Welcome and Karakia
How it works — Discover, Scan, Experience
04 / 10How it works — Discover, Scan, Experience
Plant wall — pick your plant
05 / 10Discover — pick your plant from the wall
Wristband tap at podium
06 / 10Tap wristband — save your plant & recipe
Exit — compost, return wristband, scan QR
07 / 10Balm station — make your own remedy
Featured partners — take it home shelf
08 / 10Featured partners — take it home
Purchase at featured partners
09 / 10Native plant products — ŌKU, Zoe's Kawakawa, Native Tree Farm
Balm making station
10 / 10Exit — compost, return wristband, scan QR

Wider Team Output

BIOME was a collaborative project spanning spatial design, visual identity, signage, a companion website, and motion. Beyond my contributions to the visitor journey, signage strategy, and final mockups, the wider team brought the experience to life across digital and motion touchpoints. The graphic designer developed the full visual identity — including the wristband design, collectable tokens, core signage visuals, and graphic assets used throughout the installation.

BIOME companion website

Companion website — designed by another UX/UI designer on the team.

Brand teaser — motion/video by the motion designer.

Graphic designer — wristband and token design Graphic designer — visual identity and branding

Visual identity, wristband system, token graphics, and core signage visuals — developed by the graphic designer.

Reflection

UX beyond the screen

BIOME helped me understand how UX design can extend beyond screens into a physical space. Through mapping, prototyping, and user testing, I learned that interactive installations need clear sequencing, purposeful interactions, and supportive signage. The biggest refinement was making the wristband and podium moment easier to understand so users knew why they were saving their plant before moving into remedy-making.

As producer, I also learned how much project management shapes creative output. The quality of our final work was directly connected to how structured and communicative our process was from day one.

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