Designing interactive experiences to explore pleasure in all its forms

Company
Musée de la civilisation
Categories
Strategy and UX, Design, Branding, Websites and web apps
Expertise

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Front-end
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Brand positioning
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UI Co-creation workshops

Project
Overview

From May 6, 2026 to April 18, 2027, the Musée de la civilisation presents Plaisirs, a colourful exhibition where you learn as much as you have fun. It promises to explore pleasure in all its forms.

The Museum entrusted us with the UX/UI design of five interactive installations spread across the exhibition’s zones, as well as the development of two kiosks. We designed a participatory word cloud, a hybrid board game and three content kiosks. Each installation has its own personality, but the experience had to remain consistent from one zone to the next.

Entrée de l'exposition Plaisirs : arche arc-en-ciel et décor de lèvres, cocktail, gâteau et banane

L'entrée de l'exposition Plaisirs

Scope of work

Supporting the Museum’s team from ideation to deployment, aligning every interface with the exhibition’s art direction.

  • UX design

    Workshops with the Museum’s team, user journeys and wireframes for each kiosk. Short, clear interactions with no waiting, designed for Clara and Tristan, the exhibition’s two personas.

  • UI Design

    Visual mockups aligned with the exhibition’s visual framework and adapted to the atmosphere of each zone. Shared cues (home screen, navigation, micro-interactions) ensure continuity from one kiosk to the next.

  • Art direction

    Identity creation for the Sexcalade game: logo, retro groovy moodboard, game screens and design of the giant physical board in the gallery.

  • Integration and QA

    Close collaboration with the Museum’s IT team, who reused code from existing kiosks, and with the external supplier for the new ones. Quality testing, accessibility and adjustments right up to launch.

Designed for Clara and Tristan

The Museum chose to focus first on millennials and Gen Z, a generation whose happiness has been declining in Canada in recent years. Two personas guided every one of our design decisions.

  • Clara, 21

    Biology student · Limoilou

    Curious and eager to discover, she visits alone and sets her own pace based on her interests. She wants clear, interactive, non-stereotypical content.

    Pain points

    Unclear instructions, waiting, awkward or “cringe” tone.

     

  • Tristan, 32

    Architect · Lévis


    He visits as a couple, with friends or with his young nephew, whom he wants to “pry away from the iPad”. Design-savvy, he likes clean, intuitive interfaces that are quick to understand.

    Pain points

    Waiting times, technology overload, poorly designed or gendered digital experiences.

Five installations, one experience

Each kiosk has its own purpose and borrows the atmosphere of the zone it’s in. To help visitors find their way from one zone to the next, we kept shared cues: a home button, navigation principles, and similar animations and micro-interactions.

Zone Plaisir sexuel : vitrines rondes d'objets anciens et borne Kamasutra

01 · The word cloud

Zone 1 · Plural pleasures

The first stop on the visit, the word cloud sets the tone for the exhibition. On a screen on a pedestal in the centre of the room, a question awaits: “What brings you pleasure?” The kiosk offers some twenty illustrated words. Visitors choose one and send it into the projected cloud, where it grows with each vote. In just a few seconds, everyone sees where they stand compared to others and takes part in a collective artwork that evolves throughout the exhibition.

Écran de la borne du nuage de mots : vingt mots-stickers autour de la question « Qu'est-ce qui vous fait plaisir? »
Zone Plaisir au pluriel : projection du nuage de mots et borne tactile

Left: the word cloud projection / Right: the hopscotch game at the exhibition entrance that guides visitors to our kiosks

02 · Sexcalade, the board game

Zone 2 · Sexual pleasure

A hybrid game, half physical, half digital, for talking about sexual pleasure without (much) embarrassment. Two to four players choose an oversized cheeky game piece, spin the wheel on screen and answer questions in six categories, from “In your undies” to “Opening up”. Visitors who answer correctly move forward on the giant board. The challenge was to stay inclusive and funny, never “cringe”, while sharing real knowledge.

Moodboard Sexcalade : direction artistique de la borne et du jeu, jeux rétro et formes 3D
Moodboard Sexcalade : direction artistique du logo, rétro groovy années 70

Moodboards: art direction for the game and logo, retro groovy and sexy 70s

From blueprint to game board

We designed the game board concept in 3D: a 12-space path of bubble-shaped tiles, with measurements, elevations and real colour tests. The Museum then built it and installed it in the gallery.

Plan de conception du plateau Sexcalade : mesures des 12 cases
Plan de conception du plateau Sexcalade : élévations

Design plans: board measurements and elevations

Sexcalade : écran de veille avec le logo du jeu
Sexcalade : roulette des six catégories de questions
Sexcalade : écran de question à choix de réponses
Visiteurs jouant à Sexcalade sous le logo projeté du jeu
Plateau de Sexcalade : roulette à l'écran, pion et cases numérotées
Visiteuse touchant l'écran du jeu Sexcalade
Écran d'accueil de Sexcalade encastré dans le plateau de jeu

03 · The Kamasutra carousel

Zone 2 · Sexual pleasure

For some historical documents and collection objects, the Museum only had digital images. This kiosk brings them into the zone, alongside the display cases. Visitors browse from one work to the next and discover its explanatory caption. Simplified navigation, no detours, just the content.

Borne Kamasutra : carrousel des œuvres et objets de la collection
Borne Kamasutra : fiche de la Fresque de la tombe des taureaux
Borne Kamasutra installée à côté des vitrines rondes de la zone Plaisir sexuel

04 · The urban models

Zone 5 · Pleasure or happiness

Alongside the physical models, this kiosk showcases some fifteen places and buildings that illustrate urban planning centred on human well-being. A home page presents all the options; each entry gives the architect’s name, the location, a short text and a few images.

Zone Les architectes du bonheur : maquettes physiques et borne des maquettes urbaines
Borne des maquettes urbaines : fiche de la Promenade Samuel-De Champlain
Borne des maquettes urbaines : carrousel des lieux
Borne des maquettes urbaines : image agrandie d'un lieu

05 · Happiness data

Zone 5 · Pleasure or happiness

A giant 4K touchscreen for exploring data from the World Happiness Report. A world map offers thematic tabs (from the top 25 happiest countries to Quebec versus Canada) and highly condensed content, supported by pictograms. One visitor navigates while others can look over their shoulder. The menu was placed to be accessible to all visitors: children, adults, and people using mobility devices or not.

Zone Plaisir ou bonheur : écran géant du palmarès des gens heureux et arc-en-ciel mural
Borne des données sur le bonheur : onglet Québec versus Canada
Borne des données sur le bonheur : onglet L'argent ne fait pas le bonheur

The exhibition in pictures

Gallery atmosphere, opening and visitors: a few images of Plaisirs captured by the Museum’s team.

  • Visiteuse jouant à Sexcalade sous le logo projeté du jeu. Photo : Musée de la civilisation
  • Visiteurs dans une salle de l'exposition Plaisirs aux écrans colorés. Photo : Musée de la civilisation
  • Visiteuses lors du lancement de l'exposition Plaisirs. Photo : Musée de la civilisation

Photos: © Musée de la civilisation

Collaborators

  • Co-founder of Altevo & Software Developer

    Christopher
    St-Pierre

    Passionate about entrepreneurship and technology, Christopher combines expertise in backend software development with a specialization in data analysis. After five...

  • Co-founder of Altevo & Software Developer

    Olivier
    Brassard

    Passionate about web development and technology, Olivier built his expertise working at several well-known web agencies and companies. A software...

  • UX/UI and brand identity designer

    Cynthia
    Darras

    Ambitious and meticulous, Cynthia stands out for her ability to bring strong, consistent visual identities to life, where every detail...

  • Founder of Diapason, UX and Customer Experience Designer

    Julie
    Simard

    Passionate about the possibilities of collaborative design, Julie had long dreamed of launching the Collective. Her first intention was to...

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