Sean Ren Product Designer, AI Experiences

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← All workXbox Console History Museum / 2022

Xbox Console History Museum2022

Designing the Xbox One room for an Xbox exhibit in New York

An interactive museum invited visitors to explore two decades of Xbox console history. I designed the Xbox One interface within a larger team, adapting a familiar console language to an exhibit about its hardware, games, and platform.

  • Shipped
  • Interactive design
  • Brand systems
  • UI design
Role
Digital Designer Xbox One exhibit UI
Timeline
Jun – Sep 2022
Team
Ten Gun Design Designers, Project Manager, Developers, QA
Platform
Interactive exhibit
Tools
Figma, Adobe After Effects, Photoshop

01At a glance

I contributed the Xbox One interface as a digital designer at TenGunDesign. The wider project involved designers, developers, a project manager, and QA; my scope was part of the larger console-history experience.

02ContextA console interface in a museum setting.

The experience let visitors explore console history through interactive displays. It needed to feel recognizably Xbox while helping people browse historical content, not do the everyday tasks of a console dashboard.
I had not used Xbox consoles before this project. Learning the interface patterns and brand language quickly was a big part of the job.
The interactive exhibit placed digital content alongside physical console history.
The interactive exhibit placed digital content alongside physical console history.

03Design directionLearning the system before adapting it.

I studied the console’s layout patterns, content blocks, motion, and tone, then worked with experienced teammates to align my designs with the established Xbox language.
The design needed a clear hierarchy between the entry screen and deeper content. Familiar grids and shared content patterns became the foundation for the exhibit pages.
The design workspace shows the screen system developed for the exhibit.
The design workspace shows the screen system developed for the exhibit.

04SolutionExploring launch, hardware, games, and platform.

The Xbox One screens organized historical material into related topics. The entry screen established the navigation, while deeper screens combined imagery and content within a consistent grid.
My intention was to make moving between topics feel familiar, so the interface supported exploration without competing with the exhibit itself.
The Xbox One entry screen introduces the content areas.
The Xbox One entry screen introduces the content areas.
The launch screen presents historical content within the exhibit’s shared layout.
The launch screen presents historical content within the exhibit’s shared layout.
A deeper games screen continues the same interface language.
A deeper games screen continues the same interface language.

05Review & QAReviewing interaction and display readability.

The team reviewed interaction through a keyboard-based console simulator shared with team members and QA. A large office display supported reviews of the interface’s visual presentation.

06OutcomeA contribution to the exhibit.

The completed interface brought the Xbox One portion of the console-history experience into the larger exhibit. I learned to pick up an unfamiliar design system quickly and work within it on a multidisciplinary team.