Part II covers interactives designed for galleries that opened at the Smithsonian's National Air and Space Museum in July 2026, including TEXTRON How Things Fly, Jay I. Kislak World War II in the Air, and RTX Living in the Space Age. I designed the UX and UI for touchscreen games, a touch table, a digital photo archive, a virtual tour, and an illustrated interactive story, each built around a hands-on way to understand flight and spaceflight.
As the lead engineer for a space exploration company, visitors design and test a custom rocket to meet a mission goal: sub-orbital, orbital or escape velocity. They build their rocket part by part, choosing its shape, fuel, controls and stages, and watch how each choice shifts the forces of flight. A preflight check and a simulated launch show whether the design has what it takes.











In this companion activity, visitors become the lead engineer for an aeronautics company. They pick a mission goal: fly faster, fly higher or fly farther. Then they build an airplane by choosing its fuselage, wings, engine and material. A live readout shows how each part affects lift, weight, thrust and drag before visitors take their design on a test flight.








Visitors take command as Commander of the Air Group during the Battle of Midway. From the deck of an aircraft carrier, they receive intelligence from headquarters, study the mission map, and choose the best aircraft for each mission. Archival film and photos show what really happened, and how intelligence, planning and a little luck helped turn the war in the Pacific.










It Takes a Nation invites visitors to browse historical color portraits from World War II. Aircrew, ground crew, war workers and posters fill a hangar-style gallery that visitors can sort by category. Each portrait opens with its story, and every image can be zoomed in to see the details up close.





Next to the backup of Skylab, the first U.S. space station, visitors take a virtual tour inside. They move between the living area and the work and storage level, tap hotspots to learn how astronauts lived and worked on board, and try activities like reheating a meal in microgravity. One room, three people, 84 days. Could you?












Visitors learn Kepler's three laws of orbital motion by flying a satellite. For each law, they first watch how an orbit behaves, then take on a challenge, adjusting thrust and direction to reach a target orbit. Simple visual cues for velocity and gravity show how the two forces shape every path around a planet.








Space systems are always at work in our daily lives. This comic-style story follows Julie as she orders a new telescope, showing how satellites help at every step, from processing her payment to getting her package on its way. Across three chapters, short activities let visitors try each system for themselves.










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