Case Study: The Design Museum makes workshops engaging, interactive and fun with Marvel

A Marvel Case Study

Preview of the the Design Museum Case Study

How the Design Museum Uses Marvel to Make Their Workshops Engaging, Interactive and Fun

The Design Museum in London, led on schools programming by David Houston, wanted to bring digital design into its hands-on education offering for KS2 and up. Their challenge was to teach app structure and prototyping within short (about 90-minute) workshops, while keeping activities engaging, collaborative, easy to learn, and compliant with student data/privacy and classroom logistics.

They adopted Marvel as an off‑the‑shelf, intuitive tool—initially using the iOS app to turn paper sketches into interactive prototypes and now using the desktop design tool for richer assets and wireframing. A central account with pseudo‑users lets students jump straight in; teams build UI, add hotspots and transitions, and iterate quickly. As a result students produce working prototypes by the end of a session, show higher engagement and critical thinking, and teachers can monitor progress in real time while avoiding personal-data requirements.


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the Design Museum

David Houston

Schools Learning Producer


Marvel

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