Angry Sheep

A collaborative tabletop experience designed for the Children's Museum of Pittsburgh, where children work together to herd sheep home to their pen using social and emotional support.

Team Credit
Diane Hu Cameron Fahsholtz Nevil Suresh
Duration 2026 Spring
Tools
Claude Code
Python
Figma
Javascript
After Effects
ElevenLabs
Davinci Resolve
Angry Sheep — collaborative tabletop experience

My Roles

  • Led user research and synthesis: observation study, participatory workshop, and data analysis
  • Designed the interaction concept and game mechanics
  • Developed the web prototype (Python + p5.js)
  • Planned, shot, and edited the concept video

In a Nutshell

Emotional resilience is the ability to respond to stress, uncertainty, and challenges — and it's something that can be learned and strengthened over time.

Ages 6–8 are a critical window for children to:

  • Recognize complex emotions
  • Solidify emotion-regulation strategies
  • Begin building a sense of competence and confidence

(Sillbird, n.d.; Orenstein & Lewis, 2022)

Child

@Pexels

The Children's Museum of Pittsburgh offers a hands-on, peer-driven environment with more opportunity for social-emotional learning than most comparable play spaces. It's built for trying, failing, and trying again.

Children Museum of Pittsburgh

@Children Museum of Pittsburgh

We created a physical-digital experience where children work together to guide projected sheep back into the pen using tools on the table, while responding to the sheep's shifting emotions with a range of comforting strategies.

0:00

Understanding the Design Brief

We collaborated with the team at the Children's Museum of Pittsburgh. To understand the setting and brief, we visited the museum four times:

Explorative
Site Visit

Site Visit

Observation Study

Observation Study

Generative
Participatory Workshop

Participatory Workshop

Evaluative
Playtest

Playtest

During our precedent study, we examined projects from art museums and children's museums around the world, reviewed literature on child-centered design, particularly from the ACM Interaction Design and Children conference (IDC). And made a site visit to the Children's Museum of Pittsburgh. We synthesized our findings into a territory map to build shared knowledge across the team.

Territory map Territory map — inner layer Territory map — middle layer

The inner layer examines what emotional experiences look like for children aged six to eight.

The middle layer brings the broader environment into view: the physical space, the museum's culture, and how exhibits accommodate multiple entry points and outcomes.

The outer layer maps precedent approaches in children's museum design from around the world.

From our research, we narrowed down our focus to

How children build emotional resilience through collaborative problem-solving during play.

The ability to experience frustration, uncertainty, or failure and recover, persist or try again

Children collaborate, take on roles, and figure things out together through open-ended challenges.

Learning happens naturally through play, where children can experiment, fail, and try again safely.

Learning from Users and Experts

With this focus established, we interviewed Anne Fullenkamp, lead designer of the "XOXO" and "Pixar Inside Out" exhibits, to learn about:

  • how exhibit design can help children experience emotions
  • how to interpret children's social behaviors in the museum
  • how to measure the success of exhibits projects
Anne Fullenkamp

@pointpark.edu

Observation Study

@Children Museum of Pittsburgh

We also conducted observation studies 10 minutes per exhibit at the Children's Museum of Pittsburgh featuring collaborative play — examining what affordances and signage draw multiple children in together, and how the design shapes emotional dynamics during play.

Across all three team members, we pooled interpretation notes from interview and observations, then distilled them through four rounds of synthesis.

Data Collection and Synthesis

Data Collection and Synthesis

Research synthesis
Key Takeaway 01 Collaboration arises when exhibits require shared roles.
Design Principle 1

Make shared goals visible.

Design challenges around cooperative problem solving, where children help each other through actions such as guiding, assisting, or coordinating tasks, naturally encouraging supportive behavior.

Key Takeaway 02 Children stay engaged longer with hands-on, open-ended learning.
Design Principle 2

Support diverse interactions, especially tangible ones.

Children should be able to manipulate physical elements (blocks, barriers, tools) that directly influence the digital environment.

Key Takeaway 03 Productive struggle boosts motivation, persistence, and satisfaction.
Design Principle 3

Set challenges that stretch and reward paired with clear, immediate feedback.

Create layered challenges and rewards with clear, immediate feedback, so children always know when they've succeeded or when their actions had consequences.

Key Takeaway 04 Social support helps children cope and persist.
Design Principle 4

Make it easy to support each other.

Scaffold opportunities for children to provide social and emotional support within the interaction, specifically prompting players to comfort, assist, or respond to the needs of characters and teammates.

Forming the Concept

With the design principles as our foundation, we generated several concepts and used speed-dating exercises to receive input from peers. To gain a clearer sense of direction, we conducted a participatory workshop with children in the museum.

There, we challenged children to:

Build the tallest structure possible within a limited time, place a cat on top, and then comfort the frightened kitten and safely bring it back down.

This allowed us to observe how they interacted with materials, approached shared challenges, and supported each other during play.

Participatory Workshop

Workshop photo 1

What worked well

Physical interaction drives engagement.

Children were immediately drawn to hands-on materials like blocks and stayed engaged throughout the building activities.

Workshop photo 2

What didn't work:

Texture matters more than expected for emotion attachment.

Children felt uneasy comforting a plastic cat perched on top of blocks, but responded naturally to soft puppets. Objects should favor soft, tactile materials over hard ones.

Workshop photo 3

Kids prioritized problem-solving over emotional support.

To redirect that focus, the design needs to scaffold emotional cues more explicitly.

Finally, we arrived at the concept — Angry Sheep.

A collaborative tabletop experience where children guide sheep together to an enclosure while helping distressed sheep calm down through supportive actions.

  • Multiple entry points: kids can join at any moment of the play
  • Crisis mode: negative verbal or behavior actions of kids can trigger sheep's crisis mode.
  • De-escalation: a variety of comforting strategies can be taken to calm the sheep down.

Nailing Down the Details on the Table

We used tabletop prototyping to work through interaction details and game mechanics before moving into production.

Fence Blocks Fence Blocks
Sheep Sheep
Pen Pen
Food Containers Food Containers
Sheepdog Sheepdog
Table Table
Tabletop Prototyping Tabletop overview

Challenge and Reward

small win/ one sheep enter the pen

One sheep enters pen

big victory/ all sheep back into the pen

All sheep in pen

Crisis Mode and De-escalation

Crisis Mode

Crisis mode

Comforting/ Feeding

Comforting — Feeding

Comforting/ Petting

Comforting — Petting

Comforting/ Encouraging

Comforting — Encouraging

Testing and Iterating

To gather more meaningful feedback, we moved quickly into production with a more interactive prototype. We built and tested on-site at the Children's Museum of Pittsburgh. The system runs on three layers.

Physical

Table, projector, camera, mic, speaker

Tracking

Python (OpenCV + ArUco + voice, WebSocket)

Digital

Web simulation (p5.js simulation, Vite tooling)

For playtesting, we used a regular table with a projector and camera rack for top-down projection, with ArUco markers placed on top of each object. We used a Wizard of Oz method to manually trigger the sheep's interactions and emotional states.

Playtest result 1

What worked well:

The concept was immediately engaging.

Children were drawn to the round tabletop and wanted to interact right away. Even through lag and confusion, many stayed with the task until completion, and when they succeeded, they were visibly happy and fulfilled.

Playtest result 2

 

Collaborative play emerged naturally.

The round table and multiple entry points drew groups of children in together, sometimes alongside parents and caregivers.

Playtest result 3

What didn't work:

The link between physical tools and digital sheep was unclear.

Kids needed more cues and scaffolding to understand how their physical actions affected the sheep on screen.

Playtest result 4

 

Verbal encouragement had mixed uptake.

Some children spoke freely to the sheep; others hesitated. The design needs more scaffolding and a more comfortable environment to lower the social cost of speaking aloud.

After playtest, we spent weeks strengthening the connection between physical and digital elements, adding a range of visual and auditory cues to support onboarding. We also reworked the verbal interaction so players feel invited, not pressured, to speak. More detail in the next section.

To reduce latency and remove the top-side markers — which had confused children during playtesting — we switched from top-down to bottom-up projection and built a translucent table that allows both the projection and marker tracking to work from beneath the glass.

New translucent table setup

The Physical Layer (Top)

A translucent table with a projector, camera, microphone, and speaker all mounted underneath. The projector throws the digital scene up onto the glass; the camera reads small ArUco markers on the underside of every physical tool through the same glass; the built-in mic listens for children's voices; and the built-in speaker plays back sheep sounds and celebration audio.

On the table, kids use four physical tools: blocks, sheepdogs, grass, and brushes.

The Tracking layer (Middle)

Server.py uses OpenCV with ArUco for marker tracking and keyword detection for encouragement. It packages everything into a small JSON payload (tools, voice) and pushes it over a local WebSocket.

The Digital Layer (Bottom)

A p5.js web simulation, served by Vite, where all sheep behavior, crisis mode, and calming mechanics live. The browser drives both the projector and the speaker, closing the loop.

For a museum deployment, we envision the team sourcing supplies from standard e-commerce platforms. Each object gets a printed ArUco marker and a base layer on the underside, keeping it table-bound during play and making the marker invisible from above. Museum props wear out quickly, so the design intentionally keeps replacement costs low and maintenance simple.

Here's how the objects evolved across stages: from the left to right (tabletop prototyping → playtest → final prototype.)

Props

Sheepdog

Sheepdog prop

Blocks

Blocks

Grass (feeding)

Grass (feeding)

Control panel

Tuning Panel (objects)

Tuning Panel (objects)

Tuning Panel (sound)

Tuning Panel (sound)

What works in simulation doesn't always translate to a real environment. We built tuning panels for object interactions and sound effects: adjusting aggression rate, calm rate, sheep speed, and sheepdog speed to dial in the right difficulty.

The goal is to make the game meaningfully challenging without pushing players to give up.

Final Design

0:00
Table Setup

Table Setup

Bottom Projection

Bottom Projection

Camera view of markers

Camera view of markers

Web Simulation

Web Simulation

Crisis Mode

Cues

Crisis Cues

Human Input

Human Input

Digital Output

Digital Output

Comforting Strategies (Feeding, Brushing, Encouraging)

Cues

Comforting Cues

Human Input

Human Input

Digital Output

Digital Output

Sound Effects

For background music, we blend upbeat guitar with farm ambience (animals, grazing sounds, and rustling grass).

Small win/ one sheep enters the pen: marimba

Big victory/ all sheep back into the pen: trumpet + kids laughing

Sheep go mad

Hint*/ feeding

Hint/ brushing

Hint/ encouraging

*The hints are generated in Elevenlabs.

Angry Sheep builds emotional resilience by teaching kids to recognize distress and offer support, every time they try to herd an angry sheep home. The only way to herd the sheep into the pen is through encouragement, patience, and support, for both the sheep and each other. To win, children must practice three key skills:

  • Tolerating the frustration of losing progress
  • Regulating their own response when the sheep becomes upset
  • Supporting others through moments of difficulty

What they're practicing here mirrors real life. Recognizing when someone is overwhelmed and responding with support instead of pressure is exactly what they will encounter outside the museum: with peers, in classrooms, and at home.

Angry Sheep is designed so that encouraging others means being encouraged yourself.

A huge THANK YOU to

Haeyoung Kim and Bruce Hannington (Course Instructors)
Anne Fullenkamp and other staff from Children Museum of Pittsburgh (Clients)
Kids and families who participated in our workshops and playtests
Yujin Lee (TA)
Steven Sontag (Woodshop Monitor)
Daphne Firos Peters and her amazing kids (video actors)

References

  1. de Botton, A. (n.d.). The 50 best resilience quotes. Hello Driven.
  2. The Children's Society. (n.d.). Emotional resilience.
  3. Children's Hospital Colorado. (n.d.). Resilience in children.
  4. Sillbird. (n.d.). Why 6–8 years is a critical window for emotional growth in kids.
  5. Orenstein, G. A., & Lewis, L. (2022). Erikson's stages of psychosocial development. StatPearls.
  6. Think:Kids, Massachusetts General Hospital. (n.d.). Collaborative problem solving overview.
  7. Luke, J., Brenkert, A., & Rivera, N. (2022). Social-emotional learning in children's museums. Journal of Early Childhood Research.
  8. Children's Museum of Pittsburgh. (n.d.). Home.
  9. Fullenkamp, A. (n.d.). Anne Fullenkamp. Point Park University.
  10. Pexels. (n.d.). Girl wearing a striped pink beanie [Photograph].