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.
My Roles
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:
(Sillbird, n.d.; Orenstein & Lewis, 2022)
@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
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.
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:
Site Visit
Observation Study
Participatory Workshop
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.
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:
@pointpark.edu
@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
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.
Support diverse interactions, especially tangible ones.
Children should be able to manipulate physical elements (blocks, barriers, tools) that directly influence the digital environment.
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.
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
What worked well
Physical interaction drives engagement.
Children were immediately drawn to hands-on materials like blocks and stayed engaged throughout the building activities.
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.
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.
Nailing Down the Details on the Table
We used tabletop prototyping to work through interaction details and game mechanics before moving into production.
Challenge and Reward
small win/ one sheep enter the pen
big victory/ all sheep back into the pen
Crisis Mode and De-escalation
Crisis Mode
Comforting/ Feeding
Comforting/ Petting
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.
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.
Collaborative play emerged naturally.
The round table and multiple entry points drew groups of children in together, sometimes alongside parents and caregivers.
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.
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.
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
Blocks
Grass (feeding)
Control panel
Tuning Panel (objects)
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
Table Setup
Bottom Projection
Camera view of markers
Web Simulation
Crisis Mode
Cues
Human Input
Digital Output
Comforting Strategies (Feeding, Brushing, Encouraging)
Cues
Human Input
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:
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