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Social-Emotional Learning Exhibit

Timeframe2026
ProjectMeet Me @ My POV
RoleExhibit Designer, Data Analyst
ToolsPhysical Prototyping · Observational Research

Summary

Meet Me at My POV is a two-sided, magnet-driven maze exhibit designed with a team of three to teach perspective-taking through gameplay rather than explanation. Two visitors stand on opposite sides of a shared board, each seeing a different maze layout, controlling magnetically linked pieces that move together, so solving it requires describing what you see, guessing what your partner can't, and coordinating around constraints neither of you can fully see. I worked across exhibit design and physical prototyping, then led the formative evaluation: designing the study, observing 10 visitor groups in the field, and analyzing what the data said about whether the exhibit actually taught what it was built to teach.

Meet Me at My POV maze exhibit installed and ready for visitors on a table

Designing for Two Perspectives at Once

The design goal was social awareness: could a maze make perspective-taking and communication unavoidable rather than optional? Each side of the board has its own path, obstacles, and hints (arrows, a rotating "switch sides" wheel, spring-coil detours) visible only to the player standing there. Neither player can win alone: every move requires asking what the other person sees, negotiating a shared strategy, and adjusting when their partner hits a wall you can't see.

Close-up of the finished maze board showing the start marker, switch-sides wheel, spring obstacles, and directional arrows

From Grid to Working Prototype

We iterated through paper layouts, a taped-out cardboard grid, and a mid-fidelity cardboard build with a working rotating dial before locking the final maze geometry and moving to the finished board. Physical constraints shaped the design as much as the SEL goals did, including magnet strength, tunnel width, and how much resistance a piece needed before a switch-sides moment actually felt like one.

Evaluation Design

I designed a formative study around four questions: do visitors talk about perspective-taking, do they demonstrate it during gameplay, do they show collaborative behaviors, and what usability problems come up on first contact. We observed 10 visitor groups (21 participants, ages 3–20, majority 4–8) at the Children's Museum of Pittsburgh, logging engagement time, feature use, communication patterns, and perspective-taking indicators, then ran brief exit interviews.

Engagement

How long groups stayed, and whether that time included visible collaborative problem-solving.

Communication

Directive talk, questions about the partner's side, strategy talk, negotiation.

Perspective-taking

Acknowledging the sides differ, asking what a partner sees, adapting to their constraints.

What the Data Showed

The exhibit reliably produced collaboration; it just didn't reliably produce the language of perspective-taking on its own. 4 of 10 groups engaged deeply (2+ minutes with visible collaborative solving), and every deeply-engaged group showed some form of perspective-taking: acknowledging the sides were different, adapting strategy to a partner's constraints, or both. Communication visibly evolved within a single play session, from blunt directives ("go left") toward negotiation ("if I do this, what do you do?"). But in exit interviews, 8 of 10 groups described the exhibit as being about teamwork or collaboration, while only 2 of 10 named perspective-taking specifically, suggesting the SEL goal underneath the teamwork was getting lost.

Chart showing engagement depth across 10 groups and perspective-taking indicators among deeply engaged groups

A Standout Case

A pair of young sibling visitors spent six minutes on the exhibit and built a full spontaneous communication system from scratch: pointing to indicate direction, counting down together before each move, and explicitly negotiating when one side couldn't proceed. Their language tracked the exact behaviors we were hoping to see: "You have to move the magnet for me." "Let's do it in 3, 2, 1." "What is your right?" "Wait, point and show me." It became the clearest evidence that the mechanic itself works when a group commits to it; the open question was how to get more groups to that point without a facilitator's help.

Age Patterns, Design Implications & Limitations

Engagement split clearly by age. Visitors 4–6 struggled to collaborate and often misused the physical pieces; 6–10 year-olds showed emerging collaboration but needed scaffolding to get there; 10+ showed strong collaboration and clear perspective-taking unprompted. The exhibit, as built, was skewed toward older visitors succeeding without support.

Usability observation surfaced a second, more fixable problem: some visitors didn't register that the two sides were different at all, so the entire premise of the exhibit, that you're seeing something your partner can't, never registered either. A few groups also forced pieces through obstacles hard enough to break them, concentrated among younger, less supervised visitors.

That produced five concrete design directions: make collaboration impossible to ignore from the first ten seconds rather than something groups discover; make the perspective difference between the two sides more visually obvious immediately; tighten onboarding so the goal reads before a visitor's attention does; scaffold the experience by age, since 4–6 year-olds and 10+ year-olds need different levels of support to reach the same outcome; and strengthen the physical build to hold up to less careful play.

Limitations: a small sample (10 groups), skewed toward younger children relative to the museum's full visitor mix, some facilitator involvement that likely helped a few groups along, and a physical prototype whose durability issues occasionally shaped the experience as much as the design did.