Children's Museum of Pittsburgh
Help-a-Robot
Background
Built a mixed physical-digital experience intended to inspire moments of care and empathy in families.
Timeline
January 2024 - May 2024
Role
Experience Designer and Researcher
Team
3x Designers
Context
In partnership with the Children’s Museum of Pittsburgh
What I did
  • Planned research study and objectives.
  • Interviewed 5 families about care and collaboration.
  • Tested exhibit prototype with 30+visitors.
  • Prototyped digital and physical interactions.
Outcomes
  • Built two exhibit prototypes.
  • Successfully engaged families in conversations about empathy.

01. What's the Goal?

Let's talk about our feelings

Kindness — and all those other ooey-gooey feelings — can be tricky to model and teach in a museum setting. While the Kindness Gallery at the Children’s Museum of Pittsburgh aspires to facilitate conversations about kindness, the result is a hodge-podge of different exhibits, not all of which accomplish their goal. 

That’s where we came in. Based on our initial research, I was especially curious about how we could encourage learning and experiencing empathy within families. Hard enough just for adults, right?

Early exploration of designing for empathy

SEL Competencies

To guide our exhibit design, we focused on two Social and Emotional Learning (SEL) Competencies.

Primary Goal

Social Awareness: Showing understanding and empathy for others.

Secondary Goal

Relationship Skills: Practicing teamwork and collaborative problem-solving.

Conversations about care and empathy

Empathy was a loaded word, especially for children, so we reframed it to be about care. To guide our exhibit design ideation, we spoke to 12 museum visitors (including both adults and children). This allowed us to better understand how they held conversations about care and collaboration.

Findings

Physical Touch

Physical touch or providing physical objects is critical in how children express empathy and care to their adults.

Collaboration

At the Children’s Museum, interaction with other children through collaboration or even taking turns is valued by adults in teaching children about kindness.

Being Grown-Up

Experiences in which children can attempt “grown-up” activities are more novel and inspire more wonder.

Our Goal

How can the Children's Museum of Pittsburgh faciliate conversations about empathy and care?

02. Ideation

Ouch, that hurt!

Through our conversations with both museum visitors and expert stakeholders, we generated 20+ ideas and narrowed down to 3 final concepts. Ultimately, we landed on an exhibit experience where children must work together to help a distressed robot feel better — HELP-A-ROBOT!

Why HELP-A-ROBOT? Out of all those ideas, HELP-A-ROBOT promised the greatest opportunity for collaborative play and for children to attempt novel “adult” activities like adjusting a screw.

Testing out a heart puzzle game for our early prototype.

Diagramming the experience

Attraction

Engagement #1

Engagement #2

Engagement #3

Closure

Family interacting with prototype #1

03. Testing the Robot

Surprise, surprise, kids love robots

No, it really was a surprise. Over two rounds of testing and iteration at the Children’s Museum, I was constantly wowed by how delighted children were to play and engage with HELP-A-ROBOT. Sometimes kids even came back repeatedly to engage again or had to be pulled away by their parents.

We observed 31 visitors, conducted exit interviews, and synthesized our findings through a VEP engagement graph.

Sometimes our robot prototype required actual repair!

Visitor engagement

"Is the robot sad? How can you help?"

- Female caregiver to young boy

"Can I help you play?"

- Sibling to another sibling

"He needs help with his ears. Can we screw them back in?"

- Caregiver to young boy

"He’s still upset, but I fixed him already!”

- Young boy

The thematic protocol was tightened to be more rigorous on the second round of iteration, so likely, engagement levels remained similar across both rounds of iteration and testing.

Findings

Need Speedy Feedback

The robot's expression changed after tasks, but more responsive feedback was needed. Without a clear narrative, helping the robot lacked defined start and end points. Sound, vocal, or tactile cues could better connect assistance with care.

Family Contexts

I initially expected more direct collaboration between caregivers and children, but by large, it depended. Some adults explain and direct play, especially when children are younger and require more guidance.

Others allow children to guide the play, only collaborating when their kids draw them in. A lot of collaborative play was actually between children, siblings taking turns or children playing different surfaces of the robot together.

Learning Empathy

Most children understood the robot needed help, and some children could directly link their repair efforts to the robot feeling better. Parents also occasionally began conversations about how the robot was feeling.

So I believe future iterations may have a real potential to create an even stronger relationship between repair and care.

04. Iterations On Our Solution

Meet Help-a-Robot

Over the course of prototyping, testing, and interviewing, we had two main iterations of HELP-A-ROBOT. While there's still so much I'd love to explore and change in the future, I learned a lot across both iterations.

What Changed

Cardboard ➝ Foamcore
Cardboard wasery durable for children playing, and foamcore better stood up to multiple uses and a more aesthetically unified look.

Velcro arms ➝ Magnetic arms
Velcro was a little too strong, but our magnets were a little too weak. In the future, we'd need a happier medium.

Unclear instructions ➝ Clear tasks
The recordings on the buttons were changed to more clearly explain ways to engage with the robot, and children better understood the tasks.
Rewiring the back
Rather than pattern matching, we introduced weaving shoelaces (similar to wires) and a busy board for younger children to play. While the busy board did encourage some interaction, the task was overall too unclear without clear affordances.

What Didn't Change

Heart puzzleThe heart puzzle (adapted from an iPad game) was consistently popular and fixing a heart clearly connected with helping the robot.

Screw in the ears
While this was attached differently in our second prototype, this continued to be an easily understandable interaction.

Robot expressions
Although more response feedback is needed in the future, the robot expressions themselves engaged and excited our participants.

05. Lessons Learned

Beep Boop, Big Brainwaves

Repair and care at the Children’s Museum of Pittsburgh

Although our team had no time for a third iteration, HELP-A-ROBOT opened up new possibilities for repair and care as a theme in exhibit design. Could there be disembodied robot parts which children can rotate around and fix? Or could we depart from robots and darn old socks for a teddy bear with cold feet?

Combining digital and analog

I went into this project determined to push around some pixels, and yet, surprisingly, I was the one to come up with a physical robot. Pushing myself to physically prototype, cut and piece together foam core, and striving to be scrappy was a great learning experience — one that I’ll take with me, whether I’m working with digital or analog. 

Designing for kids

I’ve always loved Avatar the Last Airbender, and here’s a big reason why: they assume their audience (kids) are smart. And they're right. Kids are smart! Whenever there was an issue with my design, I understood it wasn’t because kids didn’t get it — but rather that I needed to communicate my design intentions more clearly.