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The research reported in this paper set out to explore novel, interactive techniques to stimulate active participation, involvement and learning by children visiting a museum, through ubiquitous computer technology. To achieve this, a systematic design process was undertaken, which involved exploring Scenario-Based Design, Design-Based Research and a number of technology probes. These lead to the selection, design and implementation of "Re-Tracing the Past" in the Hunt Museum in Limerick, Ireland. The "Re-Tracing the Past" learning environment, with a focus on history and material culture, is described in detail and evaluated.The evaluation takes a case-based approach using video recording and post hoc analysis of the activities, discussion, reaction, and questioning by the children, both as individual participants and in interactive groups. The data derived from these video recordings is analysed in the context of eight design themes, which informed the development of the novel, computer-augmented museum exhibition. These themes included: (1) materiality; (2) narrativity; (3) sociality; (4) activity; (5) multimodality; (6) engagement; (7) computer as augmentation tool; and (8) pedagogical activity. The project culminated in the articulation of a series of outline design guidelines or design heuristics relating twelve experiential criteria to five supporting design informants and resources. These guidelines could be adapted to the design of other interactive learning environments for children. This together with very detailed description of the Scenario-Based Design and Design-Based Research in action constitute the major contributions of the research.