The exhibit started as a exploratory design process, exploring different aspects about waves. We physically explored physical waves, we used bottom-up/experience-based and top-down/concept-driven rapid design techniques. We created very simple prototypes that played with different wave phenomena.
We also created soundscapes of the aquarium to understand the space we were designing for. For example, some spaces are louder, which may take away from the exhibit's sound component. We then went to the drawing board to frame our design challenge with "How might we..." questions. How might we make the science of waves accessible to everyone? How might we integrate visual, audio, and tactile senses? How might we inspire new scientists?
We then went to generate as many possible exhibit ideas as we could. We generated 27 concepts, and 20 were made into proof of concepts. These all demonstrated some wave phenomena and would fulfill the basic requirement of the exhibit. The 20 proof-of-concepts were then downselected to 7 based on several critera: need for maintenance, facilitation of social interaction and/or physical exploration, and feasibility with time and money constraints. After a couple rounds of downselection, Birch Aquarium chose a wave-matching game.