This article examines an educational design experiment which aimed to support young people’s involvement and reflection in the exhibition at a Danish science centre. The experiment consisted in the examination of the design and implementation of a mobile phone facilitated narrative, which was planned as a so-called scaffolding remedy in the hands-on based exhibition. The digital narrative, called EGO-TRAP, was developed using Design-Based Research as the overall methodological framework. The study of students’ interactions in the exhibition suggests, among other things, that because of its quality as a digital narrative, EGO-TRAP scaffolds pleasurable engagement and counteracts the tendency of "random button pressing" that often occurs in classical science centre exhibitions. In this connection, the mobile phone plays an essential role due to the fact that it, as the favoured media by the young students, offers an experience which they describe as both personal and flexible.