We discuss three design strategies for improving the quality of social interaction and learning with interactive museum guides: 1) embodied interaction; 2) game-learning; 3) a hybrid system. We used these strategies in our prototype Kurio, which is aimed at supporting families visiting museums. The results of our evaluation show positive implications of implementing the design strategies: closing the social gap, naturalizing technology, and supporting exploration and discovery in learning. Keywords Tangible user interface, learning, social interaction, hybrid system, group, families, group interaction, museums