An interesting design choice in the game Shopping for a Gift is the layout of the rooms. Rather than have a single continuous pathway for the player to follow, the designer offers players multiple options of where to go off of the first room. Each different room offers the player a different experience. 3 of the rooms give the player an item, (toilet paper, Mountain Dew and a picture frame) while the last room allows you to continue through the game. All of the exits go both ways, so no matter where the player chooses to go first, they can still collect all of the items and enter all of the rooms. The only possible exception to this would be if the player went all the way to the exit without exploring any of the three pathways.
The most notable design choice made about the room organization for me is the way that exits are signaled. The first three rooms have simple pathways, and the other choice off of the first room is a specially designed block. This signals to the player that this exit is different from the previous three, and could progress you through the game rather than just take you to a room with only one door. This influences them to explore the other three rooms before using the fourth exit. Then, after using the fourth exit, the next door is shaped like stairs, signaling to the user that the subsequent room is downstairs. This choice allows players to visualize the space that the rooms take up.