These issues are important considerations because these may be the issues that the consumers will think of when it comes to purchasing an interactive toy. It is therefore critical to factor in these concerns because they serve as important guidelines in the design and at the same time, the needs and desires of the consumers are addressed. This thereby shows that these “smart toys” may be only “smart” to a certain degree, hence, the features of these toys have to be substantial enough to stimulate the child’s skills but not too smart that it may throw off the child and jeopardize other aspects of his or her development (Oravec, 2000).
Interactive Toys and Games in the Market Today
Interactive Plush Toys
One of the most common interactive toys found in the market are the interactive plush toys. Popular brands are the Actimates Barney, Tickle Me Elmo, and a wide range of toys from toy makers such such as Fisher Price, Chicco, and others. It can be observed that these plush interactive toys are designed to target the younger market which are mainly infants and toddlers. As can be seen in the designs, the main point of these interactive plush toys is to have the child pinch or touch the toy, and the responds with sounds such as music, a song or words. In any case, such designs are very effective because it engages the child who are just developing cognitive skills and skills with regards to action and response.
Another important plus factor of these interactive plush toys is that the child can actually "hug" the technology. The plush interface of the technology is reminiscent of the traditional plush toys although the difference is that this particular toy responds and interacts with the child (Fogg, et al., 1999). As these toys mimics human behavior, the child is able to have a personal experience with a stuffed object that responds in a predictable manner. For example, once a child gets used to the toy, he or she is already aware that touching a certain body part will generate a particular response.
Interactive Learning Toys
There are also interactive toys that do not seem to high-tech but they include features that foster interactivity; they are also known as play gyms This can be seen in the interactive learning toys that have become popular in the past few years. These toys are designed in such a way that the child is stimulated by the different features of the toy such as portions that make sounds, portions that respond through touch (i.e. music), portions that enable the child to move objects. These toys can range from the simple interactive plush toys that hang from a arc to the more innovative types wherein the child can play with these toys while standing up or being set up in a stroller.
Robotics and Virtual Pets
Robots can be regarded as a significant step forward any interactive plush toy. Although it can be said that some interactive plush toys have robotic features, more recent interactive robots have demonstrated a significant amount of artificial intelligences. Fong, et al. (n.d.) mentioned that in the history of socially interactive robots, scientists mainly wanted to build these robots that can interact socially. From these ideas, scientific approaches emerged such as stigmergy and multi-robotics (Fong, et al., n.d.).
Although robotics are too sophisticated to be used as toys, some manufacturers have actually come up with versions that people can play with. An example that is out in the market is Tekno the Robotic Puppy. Tekno can be considered as a very smart robot especially as it behaves like an 8 year-old puppy. Although Tekno does not respond to speech command, he can be traced using touch sensors. Like a real dog, Tekno has emotions, he can feel aggravated, gets hungry and he actually sleeps (Virtual Pet, n.d.).
Of course, many robotic puppies and other versions have become a basis for the development of interactive toys based on the robotics model. According to Fong, et al. (n.d.), these socially interactive robots fulfill the following characteristics: possessing a social interface; has capabilities to to be socially receptive; and they are generally sociable. It can be observed that usually, these toys take in the form of pets.
Virtual pets have also become a very popular interactive toy. Several years ago, interactive pets such as the Tamagotchi became popular; these toys like the Tamagotchi was basically designed like a key chain but is actually programmed like a handy virtual pet.
These toys, however, function more for recreation and entertainment, and simulation for developmental skills are not necessarily emphasized. Hence, these toys are more directed towards the older market, but its appeal to children are present as well.
Interactive Games
Interactive games usually require the use of a hardware such as a computer, and this hardware does not necessarily have to look like a toy. These interactive games are designed according to the target market and the target skill in which it aims to develop. One of the most popular makers of these learning tools is the electronics company Vtech. These laptops made for kids simulate intelligence and skills such as giving them opportunities to play while learning. The range of these products correspond to age, hence, for instance, products for children from birth to six months can play with interactive telephone toys which respond according to touch. However, kids of higher age groups can play with the educational series such as interactive games that improves spelling and arithmetic skills.
Designing an Interactive Toy or Game
Concept
The main goal of this toy is to develop cognitive skills through colors and images. The aim of this toy is to give the children the opportunity to learn while finding fun and activity in the toy. Parents can be also ensured that the toy is safe, and at the same time, the toy can also encourage interaction between the child and the parent.
In the design for the proposed interactive toy, the following are the formulated concepts that will serve as guidelines of the design:
- The target age group is two years old and above.
- It is an interactive plush toy mat
- The game aims to be simple and not an intimidating piece.
- Color and image are the main themes of the games.
The Design: Interactive Color and Picture Mat
The toy is an interactive mat. This interactive mat is made up of panels representing a specific color and image, and the words are spelled out on each panel. For instance, the mat will look something like the image of a color swatch below, though instead of colors, some panels will have pictures of dogs, cats, birds, a house, a man, a woman, and other common objects.
Beneath the interface the panel is activated through a programmed system. When touched or when a child touches or steps on a panel for three seconds, an interactive voice system will announce the color or the image. The importance as to why the system will require three seconds of pressure and that the first pressure point will be announced first, is so that the child will not get confused and will not hear overlapping information. Hence, when a child steps on Red and then accidentally steps on Bird on the other side, the voice will say “Red” first after three seconds, and then followed by “Bird” in three seconds after the system resets from “Red”.
There are two reasons why each panel represents an audio and a word. Early learners will be able to appreciate to identify an image or color with a sound, and eventually, as they grow older, they can start to use the mat as an instrument when learning how to read. Parents can eventually use the mat to instruct the child such as, when the parent says “Step on the Green”, the child will have to step on the right panel, wait for it, and find out if the right panel is Green or not.
This toy will have a dimension of 4’ x 4’ with 16 panels. The panels are as follows:
Colors: Blue, red, green, yellow, brown, orange, white, black
Images: Bird, fish, sun, moon, house, dog, cat, man, woman
The material is made of plush material that is safe for a child; it is ensured that the material is not an allergen and can be used by those who have respiratory problems. The mat can be operated by a rechargeable battery pack; the battery can last up to three hours of straight use, and can be directly charged through an attachable plug. Cleaning the mat does not require shampooing and can be cleaned by using a vacuum cleaner on low speed.
References
Fogg, B., Cypher, A., Druin. A. & Friedman, B. 1999. ‘Is Actimates Barney Ethical? the Potential Good, Bad and Ugly of Interactive Plush Toys’. Conference on Human Factors in Computing Systems. ACM.
Fong, T., Nourbaksh, I. & Dautenhahn, K. (n.d.) ‘A Survey of Socially Interactive Robots’. The Robotics Institute, Carnegie Mellon University, Pennsylania.
Fontijn, W. & Mendels, P. n.d. ‘StoryToy the Interactive Story Telling Toy’. [Online] Available at:
Oravac, J. 2000. ‘Interactive Toys and Children’s Education’. Childhood Education, vol. 77, no. 2, pp. 81-85.
Virtual Pet. n.d. ‘Tekno the Robotic Dog’. [Online] Available at:
http://www.virtualpet.com/vp/farm/tekno/tekno.htm.