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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Ekō: a Smart Toy for Fun and Active Learning during Outdoor Experiences</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Elisabetta Cusumano</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Giulia Fumagalli</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Ludovica Piro</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Margherita Motta</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Valentina Caiola</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Politecnico di Milano</institution>
          ,
          <addr-line>Dipartimento del Design, Milano</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>The pervasive use of technology, especially screens, is often blamed for children not leaving home. The prevalence of intrusive gameplay paradigms hinders social interaction as well as interest in the natural environment, leading to children's alienation from nature. Ekō is a smart toy that fits into this context by transforming screen-time into an active, educational, and fun outdoor experience. The system is meant for children from 6 to 10 years old and it is designed to stimulate their interest in the natural environment through a slower sensorial activity. Ekō consists of five recorders (see Figure 1), designed to collect natural sounds and an integrated tablet-based system to produce audiovisual content. In this case, technology becomes a solution to encourage children to go out in the open air and explore, without interfering with the central experience and indeed promoting a connection with the natural world.</p>
      </abstract>
      <kwd-group>
        <kwd>1 Smart toys</kwd>
        <kwd>outdoor learning</kwd>
        <kwd>outdoor exploration</kwd>
        <kwd>pervasive games</kwd>
        <kwd>smart object design</kwd>
        <kwd>unobtrusive interaction design</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        As many studies conducted in the last decades have stated, children spend less and less time outdoors
[
        <xref ref-type="bibr" rid="ref5">5, 23, 31</xref>
        ]. Indoor habits not only increase the appearance of medical conditions such as asthma, obesity
and vitamin D deficiency, but they also affect children’s mental wellbeing. This condition has been
worryingly described as “nature deficit disorder” by Richard Louv [20]. Although this definition is
certainly not scientifically compelling, studies such as those conducted by McCurdy &amp; Co [22] and
Clayton [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ], give value to this concern by proving that spending time in a natural environment could
lead to improvement of children’s mental and physical health. Despite that, children are spending less
and less time outdoors due to different factors such as structured school activities, difficulty in accessing
outdoor spaces in urban areas, or safety concerns [16, 17]. In addition to that, technology is frequently
addressed as one of the causes of this disconnection between nature and children [29], as they easily
become addicted to screens, and increasingly spend their free time indoors instead of going outside. At
the same time, it must be noted that technology and nature are not mutually exclusive. It was indeed
claimed that both traditional methods and digital tools can be widely effective in connecting children
to nature in a spontaneous and genuine way [
        <xref ref-type="bibr" rid="ref12 ref2 ref6">2, 6, 12</xref>
        ].
      </p>
      <p>Therefore, technology can be leveraged to stimulate children's interest in the natural environment
and contrast their growing distance from nature. Ekō stems from the need to contribute to this area, as
a result of user-based research. Ekō is an integrated product-service system that offers a playful, creative
and educational outdoor experience, by providing a slower game rhythm for children from 6 to 10 years
old. Ekō is composed of a set of recorders to capture the sounds of nature and an integrated system that
enables children to manipulate recordings to create audiovisual content. The system is made of a tablet
app and a base that is necessary to connect the recorders. Ekō aims at placing itself at the service of
children in their discovery of nature, acting as a go-between nature and their creative spirits.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Background and user research</title>
      <p>
        Technology use is becoming more pervasive even in outdoor settings. As of now, children too have
access to digital devices that they can use to interact with the environment. Various studies have
explored how ubiquitous computing technologies can be used as a tool to enhance nature exploration
with children [
        <xref ref-type="bibr" rid="ref13 ref7">7, 13, 15, 23</xref>
        ]. Such technologies can be used to foster social interaction among children
[
        <xref ref-type="bibr" rid="ref10 ref11 ref14">10, 11, 14</xref>
        ] but also to design of playful educational outdoor activities that can also involve indoor
activities as a follow-up [
        <xref ref-type="bibr" rid="ref1 ref8">1, 8, 29, 25, 26</xref>
        ]. Activities such as these are designed to be part of school
programs or to be used to enhance field trips, but technology can also become a tool to motivate children
to go outdoors in their free time. In particular, in natural settings, Heads Up Games [27], such as Hearbit
[21] or the prototyping platform RaPIDO[28], provide an unobtrusive interaction paradigm that can
foster social interaction and play by not requiring players to interact with a screen. In the following
section, a preliminary study will be presented. The study was conducted to gain insights on the
opportunities that can be offered by a HUG that could integrate both outdoor activities and indoor ones,
to stimulate kids’ interest in the natural environment.
      </p>
      <p>
        The study involved 8 kids aged between 6 and 10 years old. In the first place, the investigation was
conducted to assess the degree of familiarity with the natural environment; and secondly, to understand
what kind of feelings and impressions the kids had regarding the outdoors compared to technological
devices. To collect data, the kids participated in three different activities: a sensory quiz; a sorting card
game, and a brief structured interview. The sensory quiz was designed to evaluate kids’ familiarity with
nature. Furthermore, considering that many devices for nature exploration are based on the sense of
sight [
        <xref ref-type="bibr" rid="ref13 ref14 ref8">8, 13, 14</xref>
        ], we decided to focus this quiz on touch, smell, and hearing to understand if they could
be viable design channels. During the quiz, kids were blindfolded and had to guess what the sample
they were presented with was, either by smelling it, touching it or by listening to an audio track. The
results of the quiz highlighted that sounds are more easily recognized by children, while smells were
recognized the least.
      </p>
      <p>During the sorting card game, instead, we asked them to associate different ideas and feelings with
natural elements and artificial ones, so as to collect qualitative information about their relationship with
the natural world with respect to artificial objects. Lastly, the interview was structured to gather
information on how they prefer to spend their free time, in particular when they are outdoors. Data
collected during these two phases highlighted that kids have a mixed view of the outdoors. When
associating words with outdoor concepts, for example, the most used word was “curious”, but some
regarded the outdoor concepts as “boring”, with one kid commenting that “I do not like it, when there
is nothing to do.” Moreover, during the interview, it emerged that children tend to prefer outdoor
activities, such as biking or going to a playground, to exploring nature itself. Instead, regarding
technology, the sorting card game highlighted that kids view digital devices favourably, associating to
their usage mostly positive concepts, such as “fun.” The interview showed also that while playing video
games is a sought-after activity, when outside they are not compelled to play them, provided that they
have friends or other things to play with.</p>
      <p>The kids’ parents, aged between 35 and 63, were also interviewed to gain insights on their
perspective regarding kids’ attitude towards technology and their daily routine. Interviews with parents
highlighted that they are trying to limit the time their kids spend using digital devices, but also that kids
have few opportunities to explore nature, as children follow various after school activities and it is
sometimes difficult for parents to organize outdoor playtime. The insights collected led us to conceive
Ekō as a system that could motivate children to spend time exploring the outdoors’ sounds, but that
could also double as an indoor educational toy able to stimulate children's curiosity for the outdoors.</p>
    </sec>
    <sec id="sec-3">
      <title>3. Design of Ekō and system architecture</title>
      <p>Following the results of the preliminary study, we designed Ekō as a system focused on the
collection of natural sounds that could be used both indoor and outdoor. In fact, since opportunities to
be outside seemed to be limited, we intended to design a toy that could entice their curiosity for the
natural soundscape even at home, by means of a playful and educational experience.</p>
      <p>The architecture system (see Figure 2) consists of a smart toy that includes five recorders that enable
users to collect natural sounds, as well as an integrated tablet-based system for the production of
audiovisual content, composed of a control base to connect the recorders and a tablet app.
3.1.</p>
    </sec>
    <sec id="sec-4">
      <title>Smart Object Design</title>
      <p>Ekō offers four main functions: natural sounds recording, sounds reproducing, visual feedback and
transmission of data to the tablet app. Natural sounds are collected through five portable recorders (see
Figure 3a) characterized by an essential interface: a START/STOP recording button, a PLAY/STOP
replay button and an intermittent LED light that provides visual feedback on the activity of each
recorder. Transmission of the collected data to the tablet app is made possible through a control base
(see Figure 3b) that allows each recorder to be inserted in one of its five slots. Each slot is associated
with different graphics elements in the composition screen in the app, and the positioning of the
recorders on the base is arbitrary and left completely to the child's free creativity. In other words, the
board serves as a playful dashboard for the composition of audio-visual content.</p>
      <p>The tablet app is structured in four areas: landscape, card, composition, and archive area. The
landscape area (see Figure 4a) acts also as the landing page of the app and depends on the geolocation
system. Its function is to show what natural scenery and sounds children can find near their location.
The interaction with clickable animated elements offered in this section leads to access in-depth cards
(see Figure 4b), where the selected natural element is introduced by a brief description and a sound
sample, that acts as a cue and stimulus for the exploration. The child’s interaction with these first two
areas of the tablet app is fundamental because it acts as a phase of pre-discovery and has a preparatory
function for the real outdoor experience. The composition and archive areas are instead intended for the
post-outdoor experience phase. To access the composition area, sounds recorded must be first uploaded
to the app. To do so, recorders need to be connected to the base. The app, which is synchronized with
the smart object via a Bluetooth connection and RFID tags, detects collected sounds and uploads them
automatically. After this step, in the composition area (see Figure 4c), the user can interact with a visual
scenario made of geometrical elements whose movements are determined by the parameters of the
various natural sounds uploaded. The result of the audiovisual composition is influenced both by the
position of the recorders in the slots and by parameters that can be manipulated thanks to a very simple
interface present in the composition area. Each slot directly controls a category of graphic elements,
such as shapes and colors. By changing the positioning of the recorder, and through the manipulation
of the different parameters, the child obtains a personal and unique composition. Finally, the archive
area (see Figure 4d) is used to store both the collected sounds and the audiovisual compositions
generated. The app is organized around a system of rewards and creative sections aimed at stimulating
the child to leave the home environment and devote time to a slower and more natural listening
experience. Although central to the project, the interaction between the child and the interface is
deliberately limited to certain phases of the experience, acting so as an enhancement of the relationship
between the real world and the digital one.</p>
    </sec>
    <sec id="sec-5">
      <title>4. Comparison with other works</title>
      <p>In recent years a lot of research has focused on technology as a mean to enhance the natural
experience, triggering the birth of products adding “intelligence” through electronics or digital devices
to provide companionship and educational involvement [18].</p>
      <p>
        For example, Nature Passport [24] encourages children to explore, document what they see, share
it, and make memories in nature thanks to activities designed by experts in outdoor play. Instead,
Animal Explorer [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] is a collection of animal sounds, photographs and educational modules. Similar to
Ekō, they promote learning through mobile technologies. However, while the applications use
smartphones and tablets as intermediaries, Ekō purposely distinguishes between the physical experience
and the digital content and aims to make children concentrate only on natural elements while they play
outdoors. Other works, such as DisneyNature Explore App [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ], go for augmented reality with
3Danimated animals materialising in the live camera view. The HCI literature contains other recent
examples of studies that opt for augmented reality and nature combined in education. This prototype
[
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] is an application running on a tablet computer that uses natural markers such as leaves and pinecones
in a game-like nature quiz. Similarly, Yilmaz [30] presents educational magic toys (EMT) developed
with AR technology, including puzzles, flashcards, and match cards to teach children to recognize
animals, fruits, and vegetables. To shape children's experience and to enhance their imagination, Ekō
refrains from using scripted and semi-structured adventures. Instead, it focuses on supporting a form of
curiosity-driven learning and involves exploration without the imposition of rigid plans: in fact,
hypothetically, any existing sound could be recorded.
      </p>
    </sec>
    <sec id="sec-6">
      <title>5. Conclusion</title>
      <p>
        This article introduces Ekō as a smart toy that turns screen-time into an active, playful, and fun
outdoor experience using technology as a leverage to motivate kids to explore and learn in a smart and
educational environment. However, the use of digital devices is limited to a previous and subsequent
phase that remains central to the project, but that does not interfere with the main focus: the opportunity
to stimulate them through the direct interaction with natural elements, as highlighted by this studio [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ].
      </p>
      <p>The project was developed in an academic setting with the purpose of focusing on the design of the
interactive service built on preliminary user research. Therefore, Ekō is still in a prototype version. We
are considering future interventions such as full technical implementations and the evaluation of
functionality by children. Additionally, further investigation will corroborate the impact of the project
on persuading children to go outside and discover the nature soundtrack.</p>
    </sec>
    <sec id="sec-7">
      <title>6. Acknowledgements</title>
      <p>We thank Prof. M. Matera, Prof. G. Parlato and Prof. R. Tassi for supporting us during the project
with their suggestions. We also deeply thank all the children and parents for their willingness to
participate in the research and evaluation process.</p>
    </sec>
    <sec id="sec-8">
      <title>7. References</title>
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