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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Designing Phygital Artefacts With and For Young Children⋆</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Muhammad Bilal Khan</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Free University of Bozen-Bolzano</institution>
          ,
          <addr-line>via Buozzi 1, 39100 Bolzano</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2026</year>
      </pub-date>
      <abstract>
        <p>Storytelling with physical artefacts provides young children with opportunities to explore and express their creativity. Phygital artefacts-physical objects imbued with embedded physical computing technology- further expand children's expressive potential, providing multisensory experiences and opportunities for storytelling. This research focuses on enabling children aged 5 to 8 years to engage in storytelling using phygital artefacts, while empowering educators to tailor the interactions of those phygital artefacts via a companion software application. In parallel, the study examines the usage context and the physical computing materials necessary for creating such a toolkit. This involves identifying and empathising with primary users and understanding how storytelling activities are conducted with diferent artefacts in educational settings. A literature review underpins the research, and expert-based studies were conducted with educators and other domain experts, followed by user studies with pre-school and primary school children in educational settings. Insights from the literature and user studies yielded user requirements, which informed the technical decisions made for the toolkit, including the selection of an appropriate microcontroller as well as the necessary sensors, actuators, and power requirements, along with the development of its companion software application.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction and Background</title>
      <p>
        Storytelling is an “important and developmental arena for children” highlighted by Cassell and Ryokai
[
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. More importantly, storytelling enhanced with physical artefacts provides diverse interaction
possibilities for children.
      </p>
      <p>
        Rapid advancement in technology, including the development of physical computing boards, for
instance BBC Micro: Bit, Adafruit Circuit Playground, and Espressif ESP32 has expanded the spectrum
of children’s expressive potential, allowing for the construction of various phygital artefacts for their
storytelling [
        <xref ref-type="bibr" rid="ref2 ref3 ref4">2, 3, 4</xref>
        ]. Moreover, the board’s IoT capabilities enable educators to use dedicated software
applications to tailor and modify the behaviour of phygital artefacts without writing code [
        <xref ref-type="bibr" rid="ref5 ref6 ref7">5, 6, 7</xref>
        ].
      </p>
      <p>
        Phygital artefacts open doors to multi-sensory experiences, for instance, Mobeybou and I-Theatre
use screens that allow young children to create and narrate stories open-endedly, leveraging tangible
blocks coupled with RFID readers [
        <xref ref-type="bibr" rid="ref8 ref9">8, 9</xref>
        ]
      </p>
      <p>
        In the work by Raposo et al., children animated a given story by animating puppet characters of the
story, “indirectly, apprehending the fundamental concepts of input, output and processing of physical
computing” [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]. Middle school children co-designed artefacts with “glitchy” embedded electronics,
which promotes collaboration through storytelling [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ].“StoryMat” is arguably the best-known that
supports open-ended play. It uses a quilt like soft mat, an infrared transmitter and receiver, to record
children’s stories and movements, for sharing them later on with other children through a projector [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ].
Other notable examples, albeit for older children, include card-based toolkits IoTgo and SNaP, which
allow them to design and develop their phygital artefacts via a software application by arranging
sensors, actuators and cloud services cards, to achieve a shared goal [
        <xref ref-type="bibr" rid="ref12 ref13">12, 13</xref>
        ].
      </p>
      <p>In other words, phygital artefacts allow children to use touch, sound, and movement to create
engaging, open-ended storytelling experiences [14]. Aligned with constructionism, which maintains
that young children can grasp concepts better through the creation and sharing of meaningful objects,
children can hone not only their open-ended storytelling abilities by playing with these phygital
artefacts but also their Science, Technology, Engineering, and Mathematics (STEM) skills [15].</p>
      <p>End-user development (EUD) research focuses on designing software applications for
nonprogrammers, including both children and educators [16, 17]. Teachers and educators often lack
the programming competencies–and the time and motivation– required to code the behaviour of
phygital artefacts [17, 18]. Providing a dedicated software application that allows them to modify the
behaviour of the phygital artefacts without coding can lower technological barriers and increase its
adoption [19, 20].</p>
      <p>In line with the existing literature that emphasises open-ended storytelling and EUD, this work
focuses on investigating the design of a toolkit that allows children to express their stories through
phygital artefacts open-endedly. In parallel, the work hereby reported examines the usage context and
the physical computing materials necessary for creating such a toolkit, along with a companion app,
to be adopted by teachers and educators. This involves identifying and empathising with the primary
users of the toolkit, and understanding how storytelling activities are conducted with diferent artefacts
in pre-school and primary school settings.</p>
      <p>This paper is organised to provide a structured overview of the research process and expected
outcomes. Section 2 outlines participants and the main research questions guiding this work, followed
by Section 3, which provides an overview of the overall research methodology that will be employed to
answer these questions. Lastly, Section 4 outlines completed and future work.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Participants and Research Questions</title>
      <sec id="sec-2-1">
        <title>2.1. Research Questions</title>
        <p>The overall goal of this research is to explore the impact and opportunities of storytelling phygital
artefacts-based toolkits. Children using the toolkit are early-year primary school children (5–8 years
old in general). Answering the following research questions will help meet the goal.
RQ1. What are the available toolkits for storytelling?
• What are their strong points?
• What are their limitations?
RQ2. What are children’s interactions with storytelling phygital artefacts?
• What is children’s experience with storytelling phygital artefacts?
• What are children’s expectations for storytelling phygital artefacts?
RQ3. What are design guidelines for future storytelling phygital artefacts-based toolkits?</p>
      </sec>
      <sec id="sec-2-2">
        <title>2.2. Participants in Research</title>
        <p>In addition to researchers, several users are involved in the research. The primary users of the storytelling
phygital artefacts-based toolkits are children from the last years of pre-school and first years of primary
school (5–8 years old). The other secondary users are their teachers.</p>
        <p>In future, other users may be school children, older than 8 years old, who learn how to program the
behaviour of the phygital artefacts. Further, young children with intellectual disabilities (ID) may also
be considered in future studies.</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>3. Methodology</title>
      <p>This work plans to use a Research through Design (RtD) methodology. The basic idea of RtD is to
understand the problem and its context and use design skills to create phygital artefacts-based toolkits
that solve the problem. It is a cyclical process of creating, reflecting, and refining until a satisfactory
solution is found [21, 22].</p>
      <p>The common goal of RtD is to promote the value of design activities to produce knowledge, specifically
those activities involving prototypes. The emphasis is on the importance of creating prototypes,
reflecting on their impact, and discussing and analysing their efects, sometimes even their creation
process [23, 24]. In RtD, it is important to make sure that the design process is thoroughly documented,
encompassing all stages involved [24].</p>
      <p>Research through design consistently generates knowledge through prototypes [25]. Historical
examples were highlighted by Zimmerman et al. and complemented by Giaccardi in their studies, such
as “Keller’s Cabinet”, “Grove’s Drift Table” and “Wensveen’s Alarm Clock”, explain the concept of
producing knowledge leveraging prototypes [26, 27, 23].</p>
      <p>The RtD process in my PhD begins with a thorough context-of-use analysis, aimed at answering the
RQ1 research question. An initial systematic literature review was conducted to explore the available
toolkits, their strengths and limitations, and to understand how storytelling activities can drive the
evolution of phygital artefacts for the primary users of the research [28]. Furthermore, the initial
literature review was extended to cover for most recent works.</p>
      <p>The RtD process continues with knowledge acquired through the context-of-use analysis, guiding the
design of phygital artefacts for the research. Specifically, insights from the literature review enable us
to generate initial design concepts that support the iterative evolution of phygital artefact-based toolkit
through storytelling-driven interaction. These concepts were then converted into phygital artefacts and
deployed in real environments such as schools and workshops; children first experienced the phygital
artefacts and later imagined their future phygital artefacts. The phygital artefacts were then iteratively
refined based on feedback and analysis gathered from the studies, along with suggestions from the
ifeld experts. In other words, the phygital artefacts were used in the field to answer the RQ2 research
question.</p>
      <p>Furthermore, understanding the context of usage and identifying necessary materials for constructing
the toolkit, facilitated its practical implementation and provided insights for future research guidelines,
thus addressing the RQ3 research question.</p>
    </sec>
    <sec id="sec-4">
      <title>4. Contributions</title>
      <sec id="sec-4-1">
        <title>4.1. Completed Work</title>
        <p>The work started with an initial systematic literature review [28], followed by an extended literature
review to account for recent and relevant publications. The design and development of phygital artefacts
used in this research work have been shaped through a series of participatory workshops with pre-school
teachers and children, listed in Table 1. Initially, two phygital artefacts were designed and developed
based on the recommendations from the literature and two short-term field studies. Further phygital
artefacts were refined in terms of technology and aesthetics based on the insights from the field studies
in a summer camp with pre-school children. Finally, a phygital artefact was co-designed by pre-school
children in a series of four bi-weekly workshops at a local pre-school and was named “Strichpiano”.
Further, phygital hats were developed based on the insights and recommendations of the field studies
and used in children’s storytelling workshop at the atelier [29].</p>
        <p>Date
June 2024
July 2024
Aug 2024
Sept–Oct 2024
Nov 2024</p>
        <p>Context
Short-term workshop 1 at pre-school
Short-term workshop 2 at pre-school
Summer-camp workshop
4 bi-weekly workshop at pre-school
4-day “Hat Atelier” workshop</p>
        <p>Children
4
—
18
11 (avg)
15 (avg)</p>
      </sec>
      <sec id="sec-4-2">
        <title>4.2. Ongoing and Planned Work</title>
        <p>The analysis of the literature and data from the field studies–including children’s interactions with
phygital artefacts and their ideas for future artefacts–provides the basis for designing and developing a
toolkit that supports open-ended storytelling. The toolkit has been developed and is currently in the
testing phase. In parallel, a software companion app was designed to allow users, such as teachers and
educators, to adopt the toolkit and modify the behaviour of the phygital artefacts without writing code.
Once the initial tests are concluded, it will be evaluated in the field with pre-school children and their
teachers. Subsequently, it will be extended to test and evaluate with young children with intellectual
disabilities and their therapists and caregivers.</p>
        <p>Currently, we have had three papers accepted and published, one more is under review, and we
are drafting another two. Looking forward, we will continue to share our research through reputable
conferences and journals.</p>
      </sec>
      <sec id="sec-4-3">
        <title>4.3. Acknowledgment</title>
        <p>This research work is supervised by Prof. Rosella Gennari and Prof. Alessandra Melonio. It is funded
by the PNRR scholarship.</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>Declaration on Generative AI</title>
      <p>During the preparation of this work, the author used Chat-GPT-4 in order to: Grammar, spelling check
and paraphrase. After using these tool/service, the author reviewed and edited the content as needed
and takes full responsibility for the publication’s content.
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