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This study investigates the growing preference of toddlers for smartphones and tablets
over traditional toys despite World Health Organization guidelines recommending limited screen
time for children under five. The research explores toddlers' cognitive and socio-emotional
developmental milestones, their interaction with digital devices, and how these factors influence
their play behaviors. The study also examines why traditional toys fail to capture toddlers'
interest as effectively as smartphones and how technology has shaped toddlers' play over the
years. The research findings will guide the design that reduces phone addiction and promotes
cognitive development. The final design will focus on understanding and addressing the issues of
excessive device usage among toddlers, giving new meaning to digital gadgets in their lives.
keywords: child tangible interaction, smart devices, toddlers, multiple media use
Table of Contents
Introduction.................................................................................................................................................3
Research Methods:..................................................................................................................................4
Literature review.........................................................................................................................................5
Effects on Cognition.........................................................................................................................8
Internet of Toys..............................................................................................................................11
Design Frameworks...............................................................................................................................11
Animistic Design....................................................................................................................................12
Animistic Interactions........................................................................................................................12
Case Studies..........................................................................................................................................13
When Toys Come to Life: Considering the Internet of Toys from an Animistic Design Perspective....14
Interactive Soft Toys for Infants and Toddlers – Design Recommendations for Age-appropriate Play
..........................................................................................................................................................15
References.................................................................................................................................................16
Introduction
The past decade has seen a rise in the utilization of mobile devices across all age groups.
Numerous studies and research endeavors have been undertaken to unravel the mystery of why a
black box has captivated our attention for an extended period and what lasting effects – good,
bad, and unknown- it will leave us with. Another surprising element of this change in civilization
is children's increased usage of technological devices. Nearly half (47%) of the children in the
US were introduced to mobile phones or tablets before 18 months of age, typically between 7
and 18 months (Rosanda et al., 2022). These devices include video games, computers, laptops,
WHO recommendations state that children under five should not spend more than one
hour daily on screen-based activities, while children younger than one should not be exposed to
This project will examine why toddlers increasingly prefer smartphones and tablets to
traditional toys. It will explore toddlers' growth, family life, and why smartphones appeal.
Toddlers "Play" and the change in play through the years will be holistically studied and
observed. It will also discuss worries about kids using phones too much. The research findings
will dictate the design process. By combining research and creative design, the aim is to
understand and tackle these issues, reducing phone addiction, promoting play that supports the
• What are toddlers' cognitive and socio-emotional developmental milestones, and how do
they relate to their interaction with smartphones and other multimedia devices?
• How do the environmental contexts, including family dynamics and daily routines,
influence toddlers' usage patterns and behaviors regarding smartphones and other digital
media?
• How has toddlers' "play" changed over the years, and what does technology contribute to
it?
Digital products –smartphones, TVs, laptops, and computers- are not designed or made to be
used by toddlers. Yet young children are one of their most significant users. Toys and tech
companies have since started integrating technology into toys, too. From talking parrots to
touchcontrolled devices, the market has various options today. One of the examples is the Pyle
Kids Table (Turner, 1973), a tablet specifically designed for kids. However, with its cost at $200,
one will ask why they would buy their child an expensive gadget that can harm their health.
Other smart toys will be analyzed as part of the research to understand how toddlers' "play" has
Research Methods:
Toddlers aged 0-3 will be under study. The research considers the Pakistani context, and
any findings specific to the culture will be shared. A Human-Centered Design Approach was
taken.
The primary research was conducted by selecting four families with at least one toddler aged 0-3.
Interviews with one of the parents were taken, where they were also asked to photojournal their
child's play and interaction with toys and media devices. The main aim of the primary research
was to:
1) Understand the context and content. In what place/setting are mobile devices used, and
2) What do the parents believe related to the usage of these devices, and what is their
The findings helped reveal the design objectives for the ideation and prototyping process. Further
steps will include user testing and focus groups to validate design decisions.
2) Studying the increased use of mobile devices by toddlers in the world and the effects, and
3) To understand how the toy market has evolved with these technological advancements
Literature review
Psychologists like Erikson, Piaget, and Vygotsky have concluded that human life is in different
stages, with different motivations and conflicts at each stage. To understand the development
milestones in toddlers, the stages that covered the ages of 6 months to 3 years were studied to
To fully comprehend the behavior and cognition of children from 6 months to 3 years, it
have proposed multiple theories after extensive research on these developmental stages, stating
in detail the conflicts humans go through in their lives. The stages that covered the target
The conflict Erikson states a child is going through at this age is trust vs mistrust, where
Infants learn to trust that their caregivers will meet their basic needs, while Freud called this
stage the oral stage (Jones, 1953), where the infant's primary source of interaction occurs through
the mouth. During this time, an infant starts to recognize familiar faces and voices, respond to
and make different sounds, and are curious in nature; they also begin to develop attachment to
their caregivers (Rosanda et al., 2022). Studying various milestones, it was also essential to
understand what features of the smart device attract toddlers at different stages. A study showed
that toddlers between the ages of 6 months and one year are most attracted by the colors and
The oral stage extends to this age group, too. The child starts to use simple gestures like
hello and goodbye (Jones, 1953). They start pronouncing simple words like mama and baba and
can explore objects through interactions like hitting and shaking (Turner, 1973). This is the age
where interactions with touch screens also start through touching and scrolling (Rosanda et al.,
2022).
through a spoon, which reflects on how their motor skills are developing (Turner, 1973); hence,
their interactions with a screen also increase, and they can perform hand movements better like
During the third year, the child transitions from representational play to pretend play; they
start developing abstract thoughts with concrete thoughts (Turner, 1973). They can talk about
memories and can understand complex systems. They also can turn the device on and off and
development. For the practical completion of this project, it was essential to understand what
aspects play an important role in child development. Cognitive development occurs because of
social interactions, says Vygotsky (Barnett, 1990), and these interactions happen through play. It
can teach convergent and divergent problem-solving ability and Freud (1955) argued that "Play
allowed the mastery of anxiety-producing events." It also facilitates the child's transition from
concrete to abstract thought processes" (Vygotsky, 1967). Freud also emphasized how the
physical manipulation characteristic of play is more beneficial than visual learning or passive
Human beings are an evolving species. Science has proven how humans evolve through
every generation. The 21st century has seen a rapid increase in digital products, and humans have
adapted to this change readily. However, the effect this change will have on children is often
ignored. And just like every human behavior, children's play has also changed with technology.
To understand the play of the 21st century, let's first understand the toddler of the 21st
century. Our generation is called the digital natives; we have adapted to technology, meaning this
generation has seen life before these devices. However, today's toddler is called a digital native
(Prensky & Chen, 2012). They are born into technology; hence, all their associations are built
with technology and have digital schemas. These devices are second nature because they have
"Linear thought processes now can retard learning for brains developed through game and
Web-surfing processes on the computer. Sure, they have short attention spans—for the old ways
of learning" (Digital Natives, 2012). Their attention spans are not short for games, for example,
These new associations have changed play for toddlers, too. Where once play was
supposed to be calming, it has now turned into fast-paced activities to keep up with the digital
stimuli. Integration of technology into play has also changed its form. Online play and video
games have become very accessible, which has given play a new dimension.
Effects on Cognition
The effects of increased screen time can be broadly categorized into positive, negative, and
unknown.
On the positive side, screen time can contribute to problem-solving, social, creative, and
communication skills. It can aid in developing fine motor skills and encourage literacy and
particularly true for educational content, which can enhance social and language skills for
However, there are also significant downsides to excessive screen time. One of the major
concerns is "nonnormative stimulation," which refers to the rapid pace and atypical sequencing
that can potentially be disadvantageous for cognition and behavior. Fast-paced shows can be
cognitively taxing for children, and the "video deficit" effect suggests that children might miss
out on essential skills they could gain from direct interaction with others (Swidere-Cios et al.,
2023).
Children may be less socially engaged during digital play due to the design of gaming,
which often includes behavioral reinforcement intended to maximize engagement. At the same
time, video gaming may offer some cognitive benefits for children compared to TV watching,
To conclude, while screen time can positively and negatively impact children's
development, it's crucial to balance it with other forms of activity and ensure that it
Phones are designed to be highly engaging due to several key factors. One is the atypical
sequencing of content, which deviates from traditional linear narratives, keeping users intrigued
and engaged. Nonnormative simulations also contribute to this engagement, allowing users to
experience scenarios that may not align with their everyday reality. The element of randomness
adds an unpredictability factor, further enhancing user interest (Metzger & Flanagin, 2008).
Another aspect is the concept of digital natives and multimedia tasking. Digital natives
have grown up in a world where digital technology is the norm, making them comfortable and
adept at using various forms of media. Multimedia tasking refers to the ability to perform tasks
across different mediums, such as text, images, audio, and video. This skill, often developed
through digital interactions, allows for a richer, more immersive phone experience (Greenfield,
2015).
The trial-and-error principle, where users can experiment without fear of negative
consequences, fosters a sense of trust and security. This creates a safe space for users to explore
and learn, contributing to their overall engagement with the device (Metzger & Flanagin, 2008).
Instant visual and auditory feedback is another critical feature of phones. This real-time
response allows users to see and hear the immediate outcome of their actions, providing a
users control over what they interact with when they interact with it, and how they respond to it.
This sense of autonomy enhances user satisfaction and keeps them engaged (Greenfield, 2015).
Lastly, the fast pace of modern life has led to quicker content consumption. Old cartoons,
for instance, were slower paced compared to today's cartoons. This quicker pace caters to our
busy lives, making phones a convenient and enjoyable way to consume content.
Internet of Toys
The toy market may be one of the most intriguing industries. Trends in toys are like other
industries. They are the pop culture of children. Today, the classic toys are the toys that were
there before the introduction of technology, and then there are modern toys with technology that
"The Kids' Market: Myths and Realities" (McNeal, 1999) presents significant insights
into the changing trends in the toy market, mainly influenced by technology. The shift towards
modern and hi-tech electronic toys propels market growth, driven by the adoption of intelligent
toys that use IoT and AI to enhance kids' learning experiences (McNeal, 1999). The rise of mass
digitalization and social networks has opened new opportunities in the market. Additionally, the
growing parental interest in STEM educational toys and the increasing application of AI due to
digital advancements in toys drive the expansion of the kids' toys market (McNeal, 1999).
Design Frameworks
Child-friendly tangible interfaces and the Internet of Toys (IoT) are revolutionizing how
children interact with technology. Tangible interfaces, which involve physical objects children
can touch and manipulate, offer an alternative to traditional graphical user interfaces (GUIs).
They can particularly benefit children with learning disabilities, providing a more engaging and
activities, offering play, fun, and activities. They can stimulate cognitive development and
promote motor skills, as children must coordinate their motor commands to reach for objects
(Kuenz, 2000).
On the other hand, the Internet of Toys (IoT) involves connecting everyday objects to the
Internet, enabling them to collect data and communicate with each other. This technology opens
up a world of possibilities for children, allowing them to explore and experiment with technology
in a safe and controlled environment. IoT toys can provide children with valuable learning
experiences, teaching them about concepts such as coding, problem-solving, and collaboration
significant shift in how children interact with technology. They offer a more engaging,
interactive, and educational approach that can support children's development and learning
needs.
Animistic Design
Animistic Interactions
Animism in design refers to attributing human-like characteristics to non-human entities,
particularly technology. This approach suggests a shift from user-centered design towards
considering the entire environment in which our artifacts operate. An essential aspect of animistic
(Davies, 1984). An example is the AniThings project (Davies, 1984), where devices with
contrasting personalities interact autonomously. Despite not imbuing devices with real AI,
animism serves as a helpful metaphor for interaction design, acknowledging the agency of
nonhuman actors and promoting a reevaluation of our interaction with technological objects
Animistic Design in Toys
Animistic design can be effectively applied in toy design, creating a unique play
experience that goes beyond the physical interactions of children with the toys. This approach
assigns personality traits to toys, making them feel alive and responsive to the child's actions. For
instance, a toy robot could display different emotions based on how it's treated, mimicking
human behavior and responses. This can make the play experience more engaging and
immersive, encouraging children to develop a deeper emotional connection with their toys
(Jiyoung Ko, 2017). Furthermore, by giving toys a sense of identity and autonomy, animistic
design can stimulate creative thinking and problem-solving skills, as children may need to figure
out how to interact with these quirky characters to achieve specific goals. In this way, animistic
design in toys can serve as a tool for learning and development, providing children with a rich
Case Studies
The aim was to find the most recent papers; hence, papers published in 2018 and after were
prioritized, excluding one published in 2016. The insights are discussed below.
Four case studies of projects like this were thoroughly analyzed, using the insights to further the
(Hong, 2019)
2) When Toys Come to Life: Considering the Internet of Toys from an Animistic Design
3) Interactive Soft Toys for Infants and Toddlers – Design Recommendations for
Ph.D. research, published in 2019, explores how children adopt and utilize interactive toys in
symbolic and social ways and what interactional design features contribute to their playful
experience within a pretend play context. The paper generally focuses on pretend play, defining
it as a common type of free-play behavior in young children. It has long been appreciated as an
activity essential for physical and cognitive development. The age group targeted was 3-7,
which is out of my project's range, but the researcher's design process was analyzed.
Imagitable, a prototype of an activity table, was tested to gather insights. The conclusion
stated that pretend play helps with cognitive and physical development and that augmented
reality provided the children with a broader range of outcomes of different pretend scenarios they
When Toys Come to Life: Considering the Internet of Toys from an Animistic Design
Perspective
This paper investigates whether and how an animistic design perspective can foster a
fruitful exploration of the design potentialities of connected toys. Three different prototypes were
tested, and a conclusion was drawn out. The paper talks about "unexpected interaction outcomes"
concerning animistic design and interactive toys, stating that children embrace uncertainty during
pretend play. This is an essential characteristic of animistic design "to fit a messy, serendipitous
For designers working on interactive toys, emphasis is placed on the environment the toy
creates more than the toy and that it should stimulate children's intellectual and bodily
engagement rather than replacing it. The physical and spatial properties of connected toys are
fundamental aspects that rely on children's creative thinking to construct an idea space, exploring
various possibilities for interactions. Parents and other socialization agents also believe that
connected toys' physical and spatial properties provide new opportunities to get children moving
Interactive Soft Toys for Infants and Toddlers – Design Recommendations for
Ageappropriate Play
This case study relates closest to this project. It provides guidelines for designers
designing toys after user-testing a prototype with toddlers. The prototype is a soft book with
different textures, actions, and feedback possible for toddlers. After observation and interview
1) Simple, one-step interactions for toddlers due to their limited attention and memory
capacities.
interaction methods with controlled variability can extend a toy's appeal while promoting
3) Interactive toys should enhance familiar interactions subtly, like children's intuitive
4) Repeating predictable actions reassures and reinforces learning, while digital effects
should align with real-world experiences, supporting children's familiarity with the
physical world.
5) Parents stressed the need for calm, non-flashy outputs and a mandatory off-button due to
References
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