KEYme: Multifunctional Smart Toy for Children with Autism Spectrum Disorder
Abstract
:1. Introduction
2. Background: Interactive Smart Toys Dedicated to Children with ASD
3. Methods
4. KEYme: Design and Development
4.1. Design Problem Analysis
- Design a product as game-based assistive technology. It should enhance and work on different skills of children with autism while being fun, safe, age-appropriate and attractive. Target market and user group: children aged 3–12 years old with ASD and potential playmates (parents, guardians, therapists, teachers or typically developing children).
- Develop a multifunctional toy, including in the same product the satisfaction of various needs of ASD grouped in (i) communication and social interaction and (ii) flexibility of thought and behavior. This will allow the product to be flexibly adapted to solve specific problems of each type of disorder and child, or what is the same, it can be used by users of different ages and degrees of autism [1].
- Develop an interactive and smart product that allows for mutual interaction between object and users (children with ASD and potential playmates—parents, guardians, therapists, teachers or typically developing children) and encourages purposeful tasks. The product must be self-contained, as it embeds the interactions within the physical structure, creating an interactive environment of its own.
- Develop game sequences that integrate sensory, motor (sensory-motor stage) and cognitive activities (preoperational and concrete operation stages) in the same device. The objective is to work on different skills, specifically, to improve non-verbal (sensory-motor stage) and verbal language through social and symbolic imitative play (preoperational stage), improve social interaction (preoperational and concrete operations stages), to work on emotional reciprocity and flexibility in routines (concrete operations stage) and to reduce frustration due to failure during the game.
- Prioritize the use of imitation in play sequences to improve the interaction between the child with ASD and the playmate.
- Develop a collaborative product to be used as a facilitator of social interaction and to improve the cognitive, motor and sensory skills of children with special needs.
- Develop an adaptable product to different contexts of use: indoor (game rooms, home or school) and outdoor environments.
4.2. Needs and Functions Definition
- Improve playmate-child with ASD relationships (N1).
- Sensory stimulation (N2).
- Improve gross and fine motor skills (N3).
- Promote shared actions linked to feelings of enjoyment, interest and common goals (N4).
- Reduce levels of frustration in the game (N5).
- Increase emotional and social reciprocity (N6).
- Facilitate learning about changes in game turns (N7).
- (1)
- Physical accessibility: it includes all anthropometric adaptations (static or dimensional and dynamic or mobility).
- (2)
- Cognitive accessibility: functions and elements of the product are adapted to the processing, understanding, semiotics, learning and decision-making of a user with ASD.
- (3)
- Sensory accessibility: it assures that the perception of the product is comfortable, intuitive and adapted to the perceptual peculiarities of a user with ASD.
4.3. Conceptual and Detail Design
- -
- Mode I: Seesaw.
- -
- Mode II: Multikey. Keyboard games with visual and auditory reinforcement, making use of colored lights and musical sounds:
- Submodality I: sequence and simultaneous pressing game, where one player imitates another by pressing keys of the same color.
- Submodality II: turn-based sequence and memory game.
- Submodality III: musical game, each key produces a sound.
- -
- Mode III: Tunnel with visual reinforcement.
- -
- Mode IV: mobility enhanced with stimulation using touch spheres of different textures.
- Height: the keyboard games are played standing or sitting; the product must allow players to reach the keyboard. The 5th percentile of girls was selected.
- Hip width, buttock-popliteal length and shoulder width: since the seesaw and tunnel are intended for younger children, maximum measurements were selected for 7 years, in this case, the 95th percentile of girls.
- Weight: older children must be able to sit or climb on the toy; moreover, the product must also support older playmates. The 50th percentile of weight was selected for 12-year-old children.
4.4. Interface Design, Human-Product Interaction and Usability
4.5. Smart Product
- Submodality I: sequence and simultaneous pressing game, where one player imitates another by pressing keys of the same color: being a game based on empathy, the child must be fully aware of his actions as well as his playmate’s to be able to press the same color at the same time.
- Submodality II: turn-based sequence and memory game: the child must again not only be fully aware of his own moves but also his playmate’s. The awareness is achieved through memory.
- Submodality III: musical game, each key produces a sound: different sounds are used together with lights responding to keystrokes. This helps the child become aware of their actions.
- Sensory-motor stage: In this first stage, simple reflexes, actions and movements are the main activities of children. Language is yet not present, and object permanence is not developed. KEYme’s game modes that belong to this stage are Mode I and Mode IV.
- Preoperational stage: Symbolic functioning and language acquisition are the main characteristics. Therefore, cognitive processes are mostly emphasized, though behavioral processes can also play an important role at first. In this stage, creativity and imagination should also be emphasized for children. Using smart toys for collaborative purposes should be implemented from this stage forward. KEYme’s game modes that belong to this stage are Mode II—Submodality III and Mode III.
- Concrete operations stage: The concrete operations developmental stage involves children’s ability to engage in calculations, rational relations and numerical activities. This is also the stage at which children become capable of classifying objects according to similarities and differences and serializing according to size and weight. KEYme’s game modes that belong to this stage are Mode II—Submodality I and II.
- Challenge: Activities should challenge learners in order to motivate them intrinsically [66]. Smart toys that provoke behavioral or cognitive tasks provide possibilities for challenging and motivating children. This dimension is mostly explored in the concrete operations stage, more specifically in Mode II—Submodality I, as it requires higher concentration and coordination from the child, and Submodality II, as it is the one that requires more memory.
- Curiosity: It is the most effective component in motivating learners intrinsically. Several smart toys provide open-ended features that allow children to explore new facets of play and increase curiosity. This dimension is explored in all the different developmental stages through the different activities, thus implemented in every game, as all of these modalities allow for a different result every time they are played, depending on how the game develops.
- Control: Activities should give a powerful sense of control to learners to provide a successful learning experience. Some smart toys allow the child to take control of the toy itself to conduct purposeful tasks [66]. This dimension is mostly explored in the preoperational and concrete operations stages more specifically addressed in Mode II—Submodality I and II, in which the games require the user to make decisions and take the leading role.
- Fantasy: According to Cassell and Ryokai, “Fantasy play allows children to explore different possibilities in their life without the risk of failure and frustration from unexpected events” [67]. This dimension is mostly explored in the sensory-motor and preoperational stages. In this case, it is explored through the multifunctionality of the product and the multiple positions in which it can be placed, as well as through Mode II—Submodality III, in which the child can improvise.
4.6. Design Verification
- Visibility: the interface elements are visible, recognizable and accessible.
- Feedback: real-time synchronization between user and product; adequate information on the current and future sequences of actions.
- Affordance: perceived and actual properties of an object that give clues to its operation.
- Mapping: clear, obvious and intuitive relationships between controllers and their effect on product performance.
- Constraints: the controllers and interface design reduce error by adequately preventing some movements.
- Consistency: interface guides the learning process with similar operation and use of elements for achieving similar tasks.
- Reinforcements: adequacy of interface feedback stimuli.
5. Discussion
6. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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Functional Requirements | Needs | Smart Product | ||||||||
---|---|---|---|---|---|---|---|---|---|---|
Major | Secondary | Num | N1 | N2 | N3 | N4 | N5 | N6 | N7 | |
STRUCTURE should allow | Your own mobility and displacement. | X | The child must be able to change the environment/modality based on his/her wishes. | |||||||
User movements on it (swing, tunnel, climbing) with the aim of improving gross motor skills. | X | Feedback from the toy should be clear, explicit and easily understood by the child. | ||||||||
Included components should allow for multiple movements to improve fine motor skills. | X | |||||||||
MATERIALS | Stimulate the perceptual system with different textures adapted to hyper and hypo sensitivity. | X | X | X | Visual design according to the content, objectives and goals. | |||||
GAME MODES should include | Collaborative, aimlessness, not-sexist and not-violent. | X | X | X | X | X | X | X | Optimal number of game modes: too many variations affect attention and concentration. Toys should allow children to play collaboratively. | |
Cooperative sequences for problem resolution. | X | X | X | X | X | X | The child must be aware of the results obtained from the toy. Avoid dead time; reduces concentration. | |||
User-product INTERACTION INTERFACE Information should be reinforced simultaneously by visual and auditory stimuli | Safe and comfortable stimuli adapted to the child’s perceptual characteristics. | X | Feedback given by the toy should be clear, explicit and easily understood by children. | |||||||
Musical sounds and lights combined with body movements and force generation (key pressure) to reinforce imitation tasks. | X | X | X | X | X | X | X | Background music can optionally be used to attract attention. Show dynamic content. “Help” screen before starting to play. The virtual environment must be interactive, and children must be able to change the environment based on their wishes. It must be easily controlled. There must be immediate feedback from the toy. | ||
Informative and intuitive interface. | X | X | X | |||||||
Reinforcement stimuli for the performance of tasks. | X | X | X |
General Requirements | Specific Requirements |
---|---|
Physical accessibility (adapted mobility characteristics) | Comfort and ergonomic adaptability for an age range 3–12 years old through a variety of body positions and ranges in the use of the product (crawling, sitting, standing, sliding or kneeling). |
Simple instructions on information exchange. | |
The interface should include control elements grouped according to function, easily distinguishable by shape, color, size and movement (press, turn or slide). | |
Safety: the dimensions and shapes of the product allow balancing actions while preventing tipping. The structure of the product ensures a non-slip grip to the ground and compressive strength. The surface of the product does not pose a risk of shocks, cuts or other damages. | |
Sensory accessibility (characteristics that assure the correct perception of environmental factors and information about the environment) | Tactile, visual, auditory and proprioceptive stimulation through a variety of elements of different sizes, shapes and materials. |
Comfortable, safe stimulation adapted to hyper-hypo sensitivity. | |
Improve attention processes through keyboard-guided imitation tasks (with mirrored keys). | |
Reinforcement of the action sequence on the keys through pressure, auditory and visual stimuli. | |
Cognitive accessibility (adapted processing, understanding, learning and decision-making characteristics in the task) | Adaptation to different ages according to learning level and degrees of autism with game modes I to IV. |
Custom game modes designed for ASD (I to IV). | |
Reinforcement of information processing (success in tasks) with an automatic response from the product to user failures. | |
Facilitate the game sequence with an automatic response from the product for each change in game turns. | |
Facilitate the interpretation of the game through multisensoriality. | |
Automatic collection of relevant data from the game experience. | |
Technical and economic feasibility | Affordable product. |
Low cost of electronic platform. | |
Free-use electronic platform. | |
Reduced manufacturing costs and times. | |
Affordable product. |
Component and Number (See Figure 4) | Units | Material | Function |
---|---|---|---|
Base module (1) | 1 | HDPE. PVC-coated foam | Main structure. |
Support module (2) | 1 | HDPE | Covers tunnel wiring; keyboard structural element and trim. |
Keys: structure (3) and cover (4) | 18 18 | PET PET | Mirrored according to color. Structural element for the led strip and push buttons. |
Safety cover for battery (5) | 1 | HDPE | Allows access to battery. |
Spheres (6) interchangeable sets according to type of sensitivity | 8 | Nylon, cotton velvet, beechwood, cork, artificial grass, silicone, leather, felt, polyurethane foam | Tactile stimulation; support elements for climbing and sliding. |
Countersunk screw M6, 12 | 58 | Steel | Joining elements. |
LED strips: 25 cm (7) | 20 | - | Light actuators activated with buttons (9); light up: keyboard in mode 2 and sides in sub-game 2.2. |
LED strips: 1 m (8) | 2 | - | Light actuators: they are activated when the product is turned over and when the photoresistor (7) registers a light intensity lower than the set value. |
Buttons on keys (9) | 18 | - | Touch sensors located under the keys (4); activate the LEDs (7) and passive buzzer (12). |
On/off button (10) | 1 | - | Turns the product on and off. Input touch sensor. The ON position activates the rest of the sensors (9, 11, 13, 14). |
Game selection switch (11) | 1 | - | Game selection in mode 2. |
Passive buzzer (12) | 1 | - | Sound actuator. Loudspeaker that plays the tunes on, off and melodies from game mode 2. |
Light sensor: fotorresistor (13) | 1 | - | Analog input light sensor; detects incident light intensity on the surface of the legs; when the product is turned over, it sends a signal to activate the tunnel LEDs (8) in mode 3. |
ESP32 board (14) | 1 | - | Board for programming the toy. Requires programming software. |
Stabilizing feet (15) | 4 | HDPE | Anti-tip and anti-slip stabilizing feet. |
Mode | Objective | |
---|---|---|
Mode I. Seesaw | The child sits on the module with the keys facing up and swings side to side. This mode will favor gross motor skills. | |
Mode III. Tunnel | Turning the toy over and pressing the on/off button will turn the inside lights on. As long as the module is in this position, the rest of the modes are automatically off. | |
Mode IV. Touch Spheres | Two interchangeable sets of spheres according to the type of sensitivity (hypo or hyper) for sensory stimulation and development of fine motor skills. In addition to this, the spheres allow easy climbing and sliding on the base module structure. |
Sub-Game Modes | Interaction with Smart Product |
---|---|
Simultaneous sequence (position 1 on the interface). A child plays the leading role, and the partner must imitate him/her. It enhances the understanding of role changes in the game, among others. | The user selects option 1 on the interface (a). One of the players presses a key (b), while the partner imitates those moves. In case of a hit (both players press the same color and position), both keys will light up and a melody will be played (c); in case of failure, the melody changes, and there will be no visual reinforcement. |
Sequence and memory (position 2 on the interface). The two playmates will sequentially press different keys that they must remember in their next turns, creating a sequence of keystrokes that will become more complex as the game moves forward. It helps to identify shared feelings of enjoyment, interest and goals. | The user selects option 2 on the interface (a). The turns are identified by tuning on lights on the side of each player’s interface (b). In turns, each playmate presses a key (which activates lighting and a musical sound). In the following turns, each player must remember the sequence and add a new key (c). If the sequence is incorrect, a melody will be played, and the player will have a number of chances to get it right. The game ends with the restart or change of mode. |
Musical (position 3 on the interface). Turns the toy into a musical and light keyboard. It favors the ability to improvise, among others. | The user selects option 3 on the interface. The keyboard produces musical sounds and with each keystroke, the key lights up. This mode can be individual or collaborative; there are no turns, and players can use the keyboards simultaneously if they wish. |
4 non-slip and anti-tip feet can be set up by releasing the snap-fit. These elements ensure that the structure does not move during mode II. |
Product Functions | User Activities | ||
---|---|---|---|
Functions | Subfunctions/Functional Requirement (Table 1) | ||
Turn toy ON | Toy ON/ | Press ON/OFF button | |
“Hello” melody sounds | Check if toy is ON | ||
Game selection | Game mode selection | Choose game mode | |
Sub-game selection | Choose sub-game using the switch | ||
Game Mode I: Seesaw | Allows for sitting | Sit down Check posture | |
Allows for swing | Swing | ||
Game Mode II: Keyboard Games | Sub-Game 1: Simultaneous sequence. | Allows for keystrokes | Stand up Verify posture Decide on roles Press key |
Recognizes if players press at the same time | Imitate playmates’ moves Check if we are pressing the correct key | ||
Two keys of the same color light up | If both players press at the same time | ||
“Correct” melody sounds | |||
“Miss” melody sounds | I players don’t press at the same time | ||
Sub-Game 2: Memory game | Turn LEDs light up | Check whose turn it is Wait for playmate to press a key | |
Allows for Keystrokes | Stand up Verify posture Press key | ||
Memorizes the sequence | Remember sequence | ||
Key lights up | If sequence was correctly entered | ||
“Correct” melody sounds | |||
“Miss” melody sounds | If sequence was wrongly entered | ||
Sub-Game 3: Musical | Allows for Keystrokes | Stand up Verify posture Decide which key to press Press key | |
Key lights up | |||
A music note sounds | |||
Game Mode III: Tunnel | Allows for turning toy upside down | Turn toy upside down | |
Recognizes when the toy is upside down through incident light | Check position | ||
Tunnel lights up | Check lights | ||
Allows for crawling inside | Verify posture Crawl | ||
Recognizes when the toy is facing up through incident light | Check position | ||
Tunnel lights off | Check lights | ||
Game Mode IV: Touch Spheres | Allows for the child to feel different textures | Touch spheres with hands and fingers (squeezing, pressing, pushing and grasping) | |
Allows for climbing | Climb | ||
Allows for sliding down | Slide down | ||
Turn toy OFF | Turn OFF manually | Push ON/OFF button | |
Turns off automatically after 15 min | Wait for toy to turn off | ||
“Goodbye” melody sounds | Check toy is OFF | ||
LEGEND Categorization of User Activities | |||
Action: include attention, perception, decision making and action | |||
Checking: include attention, perception and evaluation of own task and product state | |||
Retrieval information of product: include attention, perception, decode information and interpretation | |||
Communication (with product): include attention, perception, decision making and data communication | |||
Selection: include attention, perception and decision making between two or more options |
Characteristics of Smart Toys | Functions and Characteristics Embedded in KEYme | |
---|---|---|
Purposeful tasks as the main function. | Multifunctional toy. Focused on cognitive, social and behavioral skills. | |
Tasks can be categorized | Behavioral | Modes I, III, IV. |
Cognitive | Mode II. | |
Raise awareness about actions. | Submodality I: empathy and imitation as basis of the game; lights and sounds. Submodality II: memory; lights and sounds. Submodality III: lights and sounds. | |
Interaction modalities | Child-child interaction | Mode II—Submodality I and II. |
Child-toy interaction | Mode I, III, IV. Mode II—Submodality III. | |
Reinforce instructions with interactivity. | Feedback: lights, movement and sound to guide the child. | |
Focus on different developmental stages | Sensory-motor stage | Modes I, IV. |
Preoperational stage | Mode II—Submodality III. Mode III. | |
Concrete operations stage | Mode II—Submodalities I, II. | |
Specific functions: easy to use for play. | (1) Sounds to express changes of state in the product. (2) Lights and sound to express hits and misses. (3) Lights to help the child understand the turns. (4) Tunnel lights to reinforce how the toy must be used. | |
Intrinsic motivation components | Challenge | Mode II—Submodality I and II: concentration and memory. |
Curiosity | All different modalities: different results every time. | |
Control | Mode II—Submodality I, II: make decisions, leading roles. | |
Fantasy | Multifunctionality: multiple positions.Mode II—Submodality III: improvisation. |
Basis | Usability Analysis | Improvements on Final Design |
---|---|---|
Visibility | All interface elements are visible while the toy is facing up. When turned over, the keys are hidden to prevent them from being pressed in tunnel mode. The design is safe. | |
Feedback | It is done with visual, perceptual and proprioceptive stimuli; feedback is correct except for (1) on/off, (2) game turns and (3) game misses. | Add sound and light for power on. LED strip is added as a “shift in turns” indicator. Melodies are added for error identification. |
Affordance | All the affordance used has an intuitive meaning that is easy for the user to understand. | |
Mapping | (1) There may be errors during turn on and selection of game mode. (2) The action-reaction consistency of musical sounds is not adequate. | (1) A 3-position touch switch is added for game mode II; this is independent of the on/off switch. (2) Pitch rise (musical sound) is set from left to right and bottom to top on the keyboard. |
Constraints | Correct. They reduce the probability of human error. The interface helps to focus attention on the tasks and the product with different simultaneous stimuli; it avoids unwanted actions thanks to the design of buttons with mechanical restriction and helps to reduce errors by restricting the type of interactions that the user can carry out. | |
Consistency | Aesthetic, functional, internal and external consistency is correct. The grip, movement and stereotype patterns are correct. | |
Reinforcements | Correct. Through visual (light and color), auditory (musical sounds) and proprioceptive (textures, movements, grip, pulsation, pressure and force generation) stimulation. | |
Working memory use | Game mode II is the most complex and requires user training (sequence, memory and music). As its objective is to improve the capacity of sequential memory (remembering, while imitating and respecting the given order), in this mode short-term memory makes more effort (it stores more information as the game turns progress). For this reason, user-product interaction was reinforced with visual, auditory and proprioceptive stimuli. | |
Automatic shutdown | To avoid pressing keys by mistake in mode I, in addition to manual shutdown, the product automatically shuts down as long as no activity is detected. |
Game Mode | First Stages | Later Stages |
---|---|---|
General Mode II | Colors are labeled. | Labels are removed. |
Mode II, submodality 1: Simultaneous sequence | KEYme chooses a color by lighting up a key that both players must press at the same time. | Players decide the roles they want to take and the color that is going to be pressed at the same time. |
Mode II, submodality 2: Sequence and memory | KEYme helps the players to memorize the sequence using light cues. | Players must memorize the sequence without any cues. |
Mode III: Luminous tunnel with music touch wall | KEYme detects if the user is moving or still. | If the user stops, KEYme activates calming sounds and multi-colored LED lights when he/she presses the walls. Mode III becomes a luminous tunnel with a musical touch wall. |
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Cañete, R.; López, S.; Peralta, M.E. KEYme: Multifunctional Smart Toy for Children with Autism Spectrum Disorder. Sustainability 2021, 13, 4010. https://doi.org/10.3390/su13074010
Cañete R, López S, Peralta ME. KEYme: Multifunctional Smart Toy for Children with Autism Spectrum Disorder. Sustainability. 2021; 13(7):4010. https://doi.org/10.3390/su13074010
Chicago/Turabian StyleCañete, Raquel, Sonia López, and M. Estela Peralta. 2021. "KEYme: Multifunctional Smart Toy for Children with Autism Spectrum Disorder" Sustainability 13, no. 7: 4010. https://doi.org/10.3390/su13074010
APA StyleCañete, R., López, S., & Peralta, M. E. (2021). KEYme: Multifunctional Smart Toy for Children with Autism Spectrum Disorder. Sustainability, 13(7), 4010. https://doi.org/10.3390/su13074010