Abstract - One of the recurring design issues in creating
computational artifacts for children is the question of
programmability. On the one hand, there is only a limited
range of things that a non-programmable artifact or toy can
be "taught" to do. On the other hand, the traditional
trappings and cultural associations of full-scale programming
(e.g., incorporating a screen within a programmable artifact,
or using wire or Bluetooth connections to transmit a program)
run counter to the informal, playful aesthetics of children's
playthings. This paper describes a "detente" in children's
design–integrating the informality and physical structure of a
toy with the full expressive range of symbolic programming.
As an illustration of this approach, we describe Birdwatcher, a
stuffed toy duck that can visually "read" meaningful
programs–even hand-written programs. We show a
representative scenario using Birdwatcher and explore several
key issues for continuing work in making programming
accessible to children.
Keywords – end-user programming, ambient computing.
I. INTRODUCTION
Historically, in the design of children's technology, the
issue of programmability has been the subject of fierce
debate. Broadly speaking, one camp (of enthusiasts) has
argued that the expressive range and conceptual interest of
programming make it a worthwhile and potentially
enjoyable activity for children; the opposite camp (of
skeptics) argue variously that programming is too difficult,
tedious, or aesthetically off-putting for children to engage
in.
This long-standing argument first gained prominence with
the advent of personal computers in the early 1980's; at that
time, the question centered on whether children should be
taught to program desktop computers. [Cf. 8] More
recently, with the increasing variety of computationally-
enriched toys, games, and children's artifacts, the argument
has carried over into new domains: should or should not
(e.g.) computational toys, furniture, clothing be
programmable?
While we would count ourselves among the "enthusiasts"
in this debate, we acknowledge that the skeptics raise
potent objections. Certainly, the stereotypical portrait of
programming–solitary, cerebral, formal, highly
concentrated–runs counter to the playful, informal aesthetic
desired in many children's artifacts. A programming
paradigm for such artifacts should, as much as possible,
attempt to blend the expressiveness and creativity of
computational media with the exploratory, joyfully
inventive, opportunistic values of much of children's play.
[Cf. the arguments made in defense of "unstructured" play
in [5].]
Indeed, many fascinating and creative projects along these
lines have been pursued. Probably the most venerable of
these is the work done by Resnick and his colleagues on
the programmable Lego brick and its successors [11], in
which Logo programs are downloaded from a desktop
computer to a standalone microprocessor equipped with
sensor and actuator ports. This work has inspired numerous
other marvelous efforts in computationally-enriched
construction kits of various sorts (see Schweikardt and
Gross [12] for an excellent summary of this work); other
efforts have equipped stuffed toys, dolls, or robots with
computational capabilities (see, for instance, the discussion
of the popular "Furby" toy in [9]). In many instances, the
incorporation of computation within such toys has been
done with an attempt to simplify the task of programming–
e.g., through the use of "programming by
demonstration" [10] or by radically scaling down the range
of expression of the programming medium [13].
This paper describes a working prototype of a children's
toy illustrating what we believe to be a potentially fertile,
powerful technique for making children's toys truly
programmable. On the one hand, this style of design
permits the use of a full-fledged programming
environment, with the entire range of expression
(conditionals, iteration, procedures, etc.) that such a
medium might find profitable to include. On the other
hand, the means by which programs can be sent to, and
deployed within, any particular artifact are playful,
informal, and aesthetically consistent with many traditions
of (non-programmable) toys and furnishings. Our
prototype, named Birdwatcher , is an end-user-
"Serious" Programming Made Cuddly:
a Fully End-User-Programmable Stuffed Toy
Nwanua Elumeze, Yingdan Huang, Jane Meyers, and Michael Eisenberg
Department of Computer Science
University of Colorado
Boulder CO USA
nwanua@aniomagic.com
2010 IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning
978-0-7695-3993-5/10 $26.00 © 2010 IEEE
DOI 10.1109/DIGITEL.2010.26
146