2018
Ihamäki, Pirita; Heljakka, Katriina
The Internet of Toys, Connectedness and Character-based Play in Early Education Proceedings Article
In: Proceedings of the Future Technologies Conference (FTC) 2018, pp. 1079–1096, 2018, ISSN: 21945357.
Abstract | Links | Tags: Internet of things, Internet of toys, Toy-based learning, Toyification
@inproceedings{Ihamäki2018d,
title = {The Internet of Toys, Connectedness and Character-based Play in Early Education},
author = {Pirita Ihamäki and Katriina Heljakka},
doi = {10.1007/978-3-030-02686-8_80},
issn = {21945357},
year = {2018},
date = {2018-10-18},
urldate = {2019-01-01},
booktitle = {Proceedings of the Future Technologies Conference (FTC) 2018},
pages = {1079–1096},
abstract = {The concept of the Internet of Things defines the idea of the Internet – a global, interconnected network of computers connected to everyday objects, products, and other objects in the surrounding environments. Again, at the heart of the concept of the Internet of Toys lies the idea of playthings that are capable of information processing and communicating with children, with other connected toys and their environment, and even autonomous decision taking. This study aims to understand smart and connected toys potentialities in the context of toy-based learning. We have conducted a study with 20 preschool-aged children from ages 5 to 6 years by using a group interview and playtests with three Internet of Toys' playthings. Our main conclusions are that although these toys as ‘edutainment' cater for opportunities for toy-based learning, one of the key factors for preschoolers is the creative play patterns that they come up with these character toys. This imaginative form of play may even overshadow the toys educational potential unless they are used in the context of guided play.},
keywords = {Internet of things, Internet of toys, Toy-based learning, Toyification},
pubstate = {published},
tppubtype = {inproceedings}
}
Thibault, Mattia; Heljakka, Katriina
Toyification. A Conceptual Statement other
2018.
Abstract | Links | Tags: Adult play, Design, Gamification, Ludification, Playification, Toyification
@other{Thibault2018,
title = {Toyification. A Conceptual Statement},
author = {Mattia Thibault and Katriina Heljakka},
url = {https://hal-univ-paris13.archives-ouvertes.fr/hal-02083004},
year = {2018},
date = {2018-07-11},
booktitle = {Proceedings of the 8th International Toy Research Association World Conference: Toys and Material Culture: Hybridisation, Design and Consumption},
publisher = {International Toy Research Association},
abstract = {Our paper focuses on toyification. By this phenomenon, we point to two, parallel developments: 1) The increasing prestige of toys, which start to find their way in classrooms, art museums, fashion and so on, influencing in this way other languages, and, 2) The deliberate attempt to design products according to toy aesthetics in order to make them more appealing. More specifically, toyification communicates the idea of an entity (physical, digital or hybrid) being intentionally reinforced with toyish elements or dimensions; an object, a structure, an application, a character or a technology designed to acquire a toyish appearance, form or function.},
keywords = {Adult play, Design, Gamification, Ludification, Playification, Toyification},
pubstate = {published},
tppubtype = {other}
}
Ihamäki, Pirita; Heljakka, Katriina
Come and Play Service Designer with Us! Co-creating a Playable Customer Journey Installation Proceedings Article
In: Proceedings of The Fifth International Conference on Design Creativity (ICDC 2018), pp. 117–125, 2018, ISBN: 978-1-904670-97-1.
Abstract | Links | Tags: Comicubes, Customer journey, Gamification, Interactive installation, Playification, Service design method, Toyification
@inproceedings{Ihamäki2018b,
title = {Come and Play Service Designer with Us! Co-creating a Playable Customer Journey Installation},
author = {Pirita Ihamäki and Katriina Heljakka},
url = {https://www.designsociety.org/publication/40707/COME+AND+PLAY+SERVICE+DESIGNER+WITH+US%21+-+CO-CREATING+A+PLAYABLE+CUSTOMER+JOURNEY+INSTALLATION},
isbn = {978-1-904670-97-1},
year = {2018},
date = {2018-02-02},
urldate = {2018-02-02},
booktitle = {Proceedings of The Fifth International Conference on Design Creativity (ICDC 2018)},
pages = {117–125},
abstract = {This paper introduces a platform enabling prototypical and manipulable envisioning of experiences related to tourism (such as services provided by ski resorts) through a three-dimensional installation also understood here as a playground. Combining the service design concept of the customer journey with a gamified and playable ski slope installation, it is possible to visualize the customer journey prior to, during and after the skiing holiday, as users can play with the experience of their ski holidays. In the proposed approach, a gamified ski slope installation presents a novel way for both service providers and customers to interact with the customer journey through a three-dimensional model that is playable through its form and gamified through its rules of engagement.},
keywords = {Comicubes, Customer journey, Gamification, Interactive installation, Playification, Service design method, Toyification},
pubstate = {published},
tppubtype = {inproceedings}
}
Ihamäki, Pirita; Heljakka, Katriina
Smart, Skilled and Connected in the 21st Century: Educational Promises of the Internet of Toys (IoToys) Proceedings Article
In: Proceedings of the Hawaii International Conference on Arts & Humanities 2018, 2018.
Abstract | Links | Tags: Internet of toys, Media education, Toy-based learning, Toyification, Toyification of education
@inproceedings{Ihamäki2018c,
title = {Smart, Skilled and Connected in the 21st Century: Educational Promises of the Internet of Toys (IoToys)},
author = {Pirita Ihamäki and Katriina Heljakka},
url = {https://huichawaii.org/wp-content/uploads/2018/01/Ihamaki-Pirita-2018-AHSE-HUIC.pdf},
year = {2018},
date = {2018-01-06},
urldate = {2018-01-06},
booktitle = {Proceedings of the Hawaii International Conference on Arts & Humanities 2018},
abstract = {This study explores the relation between preschool children and smart, connected toys, which show educational promises regarding the Internet of Toys (IoToys). Smart environments, such as educational environments, when combined with networked wireless toys interacting with each other, computers, mobile phones, smart objects, and online communities, offer opportunities for unique entertainment and learning experiences (Collins et al., 2010).
When considering the IoToys, learning is expected to happen in play through physical and digital manipulation of the toys’ affordances. Our study employs four IoToys: Hatchimals, CogniToys Dino, Fisher-Price’s Smart Toy Bear, and Wonder Workshop’s Dash Robot. The purpose of the paper is to investigate what kind of play patterns may be detected in the connected toys included in our case study. One of the main goals is to explore which educational needs these toys cater to by investigating their educational promises through three perspectives: an analysis of the toy makers’ ideas on the affordances and educational value of the toys; a survey concerning parental views on the educational potential of digitally-enhanced toys; and finally, group interviews and play tests regarding preschool- aged children’s own responses about possible learning experiences related to the toys.},
keywords = {Internet of toys, Media education, Toy-based learning, Toyification, Toyification of education},
pubstate = {published},
tppubtype = {inproceedings}
}
When considering the IoToys, learning is expected to happen in play through physical and digital manipulation of the toys’ affordances. Our study employs four IoToys: Hatchimals, CogniToys Dino, Fisher-Price’s Smart Toy Bear, and Wonder Workshop’s Dash Robot. The purpose of the paper is to investigate what kind of play patterns may be detected in the connected toys included in our case study. One of the main goals is to explore which educational needs these toys cater to by investigating their educational promises through three perspectives: an analysis of the toy makers’ ideas on the affordances and educational value of the toys; a survey concerning parental views on the educational potential of digitally-enhanced toys; and finally, group interviews and play tests regarding preschool- aged children’s own responses about possible learning experiences related to the toys.