Silver
Spark
Hands-on learning for children in a digital world
Designed by Lenz Connor Bätzing, Mårten Malmnäs
About the project.
The classroom is the best learning environment for children, where they are supported by guiding teachers and enriched by social interactions with classmates. However, after school, when it's time to go home, children are often left to their own devices. Spark is designed to extend learning beyond the classroom, supporting children with homework, tutoring, or even playful explorations. Rather than increasing screen time, Spark uses laser projections to create an immersive, hands-on learning environment in combination with analog materials like school books and notebooks. Spark fosters engagement - without sacrificing traditional learning tools. The wall-projector seamlessly displays relevant information related to the material on the desk, enhancing the connection between digital and physical learning. This approach allows for personalization: visual learners, for instance, can be provided with images and videos that align with their current topic. Spark comes equipped with Webby, a state-of-the-art AI assistant created specifically for children.
Webby hovers around the desk, offering guidance on challenging homework and encouraging deeper learning without simply providing answers, unlike many existing AI tools. Children can interact with Webby using voice, gestures, or touch, fostering a dynamic collaboration that blends analog materials and toys with AI's limitless possibilities. This playful interaction nurtures their curiosity, allowing them to explore learning as they let their imagination lead the way. Spark is designed to be friendly and approachable without appearing like a toy. Its shape and size invite interaction, whether children are carrying it in their arms or tapping its head to wake it up. Through its innovative design, Spark combines the tangible benefits of analog learning with the vast potential of digital media and AI, creating a dynamic and engaging learning experience that brings the best of both worlds together.
Jury statement.
“In an age where we're starting to make the first thoughts about how can we co-live with AI, Education might be one of the most impactful areas for AI application. This solution for a learning companion bridges the gap between real world and digital, creating a personal, engaging and intuitive learning environment which feels surprisingly natural.” – Ana Relvão
Lenz Connor Bätzing
Umeå Institute of Design, Sweden
Lenz Connor Bätzing
Mårten Malmnäs
Umeå Institute of Design, Sweden
Mårten Malmnäs