I don't understand all the hate in this thread. This is a clever and creative use of technology that combines a favorite toy (iPad) with the one thing it lacks: physical interaction with real world objects. From what I understand (I'm a new dad so I'm still reading and learning), this sort of thing is very important for a developing mind.
The educational world is besieged by companies convinced that their technology is not only the solution to our educational woes, but a fat business opportunity waiting to be exploited. Teachers in classrooms have been burned so many times by technology that fails to deliver and uneven implementation across the district, that they instinctively cover their wallets every time a new company shows up promising to "revolutionize" education.
Remember "Baby Einstein"? The company (owned by Disney) makes promises about how using their products will help develop young minds and was contradicted by researchers at the University of Washington. Lawsuits between Disney and UW followed, but Disney did ultimately offer refunds to parents that bought the DVD's. This is a classic example of a for-profit company making dubious claims about the educational value of their product.
And Educators get these proposals all - the - time. I've been in the educational/web space for 20 years, and frankly, nothing turns me off faster then saying your new start-up is going to solve education problems. Maybe it will, but you'd better be different then the long line of failed products before you...
'cause it looks like total B.S. from people who don't know what they're talking about or what kids will really play with in the long term.
For the same money you can get a something much healthier and long lasting in the form of a bike or, hell, a bunch of cardboard boxes and some art supplies and then let them go wild. Build themselves a transmogrifier or something. Make their own freakin' puzzles.
My most beloved set of toys as a child was a bunch of plastic dinosaurs, a tiny pair of pliers, a trashed bike I was free to do whatever I liked to (bottle rocket launchers on the handlebars - oh yeah), and a really nice set of crayons and a giant roll of butcher paper. I'm not quite at the "get off my lawn" stage, but that isn't a toy, it's a product. Hence, the hate.
Haven't read the thread here, but the idea of an iPad mediating such simple play between kids makes me depressed, and I can't imagine it's not simply diminishing what the equivalent experience without the screen would have been. Also that's not how the Tangrams puzzle is supposed to work.
I'm with you. People citing their absence of research and their certainty that this will be discarded in a day is amusing. What those academic papers lack is an actual product and customers deciding to buy and use that product of their own free will. When someone releases an app to "connect people" or make some day-to-day taks easier, nobody seems to want academic papers to back their claims. I also feel like it goes without saying that this will most likely be discarded in a day but so will 99% of the products we build as startups. That's the great thing about today's environment. We get to experiment in the real world with real people and real products! Enjoy it while it lasts is my suggestion.
As a new fellow new dad, I saw this and thought "that is very impressive technology", but as a learning instrument and toy, why is the iPad required?
The iPad seems like a replacement for the parent. Instead of an iPad I can sit sown with a kid and say, what letters do we need to spell fruit, and I can sit and help her find them. Or what shapes can we make with these blocks, or can you help dad make a cat?
The technology in here seems to be an attempt at automating the parenting, so instead of me sitting down with my daughter I leave her in a room alone with the iPad (as seen in the video) and go do something else.
>Top educators from over 150 elementary schools nationwide, including the Bay Area’s best preparatory institutions, are raving about Osmo’s natural ability to foster creative, social, and emotional learning ‑ and how much their students love it.
If there's one thing I, as a teacher, do not trust, it's when teachers (sorry, I mean "educators") get excited about technology.
Although "educators" being excited about technology certainly doesn't guarantee that it will be great, it's not a negative signal either. Singling this out for such cynical focus when there's so much other content here to comment on seems unwarranted.
> There are so many beautiful product pages out there which completely fail at the basic task of telling people what they're selling. It's baffling.
Its not at all baffling. Selling product is about creating feelings of need for the product, not creating an accurate rational understanding of what the product does. There's a few markets (like marketing development tools to developers -- but, notably, not marketing developing tools to non-developer executives) where those two distinct issues happen to be somewhat (though not perfectly) aligned, but quite often they are unrelated or even opposed.
Video, as a medium, is very good at conveying desired emotional messages, and poor for conveying rational understanding (this is why, for decades, it has been observed that, that is, all other things being equal, watching more TV news makes you understand current events less, unlike consuming news in print media; it is also why video is a prime medium for advertisement.)
"Fun with no limits" is a stick and a paper hat. Sometimes I wonder what other people's childhoods were like.
After reading their site and watching their video my chief question was whether this thing exists, or if you can preorder it and they'll start thinking about whether it's feasible or not, like many kickstarter-type things.
I have no interest in watching to video either, but I can clue you in on the mirror's purpose at least. Normally the camera looks straight out at the user. They need the camera to look down at the table/floor/play surface. The on screen games depend on the app being able to see where you place each piece. Without the mirror the camera wouldn't be pointing at the pieces.
It's one of those trick sites, where you never realize you can scroll down (thank you fullscreen image trend). Go back to the site, scroll. First thing you'll see...
Setup is a snap. Simply mount Osmo over your iPad's front‑facing camera. Reflective Artificial Intelligence and a built‑in mirror recognize and respond to your every real‑world move.
Then it goes on to describe the available games, and has other key information that's well summarized. I watched the video, and didn't realize you could scroll until I read your comment, and went back to the site a second time.
I don't know I just get the overwhelming feeling that a lot of people aren't parents in this thread. My daughter loves these types of puzzle games on our touch devices. As soon as I saw the video, I have a good feeling she will like it. Really it looks fun , and the word game looks like something we can do together. I'm excited about this product. I really could care less about the actual learning aspects and more interested in the technology + fun aspect.
Had you read the next sentence, you may not be confused.
"Osmo is crafted for kid‑durability and always ready to go: no batteries, electronics, or Wi‑Fi required. Works with the latest iPads including the iPad 2 and iPad Mini."
The company introduces Osmo, an iPad suite of games for children which uses the iPad's camera to use physical tiles on a traditional tabletop as input. The demonstrated games include tangram, a tile based word guessing game, and a physics-engine based game in which players must draw a path for falling objects to hit targets.
While the product describes itself as using "reflective artificial intelligence, a groundbreaking technology that bridges the real and digital realms for unlimited possibilities of play", it falls under what we in academic HCI call "tangible interaction", following Shaer & Hornecker's definition:
"Interfaces that are concerned with providing tangible representations to digital information and controls, allowing users to quite literally grasp data with their
hand and effect functionality by physical manipulations of these representations." [0]
The four claims typically made when introducing tangible interfaces in products for children are usability benefits, learning benefits, collaboration benefits, and fun benefits [1]. Osmo does not escape to the rule, claiming all 4 in its marketing copy.
While Osmo does not include any information about research conducted with it that would demonstrate those claims, similar systems have been proposed in the past.
The word game is mirrored in Dekel & al's Spelling Bee [2], a game which uses wooden letter blocks instead of Osmo's Scrabble tiles, and LEDs embedded in the cubes to provide player feedback. The authors report high engagement from the test audience (children 7-12), but no learning assessment or long term engagement study was performed (arguably 2 of the most important metrics).
The tangram game is mirrored in past research projects, including Scarlatos & al's [3] tangram game. Xie & al's [4] paper performs a user study on 3 implementations of a puzzle game: physical, GUI based, tangible. The authors report finding same self-reported level of enjoyments from the test users on all 3. However, they report that repeat play was more significant in the physical & tangible version of the game, which does not create an argument in the favor of Osmo. They do report significant gender effects in the way of collaboration, which could be relevant for Osmo:
"While all gender pairings’ mean scores on the Interest and
Enjoyment subscale were nearly the same for the TUI
condition, the boy-boy pairs had significantly higher scores
than the girl-girl and girl-boy pairs for the GUI condition.
In addition, the girl-girl pair scores were significantly
higher for the traditional PUI condition than for either of
the computational conditions (GUI, TUI). For girl-girl pairs
mean scores for Perceived Competence subscale were also
higher for the PUI condition than for either of the GUI or
TUI conditions. Mean scores for boy-boy pairs were highest
for the GUI condition."
The last game implemented by Osmo, the physics game, is the least interesting of the 3 as it has less claims to educational value than the other 2. However, it is reminiscent of several similar tabletop based tangible systems and augmented reality systems. [5]
Unfortunately I have to go work now, and the edit window will be over when I'm back online :( But for readers who found the above interesting, I will leave a few more relevant papers [6][7][8][9]
[0] Shaer & Hornecker, "Tangible user interfaces: past, present, and future directions", 2010
[1] Zaman & al., "Editorial: the evolving field of tangible interaction for children: the challenge of empirical validation", Personal Ubiquitous Computing, 2012
[2] Dekel & al, "The Spelling Bee: An Augmented Physical Block System that Knows how to Spell", ACE, 2007
[3] Scarlatos & al, "TICLE: using multimedia multimodal guidance to enhance learning"
[4] Xie & al, " Are Tangibles More Fun? Comparing Children's Enjoyment and Engagement Using Physical, Graphical and Tangible User Interfaces ", TEI 2008
[5] Krzywinski & al, "RoboTable: A Tabletop Framework for Tangible Interaction
with Robots in a Mixed Reality"
[6] Antle & al, "Hands on What? Comparing Children’s Mouse-based and Tangible-based Interaction", IDC 2009
[7] Resnick & al, " Programmable Bricks: Toys to Think With", IBM Systems Journal, 1996
[8] Price & al, "Let's get physical: Learning Benefits of interacting in digitally augmented physical spaces" , 2004
[9] Resnick, "Edutainment? No thanks I prefer Playful Learning", 2004
It's a neat concept - a nice, polished AR kit. The actual tangram concept is a bit disappointing though - dragging simple objects around on a flat surface is already something the iPad excels at. In this case it feels like it's somewhat obsoleted by modern touch-screens.
Obviously there are cases where touch-screens fail, but simple tangram puzzles work just fine with them.
I'd be interested in seeing this expanded to things that require too large a play-area to do conveniently with a tablet, or that involve manipulation that doesn't correspond to simple dragging (which you can already do well on the iPad).
Either that or focus on vision-impaired students. Maybe a set of braille algebra-tiles[1]?
I disagree, on the tangram aspect. Most games have an almost auto snap feature that if you drag the piece close enough it just snaps into place. I like the fact that it takes more of hand eye coordination and understanding of physical space for the physical objects to create the shapes on screen.
How do these games benefit from including a tablet?
From what I can learn from the video the tablet assists you with counting points and lets you know when you've arrived at the right answer. Sure, it makes things more convenient. But what is wrong (from an educational point of view) with letting children add their points/checking their solutions themselves?
Great product (at least from an ingenuity point of view; would be interesting to see how kids react to it)
Side question: What is this style of info presentation called? Basically, a full-page-width webpage, with very sparse information that slowly shows up as you scroll down. I'm not too fond of it, but I see it a lot lately, so I assume it has been shown to lead to higher conversion rates. Does this presentation style have a name?
Looks interesting. I want that technology but just to transfer paper notes/sketches to digital. I've tried using stylus on iPad for wireframes etc. but I can't quite get it to work same as sharpie & paper.
I played with this at the NY toy fair in February. The words game is really cool, you find yourself digging through letters as quickly as possible while trying to form the word but you also have to watch to make sure you are actually on the right track before you shove too many out there, and watch the other player too. The game is scored by giving you points for getting the word but you also lose points for every letter you shove in that isn't right. If you want you can just shove the whole stack in front, you'll instantly solve the puzzle but with an enormous negative score.
Something about that particular game is an experience I haven't had with either physical or digital games before, whereas most physical/digital hybrids I've seem could just as easily be done purely in one or both realms.
The tangram seemed like a bit of a dud for that reason, for example. It is nice to be able to get hints while playing physical tangrams (it can show you just the outline but tell you if you have a piece in the right spot), but that isn't really that much of an improvement over just having the pieces or just an iPad game.
The physics game where you draw on the pad is a strange demo to me. You can just do it as a drawing game without the paper, which is a bit less social, but again, this isn't much of an improvement. What is really cool, though, is the interactive outline of your hand or any object you put in front of it. But it doesn't really encourage that in any way, it just feels like a tech demo.
All that said, this product does excite me just because the word game gave me a feeling I haven't gotten in either a purely physical or purely digital space.
At first I thought this was a stupid, idea. In the, I became excited and envisioned a lot of opportunities for cool games.
I don't know why there are people in this thread talking about school and education. This is a toy. A toy should not be designed to educate. Kids play videogames the whole day these days. Osmo could bring them out of the videogame, make them interact with objects, not to learn, but to play, only. This should not be confined to small kids games, but also to all kinds of games, and other uses as well.
This is a great product. To me, the video (while marketing) showed exactly how kids would react to something like this. Nowadays, all kids know how to use an iPad so throwing in the physical pieces as well brings back the "legacy" way of playing. Plus, it has a nice teaching aspect and i could imagine a dual iPad "versus" mode to encourage a little competition.
I love this so much. But, when I step back and look at what you're getting for $58, I'm wondering why I can't build one myself. It looks like I'll need an iPad stand, a small mirror, and a fisheye lens.
Then, I'll just use the same apps as the other Osmo users.
I have siblings with kids (and iPads) so this looks like a perfect timeline for a Christmas present...but it's never a good sign when you try to give someone money and they won't take your CC because they're doing validation wrong.
[+] [-] Greenisus|11 years ago|reply
[+] [-] butterfi|11 years ago|reply
Remember "Baby Einstein"? The company (owned by Disney) makes promises about how using their products will help develop young minds and was contradicted by researchers at the University of Washington. Lawsuits between Disney and UW followed, but Disney did ultimately offer refunds to parents that bought the DVD's. This is a classic example of a for-profit company making dubious claims about the educational value of their product.
And Educators get these proposals all - the - time. I've been in the educational/web space for 20 years, and frankly, nothing turns me off faster then saying your new start-up is going to solve education problems. Maybe it will, but you'd better be different then the long line of failed products before you...
[+] [-] cognivore|11 years ago|reply
For the same money you can get a something much healthier and long lasting in the form of a bike or, hell, a bunch of cardboard boxes and some art supplies and then let them go wild. Build themselves a transmogrifier or something. Make their own freakin' puzzles.
My most beloved set of toys as a child was a bunch of plastic dinosaurs, a tiny pair of pliers, a trashed bike I was free to do whatever I liked to (bottle rocket launchers on the handlebars - oh yeah), and a really nice set of crayons and a giant roll of butcher paper. I'm not quite at the "get off my lawn" stage, but that isn't a toy, it's a product. Hence, the hate.
[+] [-] jberryman|11 years ago|reply
I did think the drawing bit was cool though.
[+] [-] wuliwong|11 years ago|reply
[+] [-] ovulator|11 years ago|reply
The iPad seems like a replacement for the parent. Instead of an iPad I can sit sown with a kid and say, what letters do we need to spell fruit, and I can sit and help her find them. Or what shapes can we make with these blocks, or can you help dad make a cat?
The technology in here seems to be an attempt at automating the parenting, so instead of me sitting down with my daughter I leave her in a room alone with the iPad (as seen in the video) and go do something else.
[+] [-] timdiggerm|11 years ago|reply
If there's one thing I, as a teacher, do not trust, it's when teachers (sorry, I mean "educators") get excited about technology.
(Doubly so if educators = administration)
[+] [-] StefanKarpinski|11 years ago|reply
[+] [-] mikeash|11 years ago|reply
I guess it's some sort of augmented reality thing? With a clip-on mirror? (???) And a standard Tangram game?
"For the first time, fun knows no limits." Did somebody redesign zombo.com for the 21st century and try to attach a product to it?
There are so many beautiful product pages out there which completely fail at the basic task of telling people what they're selling. It's baffling.
[+] [-] dragonwriter|11 years ago|reply
Its not at all baffling. Selling product is about creating feelings of need for the product, not creating an accurate rational understanding of what the product does. There's a few markets (like marketing development tools to developers -- but, notably, not marketing developing tools to non-developer executives) where those two distinct issues happen to be somewhat (though not perfectly) aligned, but quite often they are unrelated or even opposed.
Video, as a medium, is very good at conveying desired emotional messages, and poor for conveying rational understanding (this is why, for decades, it has been observed that, that is, all other things being equal, watching more TV news makes you understand current events less, unlike consuming news in print media; it is also why video is a prime medium for advertisement.)
[+] [-] thrownaway2424|11 years ago|reply
After reading their site and watching their video my chief question was whether this thing exists, or if you can preorder it and they'll start thinking about whether it's feasible or not, like many kickstarter-type things.
[+] [-] lnanek2|11 years ago|reply
[+] [-] bullfight|11 years ago|reply
[+] [-] User9812|11 years ago|reply
Setup is a snap. Simply mount Osmo over your iPad's front‑facing camera. Reflective Artificial Intelligence and a built‑in mirror recognize and respond to your every real‑world move.
Then it goes on to describe the available games, and has other key information that's well summarized. I watched the video, and didn't realize you could scroll until I read your comment, and went back to the site a second time.
[+] [-] bullfight|11 years ago|reply
[deleted]
[+] [-] minalecs|11 years ago|reply
[+] [-] vinkelhake|11 years ago|reply
This paragraph is pretty hilarious though:
"Osmo is crafted for kid‑durability and always ready to go: no batteries, or Wi-Fi required."
Well, yeah.. Except for the actual iPad.
[+] [-] Osiris|11 years ago|reply
[+] [-] pseudometa|11 years ago|reply
"Osmo is crafted for kid‑durability and always ready to go: no batteries, electronics, or Wi‑Fi required. Works with the latest iPads including the iPad 2 and iPad Mini."
[+] [-] GuiA|11 years ago|reply
While the product describes itself as using "reflective artificial intelligence, a groundbreaking technology that bridges the real and digital realms for unlimited possibilities of play", it falls under what we in academic HCI call "tangible interaction", following Shaer & Hornecker's definition:
"Interfaces that are concerned with providing tangible representations to digital information and controls, allowing users to quite literally grasp data with their hand and effect functionality by physical manipulations of these representations." [0]
The four claims typically made when introducing tangible interfaces in products for children are usability benefits, learning benefits, collaboration benefits, and fun benefits [1]. Osmo does not escape to the rule, claiming all 4 in its marketing copy.
While Osmo does not include any information about research conducted with it that would demonstrate those claims, similar systems have been proposed in the past.
The word game is mirrored in Dekel & al's Spelling Bee [2], a game which uses wooden letter blocks instead of Osmo's Scrabble tiles, and LEDs embedded in the cubes to provide player feedback. The authors report high engagement from the test audience (children 7-12), but no learning assessment or long term engagement study was performed (arguably 2 of the most important metrics).
The tangram game is mirrored in past research projects, including Scarlatos & al's [3] tangram game. Xie & al's [4] paper performs a user study on 3 implementations of a puzzle game: physical, GUI based, tangible. The authors report finding same self-reported level of enjoyments from the test users on all 3. However, they report that repeat play was more significant in the physical & tangible version of the game, which does not create an argument in the favor of Osmo. They do report significant gender effects in the way of collaboration, which could be relevant for Osmo:
"While all gender pairings’ mean scores on the Interest and Enjoyment subscale were nearly the same for the TUI condition, the boy-boy pairs had significantly higher scores than the girl-girl and girl-boy pairs for the GUI condition. In addition, the girl-girl pair scores were significantly higher for the traditional PUI condition than for either of the computational conditions (GUI, TUI). For girl-girl pairs mean scores for Perceived Competence subscale were also higher for the PUI condition than for either of the GUI or TUI conditions. Mean scores for boy-boy pairs were highest for the GUI condition."
The last game implemented by Osmo, the physics game, is the least interesting of the 3 as it has less claims to educational value than the other 2. However, it is reminiscent of several similar tabletop based tangible systems and augmented reality systems. [5]
Unfortunately I have to go work now, and the edit window will be over when I'm back online :( But for readers who found the above interesting, I will leave a few more relevant papers [6][7][8][9]
[0] Shaer & Hornecker, "Tangible user interfaces: past, present, and future directions", 2010
[1] Zaman & al., "Editorial: the evolving field of tangible interaction for children: the challenge of empirical validation", Personal Ubiquitous Computing, 2012
[2] Dekel & al, "The Spelling Bee: An Augmented Physical Block System that Knows how to Spell", ACE, 2007
[3] Scarlatos & al, "TICLE: using multimedia multimodal guidance to enhance learning"
[4] Xie & al, " Are Tangibles More Fun? Comparing Children's Enjoyment and Engagement Using Physical, Graphical and Tangible User Interfaces ", TEI 2008
[5] Krzywinski & al, "RoboTable: A Tabletop Framework for Tangible Interaction with Robots in a Mixed Reality"
[6] Antle & al, "Hands on What? Comparing Children’s Mouse-based and Tangible-based Interaction", IDC 2009
[7] Resnick & al, " Programmable Bricks: Toys to Think With", IBM Systems Journal, 1996
[8] Price & al, "Let's get physical: Learning Benefits of interacting in digitally augmented physical spaces" , 2004
[9] Resnick, "Edutainment? No thanks I prefer Playful Learning", 2004
[+] [-] aresant|11 years ago|reply
As a parent I like to think that the top of my list of buying qualifications be that something is educational and enriching.
But from a product perspective this thing just looks like FUN.
And my reality is that spending $50 for "fun" potential for my little kids is a no brainer.
That it's interactive and even POTENTIALLY educational is the icing on the cake, not my primary.
[+] [-] primitivesuave|11 years ago|reply
[+] [-] Pxtl|11 years ago|reply
Obviously there are cases where touch-screens fail, but simple tangram puzzles work just fine with them.
I'd be interested in seeing this expanded to things that require too large a play-area to do conveniently with a tablet, or that involve manipulation that doesn't correspond to simple dragging (which you can already do well on the iPad).
Either that or focus on vision-impaired students. Maybe a set of braille algebra-tiles[1]?
[1]http://en.wikipedia.org/wiki/Algebra_tile
[+] [-] minalecs|11 years ago|reply
[+] [-] bpicolo|11 years ago|reply
[+] [-] cJ0th|11 years ago|reply
[+] [-] Shihan|11 years ago|reply
If the game benefits from it, I have my doubts.
[+] [-] sendos|11 years ago|reply
Side question: What is this style of info presentation called? Basically, a full-page-width webpage, with very sparse information that slowly shows up as you scroll down. I'm not too fond of it, but I see it a lot lately, so I assume it has been shown to lead to higher conversion rates. Does this presentation style have a name?
[+] [-] eykanal|11 years ago|reply
[1]: http://en.wikipedia.org/wiki/Cosmic_Osmo_and_the_Worlds_Beyo...
[+] [-] at-fates-hands|11 years ago|reply
[+] [-] sutterbomb|11 years ago|reply
[+] [-] netrus|11 years ago|reply
[+] [-] furyofantares|11 years ago|reply
Something about that particular game is an experience I haven't had with either physical or digital games before, whereas most physical/digital hybrids I've seem could just as easily be done purely in one or both realms.
The tangram seemed like a bit of a dud for that reason, for example. It is nice to be able to get hints while playing physical tangrams (it can show you just the outline but tell you if you have a piece in the right spot), but that isn't really that much of an improvement over just having the pieces or just an iPad game.
The physics game where you draw on the pad is a strange demo to me. You can just do it as a drawing game without the paper, which is a bit less social, but again, this isn't much of an improvement. What is really cool, though, is the interactive outline of your hand or any object you put in front of it. But it doesn't really encourage that in any way, it just feels like a tech demo.
All that said, this product does excite me just because the word game gave me a feeling I haven't gotten in either a purely physical or purely digital space.
[+] [-] tbolse|11 years ago|reply
https://itunes.apple.com/us/app/reflow/id444083164?mt=8
It was released Jun 01, 2012.
[+] [-] cmiller1|11 years ago|reply
http://en.wikipedia.org/wiki/Cosmic_Osmo_and_the_Worlds_Beyo...
[+] [-] DonHopkins|11 years ago|reply
[+] [-] duskwuff|11 years ago|reply
[+] [-] fiatjaf|11 years ago|reply
I don't know why there are people in this thread talking about school and education. This is a toy. A toy should not be designed to educate. Kids play videogames the whole day these days. Osmo could bring them out of the videogame, make them interact with objects, not to learn, but to play, only. This should not be confined to small kids games, but also to all kinds of games, and other uses as well.
[+] [-] bullfight|11 years ago|reply
A commensurate companion, guide, and teacher. Sure this may only be a few activities but the responsiveness and seeming magic to it is fantastic.
I particularly like that you can set down a toy in front of the camera and it renders out a flat illustrated version of that toy.
[+] [-] coreymgilmore|11 years ago|reply
[+] [-] GhotiFish|11 years ago|reply
[+] [-] TruthSHIFT|11 years ago|reply
Then, I'll just use the same apps as the other Osmo users.
[+] [-] mmcclure|11 years ago|reply
-_-