Baloo

A screenless interactive storytelling stuffed animal that makes children part of the narrative, giving parents a safe alternative to screens while they take care of their own tasks.

Screenless Toy Children Ages 1 to 5 Interactive Storytelling UX Researcher
Baloo bear alongside parent app screens showing story library, settings, and age range controls

At a Glance

Role: UX Researcher
Timeline: September 2020 to November 2020
Platform: Screenless plush toy with a parent mobile app
Outcome: Children maintained focus for full stories without requesting a screen

A storytelling toy that replaces the screen

Baloo is a screenless interactive stuffed animal that tells children branching stories, involves them as characters in the narrative, and lets parents queue content through a companion app, all without a screen in sight.

Built for an interaction design course, Baloo emerged from half a semester of research before a single screen was designed. The team explored four problem areas and converged on childhood screen time, a problem with fast growing consequences and no satisfying solution on the market.

10 Week Project
2 Prototype Rounds Tested
Full Focus Sustained Engagement

My Role

UX Researcher · Led the primary and secondary research, generated questions for user testing, and analyzed and sorted the bulk of the data

Timeframe

September 2020 to November 2020

Screens are the easiest babysitter

Children under 5 are spending more time on screens than ever, often because parents hand over a device out of necessity. The problem is not that parents are negligent. The problem is there is no good alternative.

Amount of time spent on screen under 5 years old and the effect: 63% of kids in the US spend over two hours a day on recreational screen time. This is in spite of official guidelines from the American Academy of Pediatrics, which recommends less than one hour per day for children between the ages of 2 and 5, and consistent limits on screen time for older children.

63% of US kids spend over two hours a day on recreational screen time, despite AAP guidance of less than one hour per day for ages 2 to 5

How Might We

Reduce excessive screen time while keeping children engaged without supervision, giving parents the peace of mind that their child is safe and the freedom to focus on their own tasks?

Three methods, one picture

Online surveys, user interviews, user observations, and cultural probes built a layered picture of how parents actually use screens with their children, and what they feel about it. The research spoke to both the logistics and the guilt.

Online Surveys

Two survey sets went out, one to known contacts and one to Facebook and Reddit parenting groups. 21% of children exceeded the two hour daily limit, and the reasons parents gave pointed one way.

Results: When and Why Children Use Technology: Distraction 33%, Entertainment 28%, Education 22%, Other 17%

33% of screen time is given purely as a distraction tool, not as enrichment

User Interviews

We interviewed parents about the situations where they give their child a screen, how the child reacts, and how they feel about it. Four parent interviews surfaced a consistent pattern: screens are given out of necessity, not preference.

Parent 1, children ages 2 and 5: Gives kids a device because he needs to keep them busy to have time for himself. A digital device really messes up their posture, but it gives him a lot of control to keep them calm.

Parent 1 knows the device hurts posture, but it is the one tool that keeps his kids calm while he takes time for himself

User Observations

Direct observation followed a child across a full school day of live Zoom lessons, tracking her emotions at each transition.

Emotion timeline: 8:45 to 9:00 Zoom Math Lesson (upset face), 9:00 to 9:45 Brain Break (happy face), 11:00 to 12:00 Recess (upset face), 12:45 to 1:00 Brain Break (neutral/skeptical face)

Emotion timeline across the school day: upset faces during the Zoom math lesson and recess, a happy face only during the first brain break

Cultural Probes

Cultural probes captured in the moment data from parents during the screen exchange itself, with a Korean version of the kit because many participants had Korean as their first language.

Cultural Probe kit: three panel package showing Hello introduction panel, Here's Your Task For The Day panel, and five questions asking: what was your child doing right before you gave them a device? What your child is doing on the device and how they are interacting with it? What emotions are you feeling? What emotions is your child displaying? Note your child's response when you take the device away.

The three panel cultural probe kit distributed to participating parents

Affinity Mapping

Every data point from the four methods was affinitized into themes, and insights were pulled from the recurring patterns.

Full affinity map showing multiple clusters of yellow data notes, pink theme labels, and blue insight notes organized into thematic groups, with an Outliers cluster

Full affinity map: data points clustered into themes, themes synthesized into actionable insights

Screen as Control

Parents consistently used screens to keep children still when they needed to focus elsewhere. It was not neglect. It was the only tool that reliably worked.

Parental Guilt

Parents knew screens were not ideal but felt they had no viable alternative. The guilt was real, but the convenience always won.

Children Want More

Children had a genuine appreciation for activities beyond screens. They loved going outside, playing with toys, and being read to. The screen was not the preference, just the path of least resistance.

Three solutions, one winner

Personas grounded the problem in human terms. Competitive research revealed what the market was missing. Ideation produced three distinct directions, and Baloo emerged as the one that could genuinely eliminate the screen rather than just reduce or replace it.

User Archetypes and Personas

Baloo has two audiences, the parent who controls and the child who plays, so the personas covered both.

Cindy persona: 38 years old, works as a 6th grade teacher, married, child is 2. Quote: I want my children to learn and explore their creative side without too much technology. Frustrations: child gets too much screen time, child zoned out using screens, not knowing what her children are doing on the device. Views on Screen Time: has seen the benefits that tech brings to learning, aware of the dangers through access of a screen, aware of the health risks of exposure to screens. Motivations: hopes that her child never loses their excitement towards the things they are learning, encourages her children's learning by encouraging creativity and curiosity.

Cindy: a 6th grade teacher who understands both the educational value and the health danger of screens for her child

Cindy's journey map: Doing (unaware of what child is watching, child acts out when TV time is over, learns language on Duo Lingo, child watches educational show on YouTube, child listens to audio book in the car), Thinking (what if they stumble upon something inappropriate, how can I ease this transition, I like when my child practices their language skills, is there another medium they could use to learn, my child is very intrigued with this story), Feeling (skeptical, upset, happy, neutral, love)

Cindy's journey map: tension between educational value and anxiety about unmonitored content

Bethany persona: 4 years old, highly sociable and talkative, has a short attention span. She is highly sociable. Loves My Little Pony and Peppa Pig on TV. She is developing new language skills from Duolingo. Watches occasional content on YouTube. Activities: she plays different games at the playground, likes being read to before bed, helps mom clean around the house. Needs: engaging recreational activities when she comes home from school, a constant flow of creative outlet and varied activities, more socialization with children on the weekend.

Bethany: 4 years old, social, curious, with a short attention span and a genuine love for varied activities beyond screens

Competitive Research

Four competitors were analyzed to understand where the market was falling short. Codi came closest to the vision but parents felt locked out of the content, YouTube carried inappropriate content risks, and Woobo raised voice identification privacy concerns. Ideation then produced two alternative concepts alongside Baloo.

Codi capabilities: Best: ability to create and edit content for child, can work offline after content download, option to buy outfits and dress the product. Poor: frequent wifi problems within the app, no real interaction between child and AI, no option to pause once turned on.

Codi: closest to the vision but failed on connectivity and real child interaction

Snappy diagram: AR Point and shoot camera, photos made into coloring book, speaks the name of object, displayed on a companion phone app

Snappy concept: transition screen time into the physical world through an AR camera that turns captures into coloring pages

Tori diagram: AR coloring book where image comes to life, teaches the child colors, shapes and words, AR only works when page is colored in

Tori concept: reduce screen time through an AR coloring book that rewards completion with animation

3 ways to solve the problem: Eliminate Screen Time (Baloo), Transition Screen Time into the Physical World (Snappy), Reduce Screen Time (Tori)

Three directions: eliminate the screen entirely, transition it to the physical world, or reduce it. The team chose elimination.

The Baloo Concept

Baloo is a storytelling stuffed animal that holds children's engagement by involving them in the story itself.

Storyboard comic: Panel 1: Parent says Tommy, play with Baloo while I make dinner for us. Panel 2: Baloo and Tommy are walking down the road. Baloo asks: What do we find at the end of the road? The ocean or the forest? Panel 3: Tommy answers: The ocean!

Storyboard: Tommy makes a choice and the narrative adapts around his answer

Building the bear and the app

Baloo required two parallel design tracks: the physical form of the toy itself, and the parent companion app that gives caregivers full control over what their child experiences. Both had to feel trustworthy, simple, and calm.

Physical Design

What makes Baloo unique is the interactability of the child within the story: AI voice recognition for older children and physical limb buttons for toddlers, an idea that started in the first sketches.

Initial Concept Sketches: two hand-drawn sketches showing the bear form with colored limbs bearing shape symbols (triangle, circle, square, star) and technical detail sketches of ear loop for attaching to toys, boop nose for voice recognition, and reinforced ear loop

Initial concept sketches: shape symbols on each limb as decision buttons, ear loop for accessory attachment

Charging Capabilities: three illustrations showing Baloo charging wirelessly via a rocking chair, charging via USB-C through a zip in the back, and a close-up of the charging port concealed under the back zipper

Charging via wireless rocking chair or USB-C through a concealed zip in the back

Parent App

The companion app is the trust mechanism: parents control what content their child is exposed to, from curated story categories to per child age settings.

Parent App: Parents get to control what content they want to expose their child to by setting up a profile on Baloo's parent app. The platform showcases various interactive storylines some of which are educational, and others that are purely for entertainment purposes. Shows Bethany's Stories screen with Entertain, Educate, and Explore tabs and story cards for Timmy the Tiger, Cristie the Crab, and Denny the Dog, alongside a Bethany's Adventures screen with a recommended section.
Parent App Settings: On the settings page, you can edit the characters, add more profiles, customize the age range, and filter out the many topics shown to your child. Settings screen shows Profiles, Age Range, Edit Characters, Notifications, Help, About, Account. Age Range screen shows a 2 to 3 slider and Edit Topics with Colors, Shapes, Animal Stories, Fruits and Vegetables, Disney, Weather, and Dances.

Curated story tabs and age range controls: the two surfaces that answer the parent trust and age calibration decisions

Why Baloo works the way it does

Four decisions defined the character of the product. Each one came directly from something a real user said or did during research or testing.

Why limb buttons instead of a chest panel?

Early sketches placed all decision buttons on the bear's chest for simplicity. Testing showed children reached for and squeezed the bear's arms and legs naturally during interaction. Distributing one decision per limb matched that behavior and made the interaction feel physical and full body rather than transactional.

Why a parent app instead of a simpler setup?

Research found that parents would not hand a connected device to a child without understanding and controlling what it could say. Codi failed partly because parents felt locked out of the content. The companion app was not a feature addition. It was the primary trust mechanism that made parental adoption possible.

Why age range controls instead of one story format?

The assumption going into testing was that a single story structure could span ages 1 to 5. Two rounds of user testing proved this wrong immediately. A 5 year old needed complexity and length. A 2 year old needed simplicity and repetition. The age range filter in the parent app exists because there is no single right answer for this age group.

Why background music and sound effects?

Sound was added in the high fidelity round as an enhancement, not a core feature. Testing showed it became the most reliable engagement tool across all age groups. Children who lost interest in the narrative stayed focused when ambient audio was layered in. What started as polish became structural.

Two rounds, one refined form

Two rounds of prototype testing across different age groups revealed a fundamental challenge: the same product could not serve a 2 year old and a 5 year old equally well. Each round forced a targeted response and ultimately shaped both the physical form and the story architecture.

Low Fidelity Testing

The first round tested all age groups with an interactive PDF, assessing storyline, flow, complexity, and attention span.

Feedback: Our first prototyping sessions yielded mixed results. While a few of the older children (5 year old) grasped the story well and answered the questions quickly, the younger children despite their interest and engagement, struggled to answer the storyline prompts due to complexity. Words and storyline was harder for younger children while the complexity of the story seemed appropriate for the older children. However, neither lost focus because of the characters' voices and storyline kept them engaged. For the appropriate age group, the child wanted the story to be longer. The parents suggested breaking up the story into sections so there aren't too long of breaks with the child's interaction.

Round 1 feedback: 5 year olds engaged strongly; younger children found the complexity too high; character voices kept everyone focused regardless of age

Key Insight

The character voices and narrative kept all children focused regardless of age. Voice was the most powerful engagement tool in the experience, more powerful than story complexity.

Low Fidelity Round 2: Ages 2 to 4

The second round focused exclusively on 2 to 4 year olds with a simplified branching structure, since round 1 showed the original complexity only worked for 5 year olds.

Feedback: Parents suggested the storyline to find a balance between ease of the story and the complexity of the child's engagement with each prompt. Activities seemed to be somewhat too easy for the child compared to the first story for testing. We then created different type of storylines for kids from the range of 2 to 4 years old.

Simplified too far: activities were too easy for older children in the range, creating the inverse calibration problem

Potential Storylines

Multiple branching storylines were designed to span the 2 to 4 year old range with appropriate complexity at each level.

Potential Storylines: four detailed story branches including Leo the orange cat color choice story, Hide and Seek with branching paths, Sound Identification, and a counting game with Baloo

Four story branches: a color choice story, hide and seek, sound identification, and a counting game with Baloo

Mid Fidelity and Physical Form

Insights from the first rounds shaped a new story interaction for younger children and narrowed the physical form.

Mid-Fi: With our insights from our first round, we crafted a new story interaction for the younger children in our age range from 1 to 4. The interaction was a sequenced audio matching game that went through farm animal sounds in order to find the correct cow sound. After our testing with 3 to 4 year olds we experienced similar problems as the first but on the opposite end of the age ranges. The children had moved beyond the learning concepts creating the same boredom as we saw when the concepts weren't able to be understood in the first round. Shows two versions of the Baloo physical prototype.

Mid fidelity: farm animal sound matching for younger children; 3 to 4 year olds found it too easy, creating the inverse problem at the other end of the range

Narrowed Down Form: From the feedback we gathered from participants, we were able to finalize a form that most clearly communicated the decision making aspect on each limb of the teddy bear. By putting each option on a separate limb, the child would be engaging with Baloo more naturally, then if the choices were simply placed on the chest or on only one limb.

Finalized physical form: one decision per limb distributes the interaction naturally across the entire bear body

High Fidelity

Sound effects and background music were added as an additional stimulus for storytelling.

Hi-Fi: Sound effects and background music was added for an additional stimulus for storytelling. It kept children more engaged and held their focus better than stories without a separate music component. Shows six variations of the Baloo bear with different colored limb combinations across cream, brown, and tan body options.

High fidelity: sound effects and background music significantly improved engagement and attention span across all age groups

Age Calibration

A single story complexity cannot span ages 1 to 5. The parent app's age range filter and topic controls became essential features as a direct result of testing across all rounds.

Voice Is the Hook

Across every round, character voices kept children focused even when the content was too hard or too easy. Audio engagement was more powerful than story complexity in holding attention.

Physical Interaction

Placing decision buttons on separate limbs rather than the chest or a single limb made the interaction feel natural and full body. Children reached for the bear instead of just touching a screen.

Sound Effects

Adding background music and ambient sounds to the high fidelity prototype held attention longer and more reliably than narrative alone. Audio layering became a core design feature.

A bear that earns the parent's trust

Baloo launched as a fully tested concept across two prototype rounds and multiple age groups. In final testing sessions, children maintained focus for the full story duration without requesting a screen. Parents who reviewed the companion app reported feeling in control of the content for the first time across any storytelling product they had evaluated. The physical form, the parent app, and the story architecture all changed shape at least once as a direct result of something a real user said.

Finalized Form: Defined colored limbs for children's perspective. Additional sound effects such as birds chirping, ocean waves and various sounds were added into the audio component. Shows the final Baloo bear with pastel colored limbs: purple arm, yellow arm, blue leg, pink leg, with shape symbols embedded in each limb.

Finalized form: distinct pastel colored limbs with shape symbols make each decision button visually clear for young children

The finalized Baloo bear photographed against a dark background, showing the complete physical product with the four colored limbs and shape symbols fully realized

The final Baloo bear, fully realized

Key Finding

Parents do not want to give children screens. They do it because there is nothing better available. Baloo resolves that by providing something genuinely better: a self directed, safe, and engaging experience that keeps children still without a screen in sight.

What I Learned as a UX Researcher

Leading the research on Baloo reinforced that the most important design decisions happen before any sketch is drawn. The pivot from office workers to children under 5, the discovery that parents use screens out of necessity rather than preference, and the affinity map finding that children genuinely want alternatives to screens: each of these came from rigorous primary research, not assumptions. The product would not have been Baloo without those findings driving every concept decision.

Research Before Concept

Half the course was spent in research before the concept was defined. That investment paid off: the product was grounded in real human behavior, not assumptions about what parents or children want.

Mixed Methods

Surveys, interviews, observations, and cultural probes each revealed something the others missed. No single method would have been sufficient. The full picture only emerged when all four were synthesized together.

Designing for Two Users

Baloo has two users: the child who plays and the parent who controls. Every feature had to satisfy both simultaneously. The parent app was not an afterthought; it was half the product.

Age Is Not One Thing

Designing for ages 1 to 5 means designing for five completely different cognitive stages. Testing exposed this immediately and reshaped the entire product architecture around age range controls and tiered story complexity.

OutcomeChildren maintained focus for full stories without requesting a screen.

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