A practical way to put the tablet away from children may be to encourage them to "use" the screen in a better way.
The boundary between play and learning
On weekdays, traditional video games are often regarded as things that interfere with learning in the eyes of parents. In contrast to this, Osmo's design idea is a different situation. It uses a simple physical base and a device structure such as a mirror to point the iPad's camera toward the desktop, allowing children to place building blocks or letter cards on a desktop that is close to the real thing. At this point, the screen is no longer a barrier that blocks reality, but becomes a tool for providing feedback and guidance.
The core of this design is "tangible interaction". Children's hand movements and physical toys become part of the game process. For example, in a spelling game, children have to use real letter blocks to spell out the words displayed on the screen. Whether they are correct or not is recognized by AI in real time. This blurs the boundary between play and learning, turning passive viewing into active operation.
How technology serves reality
Osmo's core technology is not mysterious, it mainly relies on the sophisticated application of computer vision and augmented reality, also known as AR. The mirror in the red clip will shift the field of view seen by the camera towards the area in front of the table, and the software algorithm plays a role in this. It is responsible for identifying the shape of the objects placed by the child. Not only that, it is also responsible for identifying the color or text. The focus is on the accuracy of the algorithm and the fault-tolerant design for children's operations.
This technology is not intended to show off skills, but to solve a specific problem, that is, long-term touch screen operation is detrimental to the development of children's hand-eye coordination and fine movements. It combines the immediate feedback of virtual games with the touch of physical toys by guiding children to do their hands. Currently, this technology has been able to stably support various game scenarios such as tangram, painting, and programming.
Transition from adult to child
Initially, Osmo's focus was not on the children's market, but its technology prototypes were more focused on adult applications, such as design or office assistance. However, the team found during market testing that technology has greater potential for children's education and interaction. Around 2014, they resolutely turned all their focus to the field of children's educational technology.
This transformation has proven to be successful. Its first product won an award from Time magazine, thus opening up market awareness. More importantly, it found a clear business model that not only targets family consumers but also enters the school education system. More than 20,000 schools around the world use its products, thus building a stable B: end market.
Why capital continues to be optimistic
Among the $24 million in financing recently obtained, it is the second largest investment in Osmo’s history. The reason why capital favors it is the market’s recognition of the concept of “beneficial screen time”. Many well-known children's content brands have appeared on the investor list, which shows that the industry ecosystem is in a state of synergy.
The capital will be mainly used in two aspects. On the one hand, it will deepen the existing AI recognition technology, and on the other hand, it will expand it to devices other than iPad. Because Android tablets and domestic learning devices continue to become more popular, cross-platform has become an inevitable choice. In addition, content cooperation with children's brands also requires financial support, with the purpose of developing games that are more in line with the curriculum system.
The actual implementation of the education market
In the classroom, Osmo often exists in the form of a learning center for students in groups to use it in turn. Feedback from teachers shows that it is effective at increasing younger students’ engagement in math, spelling, and basic programming. Its advantage is that it does not require teachers to provide guidance throughout the process, and the software can provide automated guidance and error correction.
However, its promotion has encountered difficulties, including the lack of school budgets, the cost of equipment management and maintenance, and how to integrate it more deeply with curriculum standards. Osmo's response is to work with educational publishers and curriculum experts to make the game content consistent with the learning objectives and not just a fun toy.
Future challenges and expansion
Even with its rapid development, Osmo still has to face competition. Many technology companies and toy giants have entered the "smart toys" category. Osmo's plan is to rely on its early acquisition advantages and established school channels, and to cooperate with new financing targets to develop exclusive content with more attractive IP.
The company has plans to expand the size of the team to nearly double it, and will invest in adaptation work for non-iPad devices. This means that its product line is likely to cover a wider range of hardware, and there is even the possibility of launching standalone devices. Details of cooperation with children's entertainment brands will be announced soon, which may lead to new game sets based on well-known cartoon characters.
Regarding this kind of gaming product that combines physical and digital devices, do you think it will eventually make it more difficult for children to get away from the screen, or will it help them build healthier usage habits? You are welcome to share your opinions in the comment area. If you feel that this article has inspired you, please give it a like to provide support.