Designing the PenPal: Blending Hardware and Software in a User-Interface for
Children
Philippe P. Piernot +, Ramon M. Felciano, Roby Stancel,
Jonathan Marsh and Marc Yvon+
Stanford University
Philippe P. Piernot Ramon M. Felciano
Knowledge Systems Laboratory Section on Medical Informatics
Stanford University Stanford University School of Medicine
701 Welch Road, Bldg. C MSOB X-215
Palo Alto, CA 94306 Stanford, CA 94305-5479
Tel: 1-415-323-2531 Tel: 1-415-725-3398
E-mail: piernot@ksl.stanford.edu E-mail: felciano@smi.stanford.edu
As part of the 1994 Apple Interface Design Competition, we designed and
prototyped the PenPal, a portable communications device for children aged four
to six. The PenPal enables children to learn by creating images and sending
them across the Internet to a real audience of friends, classmates, and
teachers. A built-in camera and microphone allow children to take pictures and add
sounds or voice annotations. The pictures can be modified by plugging in different
tools and sent through the Internet using the PenPal Dock. The limited symbolic reasoning and planning abilities,
short attention span, and pre-literacy of children in this age range were taken
into account in the PenPal design. The central design philosophy and main
contribution of the project was to create a single interface based on
continuity of action between hardware and software elements. The physical
interface flows smoothly into the software interface, with a fuzzy boundary
between the two. We discuss the design process and usability tests that went
into designing the PenPal, and the insights that we gained from the project.
Hardware and software integration, user-centered design for children, Internet
and multimedia application, educational application, portable computing.
In January 1994, Apple Computer organized the Third Interface Design
Competition. The theme was to design a portable device that uses the
Internet to foster learning, using technology that would be
commonly available within 2-3 years [1]. Competing teams had to submit a
documented interface design, including prototypes of the main aspects of the
interface and video footage of user studies. Eleven schools from around the
world were invited to participate in the competition. At Stanford University,
the competition was integrated into an interdisciplinary course on
Human-Computer Interaction and Product Design taught by Terry Winograd, David
Kelly, and Brad Hartfield. The authors designed the PenPal (Figure 1), a
visual communications device to introduce
children between the ages of four and six to creating digital media and
exchanging it across the Internet. The PenPal project won an award for "Best
Hardware/Software Integration and User Involvement" and an award for "Best
Presentation".

Figure 1. The PenPal.
We decided to design for children of kindergarten and preschool age because
their special needs and interests are not addressed in today's typical software
and hardware solutions. In particular, we wanted to let children interact with
other children at distant locations without requiring adult assistance. The
communication capabilities of computers could help children contact and
collaborate with other children around the world. To address the special needs
of this user group, we developed two central principles that are present
throughout the design. These principles were to (a) use physical interactions
to take advantage of childrens' affinity for tactile manipulations, and (b)
blur the boundaries between hardware and software to provide a single fluid
interface.
The PenPal meets the thematic requirements of the competition because:
- The PenPal is a communication tool. The Internet is already
being used by older children to communicate. For example, KidLink is an
Internet service that offers to connect children with e-mail correspondents
[8]. The PenPal expands the richness of conventional electronic communications
by focusing on the use of pictures and sounds, thus lowering the age and skill
level required for participation.
- The PenPal is a learning tool. At the young end of our user
group, learning comes from the process of creating and sending a message--the
process provides the educational value [6]. For older children, plug-in PenPal
tools can help them learn to read, to tell time and dates, to plan ahead, to
speak a new language, or to budget their allowance.
- The PenPal is portable. The PenPal can be carried by hand or on
a shoulder strap, so that learning can happen alone, in a small group, or with
the whole class--wherever the child happens to be.
We designed all aspects of the PenPal user-interface, but due to temporal and
financial constraints (10 weeks from initial design to final presentation, with
a limited budget), we were only able to fully prototype the main elements of
the interface and we didn't do a formal evaluation. In particular, we
prototyped and tested the seamless integration of hardware and software, which
we believe is an important contribution of this project. We first present our
user group and our design principles, then we describe the design process,
usability tests, and details of our solution, and we conclude with a discussion
of the insights gained.
Our goal was to combine three activities children enjoy: creating,
communicating and learning. Our approach was framed by some unique design
constraints imposed by our chosen user group of four to six year old
children:
- Children may be unable to read. Literacy is not a requirement for
using the PenPal, but text remains present in the user interface to help
children as they learn to read. More directed learning could come in the form
of PenPal tools that teach children to read.
- Children have limited symbolic reasoning, so we decided not rely on
the ability to process the graphical abstractions present in many current user
interfaces. The PenPal doesn't use a desktop metaphor with icons to represent
applications and files. Instead, interactions are tied to physical actions:
manually plugging a tool into the PenPal launches the software.
- Children have limited planning capabilities and may have trouble
carrying out tasks that require several steps. The PenPal uses auditory and
visual coaching to help users carry out sequences of operations, and provide
positive feedback for their actions.
- Children have a shorter attention span than adults. The PenPal
provides an immediacy of results (e.g., as soon as one takes a picture, it is
placed on the screen and ready to manipulate), as well as an entertaining
interface to keep the user's attention.
Clearly, these constraints present a worst case scenario, since some of our
users could read or had previous experience using computers. Indeed, the
challenge presented by these constraints was compounded by the fact that
children of this age have widely differing real world knowledge, experiences,
and abilities. We decided to design within these confines so that the interface
would not be too complicated for our youngest users.
To address these issues, we developed two principles, inspired by the nature
of our user group, that guided our design:
- The PenPal features a Physically Manipulable Interface. Many toys for
children of this age contain physical elements for children to operate (e.g.,
knobs, buttons, levers). We decided the PenPal should have a similarly tactile
interface to take advantage of this natural interest in touching and
manipulating such objects. For example, users switch into drawing mode by
plugging in the PaintSet tool, not clicking on an icon.
Because functionality is tied to physical actions and objects, the features
of the PenPal are always visible and available to the user. The focus on physical
interactions allows us to use direct manipulation to the greatest extent
possible in order to get what we call WYTIWYG ("What You Touch Is What
You Get"). We believe physical modes and actions afford more natural mappings
for our users, and therefore lead to a more intuitive user-interface.
- We wanted the PenPal to have a single interface that consisted of both
the physical interactions and the software ones, with a purposefully fuzzy boundary
between the two. For example, when one slides a MessageCard into a slot on
the PenPal, a life-sized picture of the card slides onto the screen next to the
slot: the card is both a physical and a software interface element. Every
physical interaction with the PenPal produces similar feedback, which creates a
spatial and temporal continuity of action between the physical
interface and the software interface.
Images on the screen are not iconic or abstract in character, but instead are
realistic representations of real-world objects. By tightly coupling on-screen
images and interactions with physical actions, we hope to reduce the
semantic and articulatory distance required for the child to understand
the meaning and use of the image [7].
In addition to these basic design principles, we had some overall design goals
in mind:
- The PenPal should be personal and fun to use. Children should
perceive the PenPal as being built exclusively for them, rather than a computer
for adults that has been retrofitted for younger users. We provide a number of
ways to customize the hardware-software interface: a personal address book with
pictures of other users, a custom software startup sequence that runs when the
PenPal is turned on, and exchangeable hardware screen frames with different
colors and visual themes.
- The PenPal should be expandable. Although we wanted to keep the
interface simple, we wanted to take advantage of the computer's ability to
perform many different tasks. The PenPal must be able to grow with the
children, expanding functionality as they learn to do more with the tool.
The Stanford course focused on teaching user-centered design. The first phase
involved brainstorming and exchanging ideas with the goal of forming teams and
elaborating product concepts. The course faculty emphasized the unique
advantages of interdisciplinary design [9]; our five-person team has members from France,
Germany, and the United States, with backgrounds in Computer Science, Product
Design, Art and Engineering.
The rest of the course was broken down into user observation and scenario
generation, hardware and software prototyping, and usability testing. Oral
design critiques were performed every two weeks. The user-centered design
cycle iterated through several prototypes and usability tests (12 boys and
girls between the ages of two and a half and six years old) [5]. The process was
supported by market observations, expert interviews (parents, teachers,
education experts), user interviews, and visits to schools and toy stores.
Because we were unable to build a fully integrated prototype, each test
involved a hardware and a software phase.
We built two series of prototypes in parallel. The first series of prototypes
explored the appearance, ergonomics and function of the physical unit. We
generated several life-sized prototypes using materials from clay and
cardboard, to laser-cut acrylic (Figure 2), and conducted usability tests to
determine which form-factors worked best for our users.

Figure 2. Previous hardware prototypes.
The second series of prototypes helped us develop the interactive aspects of
the PenPal. In order to understand the important issues in merging physical and
screen interfaces, we conducted a Wizard of Oz experiment with software
prototypes developed in Macromedia Director. To model the physical
interactions, we taped a touch-screen onto a computer monitor and taped a
large-scale cardboard mock-up of the PenPal on top of the touch-screen (Figure
3) [3]. The cardboard mock-up included the main hardware features of the
PenPal: two tool slots, and a coaching button at the top of the screen. The
software was controlled through a combination of behind-the-scenes manipulation
by a project member and of direct user interaction with the touch-screen.

Figure 3. Setting for the software user tests.
In recognition that a "user interface is more than software" [10], we discuss
the design of the physical product as well as its software elements.
We determined the initial shape of the PenPal by asking one of our users to
take modeling clay and "wrap" a small pad of paper. The pad was wrapped
irregularly and in several colors of clay, indicating that the PenPal didn't
necessarily need a conventional rectangular viewing area. We used this fact to
create fun and colorful screen frames that occasionally overlap the screen.
Our final hardware design features a landscape-oriented color liquid-crystal
display (LCD) touch-screen, about 3 inches by 5 inches in size. The screen is
embedded in a slim frame with two barrel-shaped grips. On either side of the
screen are slots for plug-in tools or credit-card-sized MessageCards (Figure
4). A camera is embedded at the top of the left grip, and a microphone and
speaker in at the top of the right grip. A single button is positioned at the
top of the screen, and brings up the PenPal's prompting and coaching feature.
The back of the unit holds the battery storage area, clips for a shoulder
strap, and various contacts for connection to the Dock.

Figure 4. PenPal, MessageCard and PaintSet tool.
When lying on a flat surface, the PenPal is tapered towards the user so that
the screen slopes slightly upward to face the user for more ergonomic usage. We
added this taper after users repeatedly placed one of our clay prototypes in a
portrait orientation rather than the intended landscape orientation, because
the left side of the prototype was higher than the right side. Users placed the
prototype sloping toward them rather than toward the right, even though this
orientation made controls and tools asymmetrical. This challenged our
assumption about the best orientation for the PenPal; we did not have enough
time to perform additional tests to determine which orientation our users
preferred.
A major design challenge was to find a way for children to store pictures and
sounds, and exchange them with other users. We developed several concepts such
as "data marbles" that would contain a single image, or "memory coins" that
plugged into the grips of the PenPal (Figure 5).

Figure 5. Memory coin.
However, feedback from teachers, parents, and other students in the course led
us to believe that users would have difficulty thinking about coins or marbles
as items that could be sent to someone, so we settled for the concept of a
postcard. In the final design, camera images or drawings are stored on
MessageCards, credit-card-sized cards that have six LCD fields on one side and
an addressing area on the other (Figure 6). The LCD fields are magnetized to
indicate how full the card is.

Figure 6. MessageCards.
To provide an inexpensive connection to the Internet, we developed a docking
station rather than a wireless connection in the PenPal itself (Figure 7). The
PenPal Dock has a build-in modem, a MessageCard slot for sending and receiving
messages, and a flashing light for indicating when a new message has
arrived. The dock sits on the wall or on a table, and also serves as a storage
rack and recharging station for the PenPal.

Figure 7. The PenPal Dock.
Both teachers and parents emphasized the importance of including personal
elements in the PenPal. This is achieved by customizing their address book with
friends' addresses, adding important names and dates, or choosing from a
variety of PenPal screen frames that have different visual themes such as the
interior of a car or a tropical jungle (Figure 8).
The screen frames occasionally intrude upon the screen area. For example, the
Jungle screen frame has a few trees and bushes that overlap from the frame onto
the screen area; this again blurs the hardware-software separation. Although we
did not prototype this idea, we envision that screen frames could have software
elements as well: the jungle scene, for example, could change the animated
coaching character to a monkey or parrot.

Figure 8. Screen frames.
We now turn to the design of the software elements in the PenPal, concentrating
on how they relate and blend with the hardware features.
MessageCards contain six fixed-size images. We chose fixed-size images to avoid
the need for scrolling, and a fixed number of images per card to simplify
browsing. To verify that users could create on a canvas the size of the PenPal
screen, we stuck sheets of paper onto our hardware prototypes and had our users
draw on them.
Inserting a MessageCard into a PenPal slot slides an on-screen image of the
card into view next to the slot. This virtual MessageCard shows a reduced-size version ("thumbnail") of
each image on the card; tapping on one of these images zooms it to full size
and plays any sounds associated with the image (Figure 9). Because of the
speed limitations of our testing setup (touch-screen and Director prototype),
users often tapped repeatedly until the image zoomed to full size. We are
convinced that with a better implementation, the system will react quickly so
that users will understand that a single tap is sufficient.

Figure 9. Browsing the contents of a MessageCard.
Once we chose MessageCards as the data storage mechanism, we realized we could
use the address side of the card to embody both the hardware and software
aspects of addressing the card. The back of a MessageCard looks like the
address side of a postcard with an address area and a stamp; all but two users
recognized the visual similarity between MessageCards and postcards after we
added a stamp. If a MessageCard is inserted into the PenPal with the address
side facing up, a personal Address Book with faces of other correspondents
appears on the screen (Figure 10). Touching one of the faces moves it to
the address area of the on-screen card, and a spoken voice reinforces the
action ("This card is addressed to Pierre"). To send an addressed MessageCard
across the Internet, the user inserts it into the slot on the PenPal Dock
the same way one would drop a real postcard into a mailbox.

Figure 10. Addressing a MessageCard.
In our initial design, touching a face moved it directly to the addressing
area. Users commented that it behaved differently than the data side of the
MessageCard, where touching on images zoomed them to full size. In the final
design, touching a face in the Address Book zooms it to full size, then zooms
it back down into the addressing area. Once we added this animation, users
seemed to feel more comfortable with the interface: they recognized pictures of
their friends, and understood that they could now send the MessageCard to these
friends.
We tested a number of different methods for plugging in tool modules, including
extensions to the grips and various cabled plug-ins. Most of these ideas were
discarded because they appeared to make the PenPal awkward to hold and use. We
decided to use the same slots for the tools as for the MessageCards: all
plug-in / pull-out interactions consistently occur in conjunction with one of
these two slots that are clearly visible from the top of the unit.
While children can use drawing programs like KidPix [2], desktop computer
operating systems are not designed for children. In the PenPal, the physical
aspects of a plug-in tool govern its usage. For example, plugging in the
PaintSet tool (Figure 11) switches the software into paint mode: a voice
confirms the new functionality (e.g., "This is the PaintSet! Touch the screen
to draw on it!")."Dipping a finger" into one of the colored patches on the
PaintSet switches colors, while the PenPal pronounces the name of the new
color. Users can draw with the PenPal as if finger-painting.

Figure 11. PaintSet and MessageCards.
Early tests showed that users had difficulty finding the slots. Because the
slots were located on the side of the prototypes and not easily seen from
above, users tried to place the cards directly onto the screen. We made the
slots clearly visible from the top, and added distinctive color differences on
the handles (Figure 12).

Figure 12. PenPal tool slot.
We ran into some difficulties when we tried prototyping different MessageCard
sizes and PenPal slot designs at the same time. As a result, some cards simply
would not fit into the slots. Users might have noticed the slots but not tried
to insert the cards because the card they happened to be holding was clearly
too large to fit into that prototype. Once we settled on a fixed size card and
slot, users were able to perform the action repeatedly without trouble.
The built-in camera is activated by sliding back a lever thus revealing the
snapshot button on the front, and uncovering the camera lens on the back
(Figure 13). The gesture is similar to winding up a photo camera, and our young
users enjoyed playing with the lever.

Figure 13. Camera lever.
As soon as the lever is turned, the display becomes a live viewfinder,
revealing what the camera lens is pointing at. Pressing the shutter button
takes a picture and freezes it on the screen. This is similar to taking a
conventional photograph, but the result is immediately available for the user
to work with (e.g. plug in the paint tool and start drawing on the picture).
For self-portraits, the camera lever can be rotated 180deg. so that the lens
faces the user; in this case, pressing the snapshot button starts a 10-second,
audible countdown instead of taking the picture right away. A similar mechanism
controls the microphone on the right side: after the lever is pushed to start
recording, it slowly rotates back into place like a kitchen timer to indicate
the amount of recording time left.
An earlier design placed the camera on a pivoting arm; lowering the arm would
activate the camera. We discarded this idea after users pointed out that it
seemed quite fragile. However, their reactions were probably biased by the
fragility of our hardware prototype: several users accidentally pulled the arm
off the unit while trying to rotate it, after which they handled all
interactions with the unit with an exaggerated delicacy. Our final prototype
was much sturdier and the camera lever fit more snugly into the unit, making it
harder to remove accidentally.
Educators we spoke with emphasized the importance of auditory feedback and
reinforcement during a child's learning period. We added auditory and animated
coaching to the PenPal to reinforce what users were doing and to guide them.
Usability tests showed that children occasionally needed prompting to suggest
what options were available to them. A "help me" button above the screen
activates an animated character that gives users options about what they might
like to do next (Figure 14). Whenever possible, the animations attempt to
reinforce the fuzzy border between hardware and software by making the
character aware of surrounding hardware such as slots and levers. For example,
in our usability test, the animated character suggests that the user plug in a
PaintSet tool: the character drops down from under the "help me" button that
the user just pressed, walks across the screen and points to the
physical slot (located next to the right edge of the screen) as she talks.

Figure 14. Animated character.
We ascribe our accomplishments primarily to the course requirements, and the
constrained design space imposed by both our user group and the prerequisites of the
competition. The course curriculum focused on a by-the-book, user-centered
design methodology, and forced us to explicitly articulate our design for
bi-weekly presentations to a group of peers and faculty for criticism.
Selecting a well-focused user group permitted an in-depth understanding of
users' needs, abilities, and daily lives. As the computing industry moves
towards special purpose devices that perform a narrower range of tasks than the
typical desktop computer, designing for such narrowly-defined user groups will
be an increasingly common goal.
Usability testing. Performing usability studies with children required
tailoring conventional testing methods [4]. Adult users are often asked to
evaluate features by rating them according to a scale. Some of our users found
this difficult, so we experimented with simple, directed questions or task
statements that attempted to extract useful feedback without influencing users'
responses. For example, when testing our early designs for the tool slots, we
found that questions that required even simple hypothetical thinking on the part
of the user were less useful than simple task assignements. Thus, we told users
to "Put this card into the PenPal" instead of asking them "Where would you insert
this card in the PenPal?" The most useful tests were brief and straightforward,
and involved intriguing tasks to keep users interested.
Children had difficulty with explicit "thinking aloud" techniques, and we sometimes
struggled to understand the verbal feedback they gave during post-test interviews,
due either to their inability to articulate their thoughts, or our inability to
understand them. They were also more likely to verbalize positive reactions than
negative ones, and the tendency to seek approval from the tester that is often seen
in adult usability tests appeared exaggerated in our young users. Therefore, we
relied more on user observation than on interviews to find flaws in our design;
often the most valuable information came from interpreting users' facial expressions
and spontaneous reactions. We found it vital to have at least two cameras running
at all times: one videotaping the user's face, the other taping the interaction with
the user interface, typically over the user's shoulder.
Customization. The customization and "personalization" of the PenPal
turned out to be a very important factor in making it appealing to our user
group. Our users loved the animated start-up sequence, the address book filled
with familiar faces of friends, and the colorful screen frames. The success of
colorful mouse pads and animated screen-saver software for desktop computers
would suggest that this kind of customization appeals to adults as well, yet it
is rarely integrated into the basic design of the computer.
Developing a design featuring hardware and software working in fluid unison was
one of the major challenges in this project. The use of sound and animation
proved to be a valuable tool in developing our solution. When a MessageCard is
inserted on the right side of the PenPal, the user moves the card from the
right to the left as it slides into the slot. The on-screen image of the card
mimics this dynamic motion so that it appears at the same location and moves in
the same fashion as the physical card. Through the integrity of this illusion,
the PenPal serves as a magic magnifier to allow users see what is on their
MessageCards.
While other interface systems use graphical feedback about physical actions
(e.g. a floppy disk icon appearing on the Macintosh desktop after a disk is
inserted into the drive), the PenPal provides a "continous representation of
the object of interest", which requires less cognitive interpretation on the
part of the user [7]. The spatial and temporal continuity of this parallelism
results in physical modes and actions that appeared to be more natural for our
users than software-only manipulations.
We thank Terry Winograd, David Kelley, Brad Hartfield, Harry Saddler, Deanna
Marsh, Jean-Michel Moreau and Angel Puerta as well as our young users for their
contributions. Special thanks to Joy Mountford and Greg Thomas for organizing
the Apple Design Competition, and to Vicky O'Day for providing valuable
assistance in performing our usability tests. Certain computing services were
provided by Apple Computer, Inc. and the CAMIS resource at Stanford, NIH grant
No. LM-05305.
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+ visiting from LIAP-5, Université René Descartes, Paris, France.