Flag

We stand with Ukraine and our team members from Ukraine. Here are ways you can help

Get exclusive access to thought-provoking articles, bonus podcast content, and cutting-edge whitepapers. Become a member of the UX Magazine community today!

Home ›› Apple ›› What Happens When Kids Can Hack Physical Play?

What Happens When Kids Can Hack Physical Play?

by Josh Tyson
3 min read
Share this post on
Tweet
Share
Post
Share
Email
Print

Save

Design for Experience award-winner Hackaball bridges digital and physical experiences while teaching kids programming basics.

Give a kid a tablet and watch them go. As a parent, it’s plenty tempting to hand your child a mobile device because, frankly, it’s keeps them quiet and engaged for hours. If you fed them intravenously, kids would probably go for days on end with their favorite app. And while some of the best apps for youngins are useful educational tools, this situation presents a problem: it’s not healthy for kids to sit around exercising only their thumbs.

That’s where Hackaball comes in. The creation of London-based “innovation accelerator” Made by Many, Hackaball is a durable, croquet-ball-sized sphere that kids can program via iPad to respond with light, sound, and vibration. Kids are invited to use the ball’s functionality to create their own games and use cases (imagine the cathartic wonders of an alarm clock that you can turn off by throwing it against a wall).

Winner of the Design for Experience award for Experience for Children, the project was funded by Kickstarter and moved through several rounds of prototyping and loads of user testing.

The Made by Many team met and tested with hundreds of kids while developing the product, with one clear dictum: put no restrictions on imagination. If the kids wanted to turn the Hackaball into a dragon’s egg and make a game out of not waking the sleeping dragon, great. If they wanted to juggle it like a soccer ball and let it count the number of consecutive kicks, awesome.

Of course, the ball itself is only half of the product, and the kids were also instrumental in developing the interface that would allow them to control it. This part of the testing phase involved oversized physical versions of the digital interface, like a giant cardboard iPhone that allowed kids to experiment with if;then rules. The results of testing with the younger set proved very useful.

“Kids are more honest and upfront with their answers than adults are,” says William Owen of Made by Many. “Not that adults are intentionally dishonest, but an important principle of design research is not just hearing what people say but listening to what they mean. We’ve noticed that what children say is usually what they mean.”

As the kids helped refine the product and the project grew, partners were brought in to help with specific aspects of the design, including Map Project Office, an industrial design firm who helped develop the outer casing; Kudu, a hardware studio that helped with internal hardware; and Karl Sadler, an independent sound designer who produced idiosyncratic sounds for the ball.

Kids are more honest and upfront with their testing feedback than adults are

But again, what sets Hackaball apart from other learning apps—specifically learn-to-code games—is that it encourages both imaginative and physical play, prying children away from screens. Learning to code transforms from a sedentary activity into an active one.

Yet another perk of the Hackaball is the way that it broadens kids’ understanding of the changing relationship between the digital and physical worlds. If all of the projections are to be believed, soon the environments we move through each day will be riddled with sensors and connected products working in congress to make our lives (seem) easier. Teaching a ball to do tricks using an app is a worthy foray into this strange future world.

“It’s interesting that many children grow up not understanding that there is a clear divide between physical and digital products,” Owen says. “We hope Hackaball will be a toy that makes sense as a bridge between these two types of products.”

So what happens when kids can hack physical play? All kinds of awesomeness.

post authorJosh Tyson

Josh Tyson
Josh Tyson is the co-author of the first bestselling book about conversational AI, Age of Invisible Machines. He is also the Director of Creative Content at OneReach.ai and co-host of both the Invisible Machines and N9K podcasts. His writing has appeared in numerous publications over the years, including Chicago Reader, Fast Company, FLAUNT, The New York Times, Observer, SLAP, Stop Smiling, Thrasher, and Westword. 

Tweet
Share
Post
Share
Email
Print

Related Articles

When a traveler loses her bag, a simple UX flaw turns inconvenience into chaos. What if smart design and AI could turn that moment into a story of trust instead?

Article by Krystian M. Frahn
UX Promptly Needed: a Railway Digital Transformation Story
  • The article shows how poor UX design in railway lost and found systems creates frustration and inefficiency for passengers and staff.
  • It argues that applying human-centered design and AI-powered tools, such as QR-based tracking and digital reporting, could transform the process into a seamless, trust-building experience.
Share:UX Promptly Needed: a Railway Digital Transformation Story
3 min read

AI is changing how designers work — speeding up workflows, sparking creativity, and taking care of the tedious parts. But it’s not here to replace designers — it’s here to amplify their insight, empathy, and impact.

Article by Nayyer Abbas
AI Boosts for UI/UX Designers: Fast Growth with Smart Tools
  • The article explores how AI transforms UI/UX design by automating repetitive tasks, speeding up workflows, and enhancing creativity across ideation, prototyping, and research.
  • It argues that AI empowers rather than replaces designers, freeing them to focus on insight, empathy, and strategy while maintaining ethical and user-centered design.
Share:AI Boosts for UI/UX Designers: Fast Growth with Smart Tools
5 min read

AI didn’t just change work — it removed the starting point. This piece explores what happens when early-career jobs vanish, and why the most “future-proof” skills might be the oldest ones.

Article by Pavel Bukengolts
AI, Early-Career Jobs, and the Return to Thinking
  • The article illustrates how AI is quickly taking over beginner-level jobs that involve routine work.
  • The piece argues that the skills that remain most valuable are human ones, like critical thinking, communication, big-picture understanding, and ethics.
  • It suggests that companies must decide whether to replace junior staff with AI or use AI to help train and support them.
Share:AI, Early-Career Jobs, and the Return to Thinking
5 min read

Join the UX Magazine community!

Stay informed with exclusive content on the intersection of UX, AI agents, and agentic automation—essential reading for future-focused professionals.

Hello!

You're officially a member of the UX Magazine Community.
We're excited to have you with us!

Thank you!

To begin viewing member content, please verify your email.

Get Paid to Test AI Products

Earn an average of $100 per test by reviewing AI-first product experiences and sharing your feedback.

    Tell us about you. Enroll in the course.

      This website uses cookies to ensure you get the best experience on our website. Check our privacy policy and