Patent Description:
Many electronic toys exist, where there are multiple buttons, and each button the child presses causes something to occur. For example, such toys exist for teaching children animal sounds, instrument sounds, and the like. However, one disadvantage of these toys is that each time the child presses a button, the result is always the same. After a short play-time, the child typically gets bored with the toy, because he already knows exactly what will happen when each button is pressed, and/or where he needs to press to provide the correct answer to a question asked by the toy.

Document <CIT> discloses an interactive learning device for children having a housing with a front and back face. Multiple switches are located on the front face of the housing and an image of a letter of an alphabet is associated with each of the switches. The housing also supports a speaker designed to produce sounds or music and one or more display devices for displaying images. An electronic processor in the housing communicates electrically with the multiple switches, the speaker, and the one or more display screens. The processor responds to the switches to selectively cause the speaker to produce sounds and the screen to display images.

As such, there is a need in the art for an interactive electronic toy wherein play is less predictable, requiring the child to continue learning even during extended play, and as a result keeping the child's attention for a longer time.

In accordance with a first aspect of the invention, there is provided an interactive electronic toy system as set forth in claim <NUM> of the appended claims.

In accordance with a second aspect of the invention, there is provided a method of providing a challenge to a user using an interactive electronic toy as set forth in claim <NUM> of the appended claims.

Preferred features are set forth in claims <NUM> to <NUM>, and also in claims <NUM> to <NUM>.

Some embodiments of the invention are described herein with reference to the accompanying figures. The description, together with the figures, makes apparent to a person having ordinary skill in the art how some embodiments of the invention may be practiced. The figures are for the purpose of illustrative discussion and no attempt is made to show structural details of an embodiment in more detail than is necessary for a fundamental understanding of the invention. For the sake of clarity, some objects depicted in the figures are not to scale.

The following description is provided for illustration purposes and to aid the reader in understanding the invention. The embodiments described herein are therefore not necessarily in accordance with the invention, the scope of the invention being determined by the appended claims.

The invention, relates to the field of electronic toys, and more specifically to an interactive electronic toy system having randomizable challenges, games and activities.

The principles, uses and implementations of the teachings herein may be better understood with reference to the accompanying description and figures. Upon perusal of the description and figures present herein, one skilled in the art is able to implement the invention without undue effort or experimentation.

It is to be understood that the invention is not limited in its applications to the details of construction and the arrangement of the components and/or methods set forth in the following description and/or illustrated in the drawings and/or the Examples. The invention can be implemented with other embodiments and can be practiced or carried out in various ways. It is also understood that the phraseology and terminology employed herein is for descriptive purpose and should not be regarded as limiting.

The system and method described herein are intended to provide an interactive environment in which a user, typically a child, plays by pressing buttons on an electronic device. However, during each challenge or game, or each use of the device, different requirements are presented to the user, and different buttons have different effects. The effects of the buttons, and the specific locations the user must press, may be randomized.

For example, the interactive electronic toy may include a challenge in which the user is instructed to press all the buttons that appear green. The interactive electronic toy may then present a plurality of green buttons in a first set of locations on the device, and wait to sense that the user has pressed all the correct buttons. The challenge may then restart, only the green buttons will be in a second set of locations on the device, different from the first set of locations. As such, the user would not be able to remember which buttons he has to press, but rather would need to once again find the locations of the green buttons. Additional examples are provided hereinbelow.

Reference is now made to <FIG>, which is a perspective view illustration of an interactive electronic toy <NUM>, to <FIG>, <FIG>, which are, respectively, top, front, back, and side plan view illustrations of the interactive electronic toy <NUM>, to <FIG>, which is a partially exploded view of the interactive electronic toy <NUM>, and to <FIG>, which is a schematic block diagram of an interactive electronic toy.

As seen in <FIG>, <FIG> and <FIG>, interactive electronic toy <NUM> includes a housing <NUM> (<FIG>), typically including an upper housing portion 102a and a lower housing portion 102b, which form a hollow therebetween.

Upper housing portion 102a includes an upper surface frame <NUM>, which has disposed therein a button receiving surface <NUM>, which includes a grid of openings <NUM> for receiving buttons as described hereinbelow. Disposed on a front side of upper surface frame <NUM> is a selector switch <NUM> adapted for selection of a game to be played, or of a challenge to be presented, a progress button <NUM>, adapted to enable a user to progress between steps of a game, or between levels of a game, and a volume control <NUM>. For example, in a game in which the user is required to identify numbers, progress button <NUM> may be used to skip the lower numbers with which the user is already familiar, and bring the user directly to identification of higher numbers (e.g. <NUM>, <NUM>, <NUM>) which the user still needs to master.

Extending downwardly from upper surface frame <NUM>, on two opposing sides thereof, are side surfaces <NUM>. In some embodiments, the side surfaces are shaped and configured such that the toy <NUM> has a specific appearance, for example that of an animal. In such embodiments, a lower end of side surfaces <NUM> may have a specific contour, selected for creating the specific appearance. In the illustrated embodiment, the specific contour is wavy, such that the shape of the entire toy <NUM> is reminiscent of that of a caterpillar.

Lower housing portion 102b includes a bottom surface <NUM>. A front surface <NUM> and a back surface <NUM> extend upwardly from bottom surface <NUM>, toward upper surface frame <NUM>. Extending sideway from bottom surface <NUM>, and in some embodiments partially upward, are side bases <NUM>, configured to engage side surfaces <NUM> of upper housing portion 102a. As seen in <FIG>, when upper housing portion 102a is connected to lower housing portion 102b, a closed structure is formed, preventing the user from accessing the interior of the housing.

Front surface <NUM> of lower housing portion 102b includes at least one audio speaker <NUM>, here illustrated as a pair of audio speakers. Audio speakers <NUM> are adapted to provide audio instructions to the user, as explained in further detail hereinbelow.

Back surface <NUM> of lower housing portion 102b includes an activation switch <NUM> adapted to activate and deactivate the toy, as well as a port <NUM> for connection of toy <NUM> to an external power source, such as an electric socket, either for powering of toy <NUM> or for charging of a battery thereof, as explained in further detail hereinbelow. In some embodiments, switch <NUM> may be a three step switch including an "off" position, an "on low volume" position, and an "on high volume" position. In some such embodiments, volume control <NUM> may be obviated.

A button surface <NUM> is disposed within the hollow of toy <NUM>, and includes a plurality of depressible buttons <NUM>. As shown in <FIG> and 2A, buttons <NUM> are devoid of images or markings printed thereon. In some embodiments, such as the illustrated embodiments, there may spaces between buttons <NUM>. As seen in <FIG>, button surface <NUM> is arranged such that each of buttons <NUM> extends through a corresponding opening <NUM> of button receiving surface <NUM>. In some embodiments, not illustrated, the buttons <NUM> may be very close to each other, or even touching each other, provided that the buttons <NUM> can each be depressed individually without impacting adjacent buttons. In some such embodiments, button receiving surface <NUM> may include a single large opening <NUM>, such that all the buttons together are disposed within the single large opening <NUM>.

Disposed beneath each one of buttons <NUM> is at least one corresponding illuminator <NUM>, such as an LED light. The buttons <NUM> are at least partially transparent, such that, during operation of a specific illuminator <NUM> beneath a specific button <NUM>, the button appears illuminated. In some embodiments, each illuminator <NUM> is adapted to provide illumination in a plurality of colors. In other embodiments, each button <NUM> has a plurality of illuminators disposed thereunder, each of the plurality of illuminators adapted to illuminate in a different color. In some embodiments, each one of illuminators <NUM> corresponds to a single button <NUM>, such that a one-to-one relationship exists between each illuminator <NUM> and a button <NUM>. In other embodiments, or in some play modes, the illuminators <NUM> may be decoupled from the buttons <NUM>.

Disposed beneath each one of buttons <NUM> is also at least one corresponding sensor <NUM>, such as a pressure sensor adapted to provide an electric signal when the overlying button <NUM> is depressed. Each one of sensors <NUM> corresponds to a single button <NUM>, such that a one-to-one relationship exists between each sensor <NUM> and a button <NUM>.

As seen in <FIG>, toy <NUM> is devoid of a screen or a display element, other than illumination of buttons <NUM>.

An electronic circuit <NUM> is disposed within the hollow of toy <NUM> and has illuminators <NUM> and sensors <NUM> disposed thereon. Electronic circuit <NUM> also connects audio speakers <NUM> and switches <NUM>, <NUM>, <NUM>, and <NUM> to a processor <NUM>, shown clearly in <FIG>, which may be mounted onto electronic circuit <NUM> or onto a dedicated printed circuit board (not explicitly shown). Processor <NUM> is adapted to control operation of toy <NUM>, as explained in further detail hereinbelow with respect to <FIG> and <FIG>. Processor <NUM> is functionally associated with a non-transitory computer readable storage medium <NUM>, shown clearly in <FIG>, storing software modules including instructions to be executed by the processor <NUM>. Storage medium <NUM> may be disposed on electronic circuit <NUM>, on a separate printed circuit board also holding processor <NUM>, or on a dedicated printed circuit board (not explicitly shown).

Toy <NUM> further includes, or is functionally associated with, at least one challenge repository <NUM> storing challenges and/or games to be implemented by processor <NUM> and present to the user via audio speakers <NUM> and buttons <NUM>.

The challenge repository <NUM> may be any suitable storage element for storing digital data, such as a database, a computer memory, or a buffering memory. The challenge repository <NUM> may be local to toy <NUM>. For example, the challenge repository <NUM> may be in the form of a data storage element, such as a removable memory card inserted into a dedicated slot (not shown) in toy <NUM> or a database or memory component built into toy <NUM>. For example, storage repository <NUM> may be mounted onto electronic circuit <NUM>, or onto another printed circuit board (for example the circuit board holding processor <NUM>). In some embodiments, the challenge repository <NUM> may be remote from toy <NUM>. For example, challenge repository <NUM> may be a database located remotely from toy <NUM> and communicating therewith, for example with processor <NUM>, via a network.

In some embodiments, the challenge repository <NUM> is adapted to store, at least temporarily, large amounts of data, in the range of 5MB to 500MB. In embodiments in which the challenge repository <NUM> is local to toy <NUM>, it enables toy <NUM> to operate even when not in communication with a network or with another remote device. The challenge repository <NUM> may be volatile or non-volatile memory, such as a flash memory device, retaining the stored data, even when the power is switched off and on, thus accelerating the device start up time.

In some embodiments, toy <NUM> further includes at least one orientation sensor (not explicitly shown), such as an accelerometer. The orientation sensor is adapted to provide to processor <NUM> information regarding a three dimensional spatial orientation of toy <NUM> (for example in terms of roll, pitch, and yaw), which information may be used to determine whether or not the user has met a specific challenge or completed a specific game, as explained in further detail hereinbelow.

One or more power supplies <NUM> are adapted to provide power to toy <NUM> and to components thereof, including audio speakers <NUM>, illuminators <NUM>, sensors <NUM>, processor <NUM> and/or challenge repository <NUM>. Power supply <NUM> may be any suitable power supply, such as a battery or a rechargeable battery, for example chargeable via port <NUM>, or an external power source to which toy <NUM> is connected via port <NUM>. In some embodiments, toy <NUM> is portable, and is designed to be operable without connection to an external power source, or at a distance greater than <NUM> meter from an external power source, for extended durations of time, in the range of <NUM>-<NUM> hours of non-stop operation.

In some embodiments, toy <NUM> may further include a transceiver <NUM>, shown in <FIG>, , enabling two way communication with a networked environment, for example via a Local Area Network (LAN), a Wide Area Network (WAN), or via the Internet. The two-way communication may be wired communication or wireless communication, and may use any suitable protocol known in the art. In such embodiments, power supply <NUM> provides power also to the transceiver.

The transceiver is particularly useful when the challenge repository <NUM> is remote from toy <NUM>, such that a challenge may be selected from the challenge repository <NUM> and provided to processor <NUM> via the transceiver.

In some embodiments, toy <NUM> may be functionally associated with an external computing device (not explicitly shown), such as a tablet computer, a laptop computer, or a smartphone, via transceiver <NUM>. In some such embodiments, a user interface of the external computing device (for example forming part of a dedicated application which interfaces with toy <NUM>) may receive user input, which may be transmitted from the external computing device to processor <NUM> for controlling operation of toy <NUM>, and/or for responding to a specific game or challenge currently being completed using toy <NUM>. Processor <NUM> may also provide an output, such as a challenge completion feedback output, to the external computing device, for example via transceiver <NUM>.

In some embodiments, toy <NUM> may further include an inactivity sensing functionality adapted to identify when the toy <NUM> has been inactive for a predetermined duration, and to provide such information to processor <NUM> for adapting operation of toy <NUM> so as to preserve power consumption by the toy <NUM> when it is inactive.

In some embodiments, in response to detection of inactivity by the inactivity sensing functionality, processor <NUM> may run a low power efficiency power scheme adapted to conserve power in toy <NUM>, and/or may provide an audio indication to the user that the toy has been inactive and is shutting down.

In some embodiments, the toy <NUM> may further include a thermal sensor, adapted to provide input to processor <NUM> when a temperature level in toy <NUM> exceeds a predetermined threshold. The processor <NUM> may then operate a temperature control module to adjust the operation of toy <NUM> to the elevated temperature level, for example by shutting down toy <NUM>, or by notifying the user of the elevated temperature, thereby to provide for safe and robust device operation.

Reference is now additionally made to <FIG> and <FIG>, which are flowcharts embodiments of exemplary methods of using the interactive electronic toy <NUM> of <FIG>.

In the flowchart of <FIG>, all user interaction, once the challenge or game is selected, is with toy <NUM>. As seen in <FIG>, at step <NUM> a selection of a challenge or game to be accomplished by the user is received by processor <NUM>, for example implementing instructions to receive such a selection from storage medium <NUM>. The challenge is typically selected from challenge repository <NUM>. In some embodiments, the challenge is selected using selector <NUM> of upper housing portion 102a.

In some embodiments, the challenge repository <NUM> may include a single challenge, and selection of the challenge may be carried out by associating the challenge repository with processor <NUM>. For example, the challenge repository may be a computer storage drive, such as an SD card, USB drive, or the like, including a single challenge. As such, the challenge is selected by selecting a suitable challenge repository and inserting it into a suitable slot or port in toy <NUM>, so as to associate the computer storage drive with processor <NUM>.

In some embodiments, the challenge repository is local to toy <NUM>, for example forming part of electronic circuit <NUM> thereof, or associated with the processor <NUM> by insertion into a dedicated port as described hereinabove.

In other embodiments, the challenge repository <NUM> may be remote from toy <NUM>, for example located on an external server or computing device. In such embodiments, the challenge may be selected by user interaction with a user interface of the external server or computing device, and the selected challenge may be transmitted to processor <NUM>, for example via transceiver <NUM>.

The challenge may be any suitable challenge or game which may be provided to the user by toy <NUM>, as described herein. In some embodiments, the challenge may include any one or more of the following types of challenges:.

Instructions for completing the challenge, are provided to the user, typically via audio speakers <NUM>, at step <NUM>, for example by processor <NUM> implementing instructions to provide such user instructions from storage medium <NUM>.

In a first, color identification challenge example, in which the user must press all the buttons illuminated in a specific color (e.g. green), the instructions may be provided by the audio speakers providing the sentence "Press all the green buttons!". The specific color to be identified may be selected by the processor <NUM> at the time of providing the instructions, for example in a random manner.

In a second, shape identification challenge example, in which the user must press all the illuminated buttons that form a specific shape (e.g. square), the instructions may be provided by the audio speakers providing the sentence "Press all the buttons which together form a square!". The specific shape to be identified may be selected by the processor <NUM> at the time of providing the instructions, for example in a random manner.

In a third, writing challenge example, in which the user must press buttons to form a specific letter, the instructions may be provided by the audio speakers providing the sentence "Press buttons to form an upper case letter 'L‴. The specific letter to be written may be selected by the processor <NUM> at the time of providing the instructions, for example in a random manner.

In a fourth, memory challenge example, in which the user must remember the locations of all the buttons that were illuminated in a specific color (e.g. red), the instructions may be provided by the audio speakers providing the sentence "Look closely at the buttons and remember which ones are red. After the lights turn off, press all the buttons that were red!". The specific color to be memorized may be selected by the processor <NUM> at the time of providing the instructions, for example in a random manner.

In a fifth, maze challenge example, in which the user must tilt the device so a light moves along a specific path, the instructions may be provided by the audio speakers providing the sentence "Tilt your toy to move the yellow dot from the green square to the red square, without bumping into blue walls". The specific lengths and locations of the blue walls, as well as the specific colors used for the walls, beginning and end points, and for the element traversing the maze, may be selected by the processor <NUM> at the time of providing the instructions, for example in a random manner.

In a sixth, coding challenge example, in which the user must move a light along a specific path, the instructions may be provided by the audio speakers providing the sentence "Use the operation buttons to create instructions for moving the yellow dot from the green square to the red square, without bumping into blue walls, and then see whether your plan worked by executing your instructions". The specific lengths and locations of the blue walls, as well as the specific colors used for the walls, beginning and end points, and for the element traversing the maze, may be selected by the processor <NUM> at the time of providing the instructions, for example in a random manner.

In some embodiments, at step <NUM>, at least some buttons <NUM> of toy <NUM> are illuminated, so as to present the challenge to the user, for example by processor <NUM> implementing instructions from storage medium <NUM> to illuminate specific buttons in specific colors. In some embodiments, the number of buttons to be illuminated and/or the locations of the buttons to be illuminated, may be at least partially randomized. Returning to the examples provided hereinabove:
In the first example, all the buttons <NUM> are illuminated, such that only a subset of the buttons are illuminated in green and the remaining buttons are illuminated in other colors. The specific number of buttons illuminated in green, and the specific locations of the buttons illuminated in green, may be selected by processor <NUM> at random, in real time when presenting the challenge to the user.

In the second example, selected buttons <NUM> are illuminated to show multiple shapes, for example a red triangle, a blue square, and a green rectangle. The specific colors of the illuminated shapes, dimensions of the illuminated shapes, and locations of the illuminated shapes may be selected by processor <NUM> at random, in real time when presenting the challenge to the user.

In the fourth example, all the buttons <NUM> are illuminated, such that only a subset of the buttons are illuminated in red and the remaining buttons are illuminated in other colors. The specific number of buttons illuminated in red, and the specific locations of the buttons illuminated in red, may be selected by processor <NUM> at random, in real time when presenting the challenge to the user. Following a predetermined duration allowing the user to memorize the locations of the red buttons, the processor <NUM> controls illuminators <NUM> to turn off the illuminating beneath all buttons <NUM>.

In the fifth example, some buttons <NUM> are illuminated in blue to form "walls", a single button <NUM> is illuminated in green and another single button <NUM> is illuminated in red, to form the maze's beginning and end points, and a third single button <NUM> is illuminated in yellow to form the dot that has to traverse the maze. The specific number of buttons forming "walls", and the specific locations of the illuminated buttons, may be selected by processor <NUM> at random, in real time when presenting the challenge to the user.

In the sixth, coding challenge example, some buttons <NUM> are illuminated in blue to form "walls", a single button <NUM> is illuminated in green and another single button <NUM> is illuminated in red, to form the maze's beginning and end points, and a third single button <NUM> is illuminated in yellow to form the dot that has to traverse the maze. Additionally, some buttons are illuminated to form operation buttons - for example some of the buttons may be step buttons used to code the sequence of movements or operations the yellow dot must accomplish to complete the maze, and another implementation button representing "move the dot according to the coded sequence". In one embodiment, the step buttons may include "walk left one step", "walk right one step", "walk up one step", and "walk down one step" buttons. In another embodiment, the step buttons may include "walk forward one step", "turn <NUM> degrees to the right" and "turn <NUM> degrees to the left" buttons. The specific number of buttons forming "walls", and the specific locations of the illuminated buttons, may be selected by processor <NUM> at random, in real time when presenting the challenge to the user.

In other embodiments, in which the challenge instructs the user to press specific buttons to cause them to be illuminated, rather than starting the challenge with illuminated buttons, step <NUM> may be obviated. Referring back to the third example above, since the user is instructed to press the buttons to write the letter 'L', none of buttons <NUM> are initially illuminated.

Following providing of the challenge to the user, at step <NUM> processor <NUM> receives a challenge response from the user, which response is received by receipt of a signal from one or more sensors. For some challenges, such as the challenges of the first, second, third, fourth, and sixth examples above, the response is received by receiving signals from one or more sensors <NUM> that buttons <NUM> corresponding thereto have been depressed by the user.

In some cases, the challenge response received from the user is stored for providing a later feedback. For instance, in the sixth coding example, the challenge response includes receiving a sequence signals from sensors associated with the step buttons, in which the user is indicating how the yellow dot should move. For example, the sequence may include <NUM> steps upwards, <NUM> steps left, <NUM> steps down, <NUM> steps left. Typically, the challenge response further includes receiving a signal from a sensor associated with implementation button, following the sequence of signals associated with the step buttons.

For some challenges, such as the challenge of the fifth example above, the response is received by receiving signals from the orientation sensor that the orientation of toy <NUM> has been changed in a specific way.

At step <NUM>, processor <NUM> provides feedback to the user, based on the received response. The feedback may include de-illumination of one or more buttons <NUM>, illuminating one or more buttons <NUM>, and/or providing audio feedback via audio speakers <NUM>. In some embodiments, the feedback is provided each time the user depresses a button. In other embodiments, the feedback is provided only following completion of the entire challenge.

Returning to the examples provided hereinabove:
In the first example, the processor may provide feedback to the user by de-illuminating all green buttons pressed by the user, by providing a confirming audible sound, e.g. a sound of clapping hands, when a green button is pressed, and/or by providing a negative or rejecting audible sound when a button of another color is pressed.

In the second example, the processor may provide feedback to the user by de-illuminating buttons belonging to the square, when those are depressed by the user, by providing a confirming audible sound when one of the buttons belonging to the square is depressed or when all the buttons belonging to the square are depressed, and/or by providing a negative or rejecting audible sound when a button of another shape is pressed.

In the third example above, the processor may provide feedback to the user by illuminating buttons depressed by the user in the process of forming the letter 'L', and/or by providing a confirming audible sound when the set of depressed buttons forms the letter 'L'.

In the fourth example, the processor may provide feedback to the user by re-illuminating buttons pressed by the user that were initially illuminated in red, by providing a confirming audible sound when the user depresses a button that was initially illuminated in red (i.e. remembering where the red button was), and/or by providing a negative or rejecting audible sound when the user depresses a button that was initially illuminated in a color other than red (i.e. misremembering where the red buttons were).

In the fifth example, the processor receives signals from the accelerometer indicating that the user is tilting toy <NUM>. As feedback, the processor may cause the button currently illuminated in yellow to be de-illuminated, and an adjacent button (in the direction of tilting of toy <NUM>) to be illuminated in yellow, thereby "moving" the yellow "dot" along the maze in accordance with directions in which the user tilts toy <NUM>. Additionally, the processor may provide feedback by providing a confirming audible sound when the user tilts the toy to "move" the yellow dot in the correct direction or when the user has managed to get the yellow dot to traverse the entire maze, and/or by providing a negative or rejecting audible sound when the user "moves" the yellow dot in the wrong direction or causes the yellow dot to "bump into a wall".

In the sixth, coding challenge example, the feedback may be provided in response to receipt of the signal from the sensor associated with the implementation button. As feedback, the processor may cause the button currently illuminated in yellow to be de-illuminated, and an adjacent button to be illuminated in yellow in a direction determined according to the instructions provided by the user in the sequence of signals received from the step buttons, thereby "moving" the yellow "dot" along the maze in accordance with the steps coded by the user. Additionally, the processor may provide feedback by providing a confirming audible sound when the instructions coded by the user successfully "move" the yellow dot through the entire maze, and/or by providing a negative or rejecting audible sound when the instructions coded by the user cause the yellow dot to "bump into a wall".

In some embodiments, feedback regarding completion of the challenge may also be provided to a remote device or location, such as a device operated by a parent, teacher, therapist, or other guide, at optional step <NUM>. Such feedback may be provided from processor <NUM> via the transceiver.

It is a particular feature of the present invention that, upon completion of a challenge, if the user selects to repeat the same challenge or type of challenge, processor <NUM> presents the same type of challenge but changed in some way.

In some embodiments, the changes may be a result of randomization of the creation of challenges. In other embodiments, the changes may be a result of a specific challenge or game being repeated multiple times in sequence, in which case the processor may increase the difficulty of the challenges. In such embodiments, memory component <NUM> may include a learning module, instructing processor <NUM> to periodically or continuously learn the level at which the user completes challenges, so as to provide challenges at a higher difficulty level when a challenge is successfully completed, or to make the challenge easier if the user is having trouble completing the challenge.

Using the first example hereinabove, upon the user requesting to repeat the challenge a second time processor <NUM> may change the color of the buttons to be identified and depressed by the user, the locations of the buttons to be identified and depressed by the user, and/or the number of buttons to be identified and depressed by the user. As another alternative for the first example, in the first time the user completes the challenge, all the buttons are illuminated only in two strongly contrasting colors, making it easier to find the green buttons, and in a subsequent completion of the challenge the buttons are illuminated in less strongly contrasting colors and/or in many colors, making it more difficult to find the green buttons and increasing the level of the challenge.

Turning to <FIG>, the figure relates to an embodiment in which part of the user interaction is via an external computing device, such as a tablet computer or smartphone, typically running a suitable software application dedicated for interaction with toy <NUM>. As explained in further detail hereinbelow, in such embodiments, the user may provide user input also via the user interface of the external computing device.

As seen in <FIG>, at step <NUM> a selection of a challenge or game to be accomplished by the user is received by processor <NUM>. As described hereinabove with respect to step <NUM> of <FIG>, the challenge may be received from a local or from a remote challenge repository, and may include any suitable challenge or game.

The method illustrated in <FIG> will be described hereinbelow with respect to the exemplary coding challenge provided hereinabove.

Instructions for completing the challenge are provided to the user at step <NUM>. In some embodiments, the instructions may be provided via audio speakers <NUM> of toy <NUM>, as described hereinabove with respect to step <NUM> of <FIG>. In some embodiments, the instructions may also, or alternatively, be provided via a user interface element of the external computing device, such as being provided via audio speakers of the external computing device or being displayed on a display-screen of the external computing device.

Returning to the coding challenge example provided hereinabove with respect to <FIG>, in some embodiments the instructions may be provided by the audio speakers <NUM> and/or the audio speakers of the remote computing device providing the sentence "Use the operation buttons to create instructions for moving the yellow dot from the green square to the red square, without bumping into blue walls, and then see whether your plan worked by executing your instructions". In some embodiments, the instructions may be displayed visually (in writing, drawings, icons, or an animated example) on the display-screen of the external computing device.

As discussed hereinabove, the specific lengths and locations of the blue walls, as well as the specific colors used for the walls, beginning and end points, and for the element traversing the maze, may be selected by the processor <NUM> and/or by a processor of the remote computing device at the time of providing the instructions, for example in a random manner.

In some embodiments, at step <NUM>, at least some buttons <NUM> of toy <NUM> are illuminated, so as to present the challenge to the user, substantially as described hereinabove.

In the coding challenge example, some buttons <NUM> are illuminated in blue to form "walls", a single button <NUM> is illuminated in green and another single button <NUM> is illuminated in red, to form the maze's beginning and end points, and a third single button <NUM> is illuminated in yellow to form the dot that has to traverse the maze. The specific number of buttons forming "walls", and the specific locations of the illuminated buttons, may be selected by processor <NUM> at random, in real time when presenting the challenge to the user. In some embodiments, the illuminated buttons may additionally include a specific "complete coding" button <NUM> (e.g. illuminated in another color, such as black), to be used once coding is complete to determine whether the coding was correct.

At step <NUM>, a user interface for providing challenge completion input is displayed to the user on the display-screen of the remote computing device. In the coding example being used herein, the user interface may include operation interface elements (e.g. icons or buttons). For example some of the interface elements may be step icons used to code the sequence of steps the yellow dot must accomplish to complete the maze. Another interface element may be a "complete coding" icon. In one embodiment, the step icons may include "walk left one step", "walk right one step", "walk up one step", and "walk down one step" icons. In another embodiment, the step icons may include "walk forward one step", "turn <NUM> degrees to the right" and "turn <NUM> degrees to the left" icons.

Following providing of the challenge and the user interface to the user, at step <NUM> processor <NUM> receives a challenge response from the user, at least part of which response is received via transceiver <NUM> from the external computing device. In some embodiments, some of the response is received by receipt of a signal from one or more of sensors of toy <NUM>, as described hereinabove with respect to <FIG>.

In the current coding example, the user may provide the challenge response input by engaging the step icons in a specific sequence, indicating how the yellow dot should traverse the maze. For example, the sequence may include engaging the step upwards icon <NUM> times, engaging the step left icon <NUM> times, engaging the step down icon <NUM> times, and engaging the step left icon <NUM> times. Once the user has coded the method for the yellow dot to traverse the maze, the user provides a "complete coding" input, either by engaging the corresponding icon on the user interface of the external computing device, or by pressing the corresponding button <NUM> on toy <NUM>. Subsequently, the coded sequence of instructions generated by the user using the step icons is transmitted from the external computing device to processor <NUM>, for example via transceiver <NUM>.

At step <NUM>, processor <NUM> provides feedback to the user, based on the received response. The feedback may include de-illumination of one or more buttons <NUM>, illuminating one or more buttons <NUM>, providing audio feedback via audio speakers <NUM> and/or providing feedback via the user interface of the external computing device.

In the coding challenge example, the feedback may be provided in response to receipt of the "complete coding" signal. As feedback, the processor may cause the button <NUM> currently illuminated in yellow to be de-illuminated, and an adjacent button to be illuminated in yellow in a direction determined according to the coded sequence of steps, thereby "moving" the yellow "dot" along the maze in accordance with the steps coded by the user. Additionally, the processor may provide feedback by providing a confirming audible sound when the instructions coded by the user successfully "move" the yellow dot through the entire maze, and/or by providing a negative or rejecting audible sound when the instructions coded by the user cause the yellow dot to "bump into a wall".

In some embodiments, feedback regarding completion of the challenge may also be provided to, or via, the external computing device.

Claim 1:
An interactive electronic toy system (<NUM>), comprising:
a challenge repository (<NUM>) storing a plurality of challenges or games to be completed by a user using the interactive electronic toy system;
a housing (<NUM>), including first and second housing portions (102a, 102b) attached to one another, such that a hollow is defined therebetween;
a plurality of buttons (<NUM>), each of said buttons being selectively depressible and being accessible from an exterior of said housing, each of said buttons being at least partially transparent;
a plurality of illuminators (<NUM>) disposed within said hollow, such that each specific button of said plurality of buttons has at least one corresponding illuminator of said plurality of illuminators disposed thereunder, such that illumination of said at least one corresponding illuminator is visible through said specific button;
a plurality of pressure sensors (<NUM>) disposed within said hollow, each pressure sensor of said plurality of pressure sensors being disposed under, and being associated with, a corresponding one of said buttons, and is adapted to provide an electrical signal when said corresponding one of said buttons is depressed or released;
a processor (<NUM>), functionally associated with said challenge repository, said plurality of illuminators, and said plurality of sensors;
a non-transitory computer readable storage medium (<NUM>) storing software modules including instructions to be executed by said processor, said non-transitory computer readable storage medium having stored:
instructions to receive a selection of a specific challenge;
instructions to provide to the user instructions for completing said specific challenge;
instructions to present said specific challenge visually to the user, by illuminating a subset of said plurality of buttons;
instructions to receive a challenge response from the user, in which the user responds to said specific challenge by at least one of moving said housing and depressing at least one of said plurality of buttons; and
instructions to provide feedback to the user, based on said received challenge response, by illumination or de-illumination of one or more of said plurality of buttons; and
at least one power supply (<NUM>) adapted to provide power to said plurality of illuminators, said plurality of pressure sensors, and said processor.