OpenAI’s Sam Altman apologizes for not reporting ChatGPT account of Tumbler Ridge suspect to police

Two months following the deadly shooting in Tumbler Ridge, British Columbia, OpenAI's Sam Altman has formally apologized for not informing police of the alarming ChatGPT conversations seen with the suspect's account. Before the incident, OpenAI banned the account belonging to the alleged shooter, Jesse Van Rootselaar, for violating its usage policy due to potential for real-world violence.

"I am deeply sorry that we did not alert law enforcement to the account that was banned in June," Altman wrote in the letter. "While I know words can never be enough, I believe an apology is necessary to recognize the harm and irreversible loss your community has suffered."

Altman noted in the letter, which was published in full by Tumbler RidgeLines, that he spoke with both Darryl Krakowa, Tumbler Ridge's mayor, and David Eby, the British Columbia premier, and agreed that a "public apology was necessary, but that time was also needed to respect the community as you grieved."

Eby, who also highlighted Altman's letter in his post on X, agreed that the "apology is necessary," but added that it was "grossly insufficient for the devastation done to the families of Tumbler Ridge." Moving ahead, Altman reaffirmed in the letter that OpenAI would "find ways to prevent tragedies like this in the future" and work with all levels of government to prevent something like this from happening again. Altman's latest commitment builds on the previous letter from OpenAI's vice president of global policy Ann O’Leary, who said the company would notify authorities if it finds "imminent and credible" threats in ChatGPT conversations.

This article originally appeared on Engadget at https://www.engadget.com/ai/openais-sam-altman-apologizes-for-not-reporting-chatgpt-account-of-tumbler-ridge-suspect-to-police-221400813.html?src=rss

OpenAI’s Sam Altman apologizes for not reporting ChatGPT account of Tumbler Ridge suspect to police

Two months following the deadly shooting in Tumbler Ridge, British Columbia, OpenAI's Sam Altman has formally apologized for not informing police of the alarming ChatGPT conversations seen with the suspect's account. Before the incident, OpenAI banned the account belonging to the alleged shooter, Jesse Van Rootselaar, for violating its usage policy due to potential for real-world violence.

"I am deeply sorry that we did not alert law enforcement to the account that was banned in June," Altman wrote in the letter. "While I know words can never be enough, I believe an apology is necessary to recognize the harm and irreversible loss your community has suffered."

Altman noted in the letter, which was published in full by Tumbler RidgeLines, that he spoke with both Darryl Krakowa, Tumbler Ridge's mayor, and David Eby, the British Columbia premier, and agreed that a "public apology was necessary, but that time was also needed to respect the community as you grieved."

Eby, who also highlighted Altman's letter in his post on X, agreed that the "apology is necessary," but added that it was "grossly insufficient for the devastation done to the families of Tumbler Ridge." Moving ahead, Altman reaffirmed in the letter that OpenAI would "find ways to prevent tragedies like this in the future" and work with all levels of government to prevent something like this from happening again. Altman's latest commitment builds on the previous letter from OpenAI's vice president of global policy Ann O’Leary, who said the company would notify authorities if it finds "imminent and credible" threats in ChatGPT conversations.

This article originally appeared on Engadget at https://www.engadget.com/ai/openais-sam-altman-apologizes-for-not-reporting-chatgpt-account-of-tumbler-ridge-suspect-to-police-221400813.html?src=rss

The Game Controller Teaching Blind Kids to Read Braille

Learning Braille is hard. Anyone who has ever pressed their fingertips against a page of raised dots knows that even identifying one character takes real practice and patience. Now imagine being a young child, just starting out, expected to master an entire tactile alphabet without any of the visual shortcuts that sighted learners rely on. The learning curve is steep, the tools are often clinical, and the experience can feel deeply isolating.

That’s exactly the gap the Bubble Braille Gaming Machine is trying to fill. Designed by Shenzhen IU+Design Co., Ltd. and featured on the iF Design Award platform, the Bubble Braille is a handheld gaming device built specifically for visually impaired children. It looks less like an educational tool and more like something you’d see a kid trying to smuggle under a classroom desk, and that, I think, is entirely the point.

Designer: Shenzhen IU+Design Co., Ltd.

The device is shaped like a compact game controller, with a grid of raised silicone buttons at its center and a soft, egg-shaped button at the top. Those bubble-like buttons aren’t just for squishing, though the satisfying tactility certainly doesn’t hurt. Each one is designed to accurately simulate the raised and recessed dot patterns of Braille, so children are building finger memory and character recognition through play rather than through rote drilling. The silicone material feels like an intentional and smart choice: soft enough to be non-threatening for little hands, yet precise enough to replicate the tactile nuances of actual Braille text.

The warm cream-and-peach colorway, also available in a soft blue variant, lands somewhere between a retro Game Boy and a modern sensory toy. It’s disarming in the best way. Inclusive design doesn’t always need to announce itself with clinical aesthetics, and the Bubble Braille fully embraces that idea. It looks like something a kid would want to own, not something they were assigned.

The social angle of this device is the part that tends to get overlooked in conversations about assistive design, and it might actually be the most compelling thing about it. Braille literacy rates among children with visual impairments have been in decline for decades. In 1960, over 50% of blind school-age children in the US could read Braille. Today, that number is a fraction of what it once was, partly because of audio tools and evolving technology, but also because of something less discussed: the quietly isolating nature of learning with tools that constantly set a visually impaired child apart from their sighted peers.

The Bubble Braille sidesteps that problem by making the device interactive for both visually impaired and sighted children. Two kids can sit down and play together, which means a visually impaired child isn’t practicing in isolation. They’re playing. With a friend. On equal footing. That shift feels small on the surface, but it carries real weight. Research consistently links early Braille literacy to better employment outcomes, higher educational attainment, and stronger self-esteem. A toy that makes that process joyful and shared isn’t just thoughtful design. It’s genuinely meaningful.

The exploded view images of the device reveal a real circuit board and internal hardware, so this isn’t a concept render built on wishful thinking. The components suggest audio feedback capabilities, which makes sense for a multi-sensory learning experience. Tactile input paired with sound cues is exactly how young children absorb and retain new skills, and it’s encouraging to see that level of functional consideration built directly into the design.

I’ll be honest: most so-called educational toys are neither. They tend to be watered-down skill drills dressed up in primary colors. The Bubble Braille feels different because the game mechanics and the learning mechanism are the same thing. The fun isn’t layered on top of the function. They’re inseparable. This is exactly the kind of design that makes me genuinely optimistic about where inclusive product thinking is heading. It doesn’t treat accessibility as an afterthought or a compliance checkbox. It treats the end user, a child who deserves to learn, to play, and to connect, as the entire starting point. More of this, please.

The post The Game Controller Teaching Blind Kids to Read Braille first appeared on Yanko Design.

Roblox agrees to a $12 million settlement with Nevada

Amidst ongoing legal trouble with several states and more than 100 pending lawsuits, this week Roblox announced a $12 million settlement with Nevada, allowing the company to avoid going to trial in this case.

Following the agreement, Nevada Attorney General Aaron Ford said "this settlement will create a safer environment for our children online, and I hope that it will serve as a bellwether for how online interactive platforms allow our state's youth to use their products." As part of the deal, Roblox has agreed to give $10 million over three years to local children's support programs like the Boys and Girls Club and other nondigital groups while spending another $2.5 million to fund a law enforcement liaison position and awareness campaigns regarding online safety.

Additionally, Roblox will also implement more rigorous safety protocols including an age verification system that combines a facial age estimation system with government-issued IDs that will only allow children to talk with other players of a similar age. Furthermore, users under 16 will not be allowed to message adults unless they have been designated as a "trusted friend," which can be assigned via QR code. This is intended to ensure that any adults who talk to minors on the platform have an existing relationship with the child.

Parental controls will be available for accounts of users up to 16 years old (previously the limit was 13). The company says it will also create children's accounts for anyone under 16 that will restrict access to adult content and provide a list of games that have been vetted to be appropriate for younger players. These changes come after a recent update that established new guidelines for Roblox Kids accounts (for children between five and eight years old) and Roblox Select accounts (for children between nine and 15), which come with varying content and chat restrictions. 

However, while Roblox has settled with Nevada, the company is still facing a number of lawsuits from other parties and states including Kentucky, Iowa, Louisiana, Texas and more, regarding claims that the platform has knowingly facilitated child sexual exploitation.

This article originally appeared on Engadget at https://www.engadget.com/gaming/roblox-agrees-to-a-12-million-settlement-with-nevada-142842421.html?src=rss

Most AI chatbots will help users plan violent attacks, study finds

Eight of the 10 most popular AI chatbots were willing to help plan violent attacks when tested by researchers, according to a new study from the Center for Countering Digital Hate (CCDH), in partnership with CNN. While both Snapchat's My AI and Claude refused to assist with violence the majority of the time, only Anthropic's Claude "reliably discouraged" these hypothetical attackers during testing.

Researchers created accounts posing as 13-year-old boys and tested ChatGPT, Gemini, Claude, Copilot, Meta AI, DeepSeek, Perplexity, Snapchat My AI, Character.AI and Replika across 18 scenarios between November and December 2025. The tests simulated users planning school shootings, political assassinations and bombings targeting synagogues. Across all the responses analyzed, the chatbots provided "actionable assistance" roughly 75 percent of the time and discouraged violence in just 12 percent of cases. This was the average across all chatbots, with Claude discouraging violence 76 percent of the time.

Meta AI and Perplexity were the least safe, assisting in 97 and 100 percent of responses. ChatGPT offered campus maps when asked about school violence, and Gemini said metal shrapnel is typically more lethal in a synagogue bombing scenario.

DeepSeek signed off rifle selection advice with "Happy (and safe) shooting!" Character.AI, which the report described as "uniquely unsafe," actively encouraged violence in seven instances, at one point telling a researcher to "use a gun" on a health insurance company CEO. In another scenario, it provided a political party's headquarters address and asked if the user was "planning a little raid."

Meta told CNN it had taken steps to "to fix the issue identified," while Google and Open AI said they had implemented new models since the study was conducted. Sixty-four percent of US teens aged 13 to 17 have used a chatbot, according to Pew Research.

This article originally appeared on Engadget at https://www.engadget.com/ai/most-ai-chatbots-will-help-users-plan-violent-attacks-study-finds-163651255.html?src=rss

Dr. Gladys West, whose mathematical models inspired GPS, dies at 95

Pioneering mathematician Dr. Gladys West has passed away at the age of 95. Her name may not be familiar to you, but her contributions certainly are; West's work laid the foundation for the global positioning system. As you likely know from experience, GPS is now an essential component of industries ranging from aviation and emergency response, as well as ensuring that you get to that dinner date or job interview on time. 

West was born in 1930 in Virginia. Despite the oppression of Jim Crow laws in the south, she was able to pursue higher education at Virginia State College (now named Virginia State University), obtaining bachelor's and master's degrees in mathematics. In 1956, West was hired at what is now called the Naval Surface Warfare Center in Dahlgren, VA. Her focus during the 1970s and 1980s was creating accurate models of the Earth's shape based on satellite data, a complex task requiring the type of mathematical gymnastics that would make the average person dizzy. Those models later became the backbone for GPS. West worked at the Dahlgren center for 42 years, retiring in 1998. 

As has been the case with so many of the women, particularly those of color, behind tech and science breakthroughs in the US, West's work went largely uncelebrated for decades. After submitting a short biography of her accomplishments to a sorority function in 2018, members of Alpha Kappa Alpha helped West to receive belated recognition for her contributions. She was inducted into the US Air Force Space and Missiles Pioneers Hall of Fame and honored as Female Alumna of the Year by the Historically Black Colleges and Universities Awards in that same year. The Guardian published an interview with West in 2020 that shared some insights on her journey, including a note that when West was out and about, she favored paper maps over the technology she indirectly helped create.

This article originally appeared on Engadget at https://www.engadget.com/science/dr-gladys-west-whose-mathematical-models-inspired-gps-dies-at-95-234605023.html?src=rss

Lego’s latest educational kit seeks to teach AI as part of computer science, not to build a chatbot

Last week at CES, Lego introduced its new Smart Play system, with a tech-packed Smart Brick that can recognize and interact with sets and minifigures. It was unexpected and delightful to see Lego come up with a way to modernize its bricks without the need for apps, screens or AI. 

So I was a little surprised this week when the Lego Education group announced its latest initiative is the Computer Science and AI Learning Solution. After all, generative AI feels like the antithesis of Lego’s creative values. But Andrew Silwinski, Lego Education’s head of product experience, was quick to defend Lego’s approach, noting that being fluent in the tools behind AI is not about generating sloppy images or music and more about expanding what it means by teaching computer science.

“I think most people should probably know that we started working on this before ChatGPT [got big],” Silwinski told Engadget earlier this week. “Some of the ideas that underline AI are really powerful foundational ideas, regardless of the current frontier model that's out this week. Helping children understand probability and statistics, data quality, algorithmic bias, sensors, machine perception. These are really foundational core ideas that go back to the 1970s.” 

To that end, Lego Education designed courses for grades K-2, 3-5 and 6-8 that incorporate Lego bricks, additional hardware and lessons tailored to introducing the fundamentals of AI as an extension of existing computer science education. The kits are designed for four students to work together, with teacher oversight. Much of this all comes from learnings Lego found in a study it commissioned showing that teachers often find they don’t have the right resources to teach these subjects. The study showed that half of teachers globally say “current resources leave students bored” while nearly half say “computer science isn’t relatable and doesn’t connect to students’ interests or day to day.” Given kids’ familiarity with Lego and the multiple decades of experience Lego Education has in putting courses like this together, it seems like a logical step to push in this direction. 

In Lego’s materials about the new courses, AI is far from the only subject covered. Coding, looping code, triggering events and sequences, if/then conditionals and more are all on display through the combination of Lego-built models and other hardware to motorize it. It feels more like a computer science course that also introduces concepts of AI rather than something with an end goal of having kids build a chatbot.

In fact, Lego set up a number of “red lines” in terms of how it would introduce AI. “No data can ever go across the internet to us or any other third party,” Silwinski said. “And that's a really hard bar if you know anything about AI.” So instead of going to the cloud, everything had to be able to do local inference on, as Silwinski said, “the 10-year-old Chromebooks you’ll see in classrooms.” He added that “kids can train their own machine learning models, and all of that is happening locally in the classroom, and none of that data ever leaves the student's device.”

Lego also says that its lessons never anthropomorphize AI, one of the things that is so common in consumer-facing AI tools like ChatGPT, Gemini and many more. “One of the things we're seeing a lot of with generative AI tools is children have a tendency to see them as somehow human or almost magical. A lot of it's because of the conversational interface, it abstracts all the mechanics away from the child.” 

Lego also recognized that it had to build a course that’ll work regardless of a teacher’s fluency in such subjects. So a big part of developing the course was making sure that teachers had the tools they needed to be on top of whatever lessons they’re working on. “When we design and we test the products, we're not the ones testing in the classroom,” Silwinski said. “We give it to a teacher and we provide all of the lesson materials, all of the training, all of the notes, all the presentation materials, everything that they need to be able to teach the lesson.” Lego also took into account the fact that some schools might introduce its students to these things starting in Kindergarten, whereas others might skip to the grade 3-5 or 6-8 sets. To alleviate any bumps in the courses for students or teachers, Lego Education works with school districts and individual schools to make sure there’s an on-ramp for those starting from different places in their fluency.

While the idea of “teaching AI” seemed out of character for Lego initially, the approach it’s taking here actually reminds me a bit of Smart Play. With Smart Play, the technology is essentially invisible — kids can just open up a set, start building, and get all the benefits of the new system without having to hook up to an app or a screen. In the same vein, Silwinski said that a lot of the work you can do with the Computer Science and AI kit doesn’t need a screen, particularly the lessons designed for younger kids. And the sets themselves have a mode that acts similar to a mesh, where you connect numerous motors and sensors together to build “incredibly complex interactions and behaviors” without even needing a computer.

For educators interested in checking out this latest course, Lego has single kits up for pre-order starting at $339.95; they’ll start shipping in April. That’s the pricing for the K-2 sets, the 3-5 and 6-8 sets are $429.95 and $529.95, respectively. A single kit covers four students. Lego is also selling bundles with six kits, and school districts can also request a quote for bigger orders. 


This article originally appeared on Engadget at https://www.engadget.com/ai/legos-latest-educational-kit-seeks-to-teach-ai-as-part-of-computer-science-not-to-build-a-chatbot-184636741.html?src=rss

Codeebots Brings Physical Coding Blocks from the Classroom to the Maker’s Bench

Code education has a reputation problem. For a lot of kids, it means more screen time, more syntax errors, and more worksheets that feel nothing like the robots they care about. For many adults, it is too many tools, too much boilerplate, and not enough time to get from idea to working prototype. Codee, from Codeebots, tries to redraw that picture by turning code into something you pick up, snap together, and watch come alive, whether you are six or sixty.

At the heart is a set of magnetic tiles that behave like physical lines of code. Each tile carries a clear label and icon, MOTOR POWER, MOTOR SPEED, LIGHT COLOR, LIGHT BRIGHTNESS, SOUND VOLUME, or PLAY MUSIC, along with small number wheels for setting values. You lay them out on a table in order, snapping them together so the arrows line up. Instead of typing IF, LOOP, or DELAY, you drop in tiles that embody those concepts.

Designer: Codee

For younger learners, that shift is huge. Kids from about four to twelve can create code with their own hands, without staring at a tablet. The base unit sends power and data through the snapped‑on tiles, and LEDs under the surface trace the program’s flow. When something goes wrong, the light trail stops at the problem block, making debugging as simple as seeing where the chain breaks, tangible logic training that feels closer to building with bricks.

There is also an AI layer behind the scenes. Codee talks about GPT tutors that act as a personal guide, explaining what a block does, suggesting what to try next, and celebrating small wins. For a child working through their first conditional or loop, that means there is always a patient voice ready to rephrase or nudge. For parents and teachers, it lowers the barrier to running robotics sessions without being a programmer.

The same hardware becomes different in adult hands. On the Codee for Adults side, the language shifts from classrooms to workshops. The tiles drive 3D‑printed prototypes, finalize complex LEGO builds, or wire up smart lights and sensors. Instead of opening an IDE, you sketch behavior on the table, using the MOTOR, LIGHT, and SENSOR blocks. An AI pair programmer, again powered by ChatGPT, suggests improvements, helps debug, and translates that physical logic into traditional code when needed.

This makes Codee feel like a bridge between toy‑like kits and serious prototyping platforms. A weekend project can start with a handful of tiles and a motor, then grow into a more complex robot with distance sensors, displays, and multiple outputs, without abandoning the snap‑together language. Because the system is LEGO compatible and offers expandable robotics IO, it slots into existing maker habits rather than demanding a clean slate.

For budding makers and veterans alike, the appeal is in that continuity. Codee is not just another coding toy for kids or another dev board for adults. It is a physical grammar for behavior that scales from first experiments to surprisingly capable machines, with AI acting as a gentle translator between intuition and implementation. It is a reminder that sometimes the best interface for code is still the table.

The post Codeebots Brings Physical Coding Blocks from the Classroom to the Maker’s Bench first appeared on Yanko Design.

This Pocket PC Concept Has a Flip-Out Pen and No Gaming Apps

Most students now juggle phones, tablets, and laptops, with messaging and games living right next to textbooks and notes. That mix can be powerful but also distracting, especially in crowded Chinese classrooms where space and attention are both limited. Pokepad is a portable PC concept that tries to carve out a focused, pocketable space dedicated to learning, treating study tools as worthy of their own hardware.

Pokepad is a smart learning device designed specifically for students, intended to cover most of their daily study scenarios. It is compact and portable enough to fit into school bags and coat pockets, and the goal is unrestricted learning, a device that can travel from classroom to bus to bedroom without feeling like a shrunken laptop or a repurposed phone fighting for attention against notifications and app alerts.

Designers: DaPengPeng (DPP), Wengkang Cheng, Qi M

The design team experimented with multiple shapes before settling on a slim rectangular box concept, balancing learning apps, hardware needs, and clever portability. The box footprint keeps it familiar enough to slip into existing routines, yet distinct from a phone, with enough internal volume for a decent battery, speakers, and a pen mechanism, without turning into a bulky tablet that refuses to fit anywhere.

The built-in flip pen is central to the concept. To ensure portability, slimness, and differentiation, the team chose to hide the stylus inside the body, so it flips out when needed and disappears when not. That decision reinforces Pokepad as a pen-first device for note-taking, annotation, and handwriting practice, and avoids the classic problem of separate styluses getting lost in backpacks or rolling off desks during lectures.

The soft-edged, minimal aesthetic uses rounded corners, a single camera module, and a small “100” logo that nods to perfect test scores. Colour options range from clean white and light blue to a more playful red with a textured back for grip. The branding and palette position Pokepad as a study companion rather than a gaming gadget, something that feels at home in a pencil case next to erasers and rulers.

The interface is geared toward classes, homework, notes, a dictionary, and voice recording, rather than a full app store. The idea is to centralise tasks that are currently split across paper notebooks and phones, giving students a dedicated place to scan assignments, jot down ideas with the pen, and review materials on the go, without the constant pull of unrelated apps demanding screen time.

Pokepad takes the idea of a learning device seriously enough to design hardware, UI, and branding around school life, instead of treating students as a side market for general tablets. A pocketable box with a flip pen and a “100” on the back suggests a quieter, more focused path for everyday study tech, where the device earns its footprint by doing one category of tasks well instead of trying to be everything at once.

The post This Pocket PC Concept Has a Flip-Out Pen and No Gaming Apps first appeared on Yanko Design.

Rebug: The Toy That’s Getting Kids Off Screens and Into Bugs

Remember when catching fireflies in a jar was peak childhood entertainment? Yeah, me neither, because apparently we’re all too busy doom-scrolling. But here’s the thing: a group of designers just created something that might actually get today’s kids to put down their tablets and start chasing butterflies instead. And honestly? It’s kind of brilliant.

Meet Rebug, an urban insect adventure brand that’s basically the lovechild of Pokemon Go and a nature documentary. Created by designers Jihyun Back, Yewon Lee, Wonjae Kim, and Seoyeon Hur, this isn’t your grandmother’s butterfly net situation. It’s a whole ecosystem of beautifully designed products that make bug hunting feel less like a science project and more like the coolest treasure hunt ever.

Designers: Jihyun Back, Yewon Lee, Wonjae Kim, Seoyeon Hur

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The backstory here is actually pretty important. We’re living through what experts are calling “nature-deficit disorder,” which sounds made up but is very real. Studies show that kids who spend time outside are happier, more focused, and way less anxious than their indoor counterparts. But between screens and city living, most children today are more likely to recognize a YouTube logo than a dragonfly. The research is genuinely alarming: kids in urban areas with frequent smartphone use are significantly less likely to do things like bird watching or insect catching. Which, you know, makes sense when you think about it. Why chase bugs when you can watch someone else do it on TikTok?

But Rebug flips the script. Instead of fighting against technology or pretending cities don’t exist, it works with both. The product line is this gorgeous collection of bug-catching tools in these dreamy pastels and neon brights that look more like designer home accessories than kids’ toys. There’s a translucent pink funnel catcher, a sky-blue observation dome that works like a tiny insect hotel, and my personal favorite: the Ripple Sparkle.

This thing is genuinely clever. It’s a device that attracts dragonflies by mimicking water ripples with a rotating metal plate. Dragonflies are naturally drawn to polarized light on water, so this gadget basically speaks their language. No chemicals, no tricks, just pure science-based attraction. The insects come to investigate, kids get to observe them up close, and then everyone goes their separate ways unharmed. It’s like speed dating for nature education.

What really gets me about Rebug is how it bridges the digital and physical worlds without being preachy about it. The brand includes this whole archiving system with colorful record cards and an app interface where kids can document their finds. Instead of just telling children to “go outside and play,” it gives them a mission. How many insects did you meet today? Where did you find that beetle? The app turns each discovery into a collectible moment, which, let’s be real, is exactly how kids’ brains work these days.

The visual design is also doing the most in the best way. The branding uses this electric yellow, hot pink, and bright blue color palette that feels more streetwear than science kit. The graphics pull from three sources: actual insect shapes, children’s scribbles, and digital glitch effects. That last one is particularly smart because it literally visualizes the brand’s whole mission of shifting kids from digital errors to natural wonders. It’s the kind of layered design thinking that makes you go “oh, they really thought about this.”

And here’s what makes this feel so timely: Rebug proves that urban spaces aren’t nature deserts. You don’t need to drive to a national park to find wildlife. There are ecosystems thriving on your sidewalk, in your local playground, in that patch of grass between buildings. Research shows that urban families often don’t realize these opportunities exist or don’t see meaningful ways to interact with city nature. Rebug hands them the tools, literally and figuratively, to start looking differently at their environment.

Could a beautifully designed bug kit actually combat screen addiction and nature disconnect? Probably not single-handedly. But it’s a start, and more importantly, it’s a conversation starter about what childhood exploration can look like in 2025. Plus, those product photos are absolutely gorgeous, which never hurts when you’re trying to convince people to try something new. Sometimes the best design solutions don’t reinvent the wheel. They just make you excited to get off the couch.

The post Rebug: The Toy That’s Getting Kids Off Screens and Into Bugs first appeared on Yanko Design.