Published on 23.05.2025
The Remote Grandparents project brings together the Sensorial Design research group (SeDe) from the Estonian Academy of Arts (EKA) and Tallinn University of Applied Sciences (TTK) in a collaborative initiative. Led by Principal Investigator Kristi Kuusk, the project involves EKA doctoral students Azeem Hamid, Zaur Babayev, and researcher Nesli Hazal Oktay, along with Professor Paula Veske-Lepp from TTK. Running from 1 November 2024, to 31 December 2025, the project is supported by the Estonian Ministry of Culture.
The UN Human Development Report1 emphasises the critical link between mental health and humanity’s ability to cope with global risks, highlighting the need for treatment and prevention. Family networks play a key role in mental well-being, especially for grandparents2, yet increasing geographical separation between generations can lead to estrangement. Although digital communication helps to maintain these bonds, excessive screen use negatively affects children’s mental well-being.3
Design reflects and reinforces modernist values, perpetuating consumerism and unsustainable practices. It highlights problematising “the affective and conceptual operations that form the basis of our relations with the world”.4 Typically centred on innovation and efficiency, design often neglects “the real needs of society and life at large”.5 Instead, Madina Tlostanova advocates for a transformative learning process that “should become continuously transcending and transforming for all participants”,6 fostering multiple histories and systems over singular narratives, thus moving away from Western dualistic thinking toward a more relational value system. This shift prepares designers to navigate social, environmental, and political interdependencies, ensuring participatory and just processes. Therefore, design is “relational and experimental by definition, and in its best realisations it does not divide knowing from doing”.7
We present EKA’s Sensorial Design Research group’s (SeDe) ongoing project, Enhancing Intergenerational Mental Wellbeing: Embodied Play for Children and Their Remote Grandparents (shortly, Remote Grandparents). This project aims to develop design methods and prototypes that enhance the relationship between children and their remote grandparents through play.
Play is crucial for development and well-being across a person’s lifespan, supporting cognitive, emotional, and social growth. It enhances learning and creativity in childhood, while in adulthood, it promotes stress relief, mental flexibility, and social bonding.8 Play helps older adults maintain cognitive function and social engagement, contributing to a higher quality of life.9 In this context, we explore the potential for designers and researchers to use relational design sensitivities to discover alternative remote communication approaches for designing play while emphasising the more-than-human aspect of these interactions.
This paper will focus on technology as a non-human entity that plays a crucial role in how children play remotely with their grandparents. This perspective invites us to think creatively about how design can foster deeper connections among family members and the environments and materials surrounding them. For instance, intergenerational online meeting10 offers ways for grandparents and grandchildren to stay connected when physically distant. The example explores how families creatively adapted to online communication, often using tangible objects and shared physical spaces to talk, show, or play in digital interactions. Another example, designing for oral storytelling at home from a parental perspective, examines how technology can enhance family storytelling – traditionally an oral practice that helps shape identity.11 Through a co-design workshop with parents and designers, the study identifies design opportunities focused on flexibility, shared experiences, minimalism, and autobiographical memories through storytelling, reinforcing play as a connection and shared reflection tool.
In a more-than-human framework that values complex interconnections, we strive to create design methods and prototypes that benefit society holistically, promoting empathy, understanding, and a sense of responsibility toward all entities involved in these relationships.

Remote Grandparents: Embodied Play for Children and Their Remote Grandparents
This project explores how embodied play can foster intergenerational mental well-being by connecting children (ages 4–7) with their geographically distant grandparents. To address this, the project focuses on engaging children and grandparents in remote, embodied play without relying solely on screens. Through three case studies, we investigate:
1. How to involve children and distant grandparents in the co-design of embodied play.
2. How embodied play can support intergenerational mental well-being.
3. How children and their grandparents can actively engage in embodied play despite physical distance.
Remote Grandparents takes an iterative, participatory approach. It involves working directly with children, grandparents, and international textile design and engineering experts to develop multisensory, smart textile prototypes. To support embodied play experiences, we investigate the integration of smart textiles that respond to touch, movement, or temperature. These textiles could facilitate remote interactions, allowing children and grandparents to feel each other’s presence through haptic or visual feedback. We aim to create a more tangible, immersive play environment beyond traditional screen-based interactions with interactive smart textiles. This practice-based process informs the creation of design methods that facilitate playful, multisensory connections between physically distant individuals.
Relational Design Sensitivities
In design processes, the concept of relationality emphasises three significant sensitivities: (i) recognising mutual influence and co-creation among actors and artefacts; (ii) fostering and promoting emergent and improvised actions; and (iii) viewing the system as an assemblage or networks of actors, artefacts, or collective hybrids.12 By caring for the mutual influences, considering systems as wholes, and the human and non-human actors in those systems, relational design appreciates and enables choices that value the multiplicity of species and sustainable developments.
We value the mutual influences and co-creation of individuals and artefacts in Remote Grandparents by recognising the unique ecosystems and environments of families who live partially apart. We understand that each family member impacts others and that they, in turn, are influenced by their surroundings – such as their room, house, garden, community, country, and culture. A significant non-human actor we recognise is the communication technology facilitating interaction over long distances. We shape this medium, understanding that it also influences us. By including children and their remote grandparents in the initial ideation process, we engage with their experiences through another family member, respecting their privacy and maintaining a familiar environment.
We accommodate their experiences within their unique relationships and settings by allowing the researcher and grandparent enough freedom and space to choose activities that align with the child and family’s preferences. Additionally, we incorporate non-human actors such as materials and prototypes into the ideation process as metaphors to discuss sensory experiences or memories that may otherwise be difficult to articulate.
Our process encourages and supports emergent and improvised actions by providing a set of prepared activities that the researcher can choose from, depending on the situation and their observations of how the child and grandparent interact during the session. Each activity may evolve as it unfolds and can last as long as is comfortable and age-appropriate for all participants. Each subsequent activity is encouraged to be built based on the outcomes of the previous one. Since the process aims to explore ways to enhance embodied play between children and their remote grandparents, the scope remains broad during this phase of the study to allow for various ideas and spontaneous interactions.
When designing embodied play experiences for children and their remote grandparents, we must view the family and their environment as a network of individuals and objects. The parent plays a crucial role in this interaction, especially when the children are 4–7 years old. The parent often facilitates and encourages the child’s interactions with their distant grandparent, especially when using technology. Additionally, those parents typically lack the support of their parents, who would assist with childcare if they lived nearby. Therefore, the prototype we create must allow for easy interaction between the child and grandparent with minimal involvement from the parent, ensuring that it can be seamlessly integrated into the family network.
More-than-human in relational design emphasises the interconnectedness of human and non-human elements within the design process.13 Humans are not the sole agents within various systems but rather coexist with other species, objects, and technologies in interconnected networks of mutual influence.14 This aims to consider human needs and the agency of non-human entities, thereby promoting a more inclusive understanding of life and design practices. For instance, we investigate human and non-human interactions through technology, which plays an essential role in understanding the interconnection of the mutual influence of technology on children, their grandparents, and vice versa. These objects lead to shared experiences and improvised actions between them in a collective hybrid environment.
Conclusion
Contemporary society struggles with complex, multi-layered ‘wicked problems’15 that demand collaborative efforts across scales, actors, and disciplines rather than isolated initiatives led by single organisations.16 As Jörn Frenzel illustrates, “the task of design in such a world is to visualise complexity across different scales and lenses, to hold the uncertainty of design outcomes in a dynamic world in different scenarios and to measure the possible outcomes and their meaning for society”.17
In this project, we intentionally centre the child as the primary actor when designing for the well-being of both children and their remote grandparents. The resulting play must primarily engage the child, as the grandparent is typically more adaptable and motivated to maintain contact with the child. To ensure the effectiveness of the play, we focus on the child’s cognitive and physical development.
While non-human actors such as technologies and toys can sometimes hinder family connections in shared physical spaces, such as when a family member is distracted by a smartphone or a child becomes engrossed in immersive play, these same actors can become valuable enablers of relationships in remote settings. By recognising the agency of these non-human actors, we aim to explore how design can contribute to a more relational process. For instance, challenges posed by technology, such as poor data connections, can inspire creative solutions that bridge generational divides.
Children experience reduced opportunities for play, including free play, which is crucial for developing creativity, leadership, and social skills. A contributing factor is the lack of nearby caregivers, such as grandparents.18 In this project, we aim to use technology to recreate the bodily activity and sensory richness that intergenerational play typically offers when grandparents live close by. Through this mediated connection, we hope to bring the joys and benefits of embodied, intergenerational play back into the lives of remote families.
References
- World Health Organization, World Mental Health Report: Transforming Mental Health for All, 1st ed. (Geneva: World Health Organization, 2022) <www.who.int/publications/i/item/9789240049338>.
- Linda M. Drew and Merril Silverstein, ‘Grandparents’ psychological well-being after loss of contact with their grandchildren’, Journal of Family Psychology, 21(3), (2007) pp. 372–379, doi: 10.1037/0893-3200.21.3.372.
- Osika Eric, ‘The negative effects of new screens on the cognitive functions of young children require new recommendations’, Italian Journal of Pediatrics, 47(1), (2021) p. 223, doi: 10.1186/s13052-021-01174-6; Tiffany G. Munzer et al., ‘Media Exposure in Low-Income Preschool-Aged Children Is Associated with Multiple Measures of Self-Regulatory Behavior’, Journal of Developmental and Behavioural Pediatrics, 39(4), (2018) pp. 303–309, doi: 10.1097/DBP.0000000000000560.
- Madina Tlostanova, Postcolonialism and Postsocialism in Fiction and Art. Cham: Springer International Publishing, 2017. doi: 10.1007/978-3-319-48445-7.
- Madina Tlostanova, ‘Of birds and trees: Rethinking decoloniality through unsettlement as a pluriversal human condition’, ECHO, Paginazione, 2020, pp. 16–-27, doi: 10.15162/2704-8659/1205.
- Tony Fry and Adam J. Nocek, Eds., Design in Crisis: New Worlds, Philosophies and Practices (Abingdon, Oxon; New York: Routledge, 2021).
- Madina Tlostanova, ‘Of birds and trees’ 2020.
- Kenneth R. Ginsburg, Committee on Communications, & Committee on Psychosocial Aspects of Child and Family Health, ‘The Importance of Play in Promoting Healthy Child Development and Maintaining Strong Parent-Child Bonds’, Pediatrics, 119(1), (2007) pp. 182–191, doi: 10.1542/peds.2006-2697; Meredith Van Vleet and Brooke C. Feeney, ‘Young at Heart: A Perspective for Advancing Research on Play in Adulthood’, Perspectives on Psychological Science, 10(5), (2015) pp. 639–645, doi: 10.1177/1745691615596789.
- Amanda Gummer, ‘The Benefits of Intergenerational Play – for Children, Parents & Grandparents’. <https://thegeniusofplay.org/genius/expert-advice/articles/14-reasons-to-play-at-every-age> [accessed 9.03.2025]
- Verena Fuchsberger, Janne M. Beuthel, Philippe Bentegeac, and Manfred Tscheligi, ‘Grandparents and Grandchildren Meeting Online: The Role of Material Things in Remote Settings’, in Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems, Yokohama Japan: ACM, May 2021, pp. 1–14. doi: 10.1145/3411764.3445191.
- Asimina Vasalou, Sara Kalantari, Natalia Kucirkova, and Yvonne Vezzoli, ‘Designing for oral storytelling practices at home: A parental perspective’, International Journal Of Child-Computer Interaction, 26, (2020) p. 100214, doi: 10.1016/j.ijcci.2020.100214.
- A. Baci Kocaballi, Rob Saunders, Petra Gemeinboeck, and Andy Dong, ‘Embracing Relational Agency in Design Process’, presented at the Design and Semantics of Form and Movement DESFORM, Wellington: DESFORM, 2012, pp. 99–109. <www.researchgate.net/publication/260752988>
- Brita F. Nielsen and Mari Bjerck, ‘Relational Design’, Proceedings of the Design Society, 2, (2020) pp. 1061–1070, doi: 10.1017/pds.2022.108.
- Berilsu Tarcan, Ida Pettersen, and Ferne Edwards, ‘Making-with the environment through more-than-human design’, presented at the DRS2022: Bilbao, Jun. 2022. doi: 10.21606/drs.2022.347; Anton P. Rosén and Sara Heitlinger, ‘Introducing More-Than-Human Design in Practice’, Interactions, 32(2), (2025) pp. 54–56, doi: 10.1145/3712714.
- Richard Buchanan, ‘Wicked Problems in Design Thinking’, Design Issues, 8(2), (1992) p. 5, doi: 10.2307/1511637.
- Anja Bauer and Reinhard Steurer, ‘Multi-level governance of climate change adaptation through regional partnerships in Canada and England’, Geoforum, 51, (2014) pp. 121–129, doi: 10.1016/j.geoforum.2013.10.006.
- Jörn Frenzel, ‘The multi-scaled layers of material and immaterial production’, Leida, 5(1), Feb. 16, 2025. <https://leida.artun.ee/en/issues/stubborn-compromises-in-production/the-multi-scaled-layers-of-material-and-immaterial-production> [accessed 16.02.2025].
- Kenneth R. Ginsburg, Committee on Communications, and Committee on Psychosocial Aspects of Child and Family Health, ‘The Importance of Play’ 2007.