Studio / Lantern

HRI 2026

Lantern

Lantern: A Minimalist Robotic Object Platform

HRI ’26 Sustainability Demonstration Recognition

Victor Nikhil Antony*, Zhili Gong*, Guanchen Li, Clara Jeon, and Chien-Ming Huang

*equal contribution

Open SourceAmbient HRIROS2
~$40Unit build cost (USD)
2–4 hrsFor two external HRI groups to replicate Lantern from a build guide, an instructional video, and a kit
5Explorations: a co-design workshop, a sensory room case study, external HRI labs, a graduate HRI course, and public exhibitions
4.17 / 5Average rating of the experience with the robot in the sensory room case study
East Asian paper lanterns as inspiration, the Lantern base design, and three example uses: a robotic speaker, a robotic toy, and a robotic lamp.
Lantern is an affordable, adaptable robotic platform inspired by East Asian paper lanterns, designed to enable the creation of simple robotic objects for diverse HRI use cases.

Robotic objects are simple actuated systems that subtly blend into human environments. Lantern is a minimalist robotic object platform to enable building simple robotic artifacts. We conducted in-depth design and engineering iterations of Lantern’s mechatronic architecture to meet specific design goals while maintaining a low build cost (~$40 USD).

As an extendable, open-source platform, Lantern aims to enable exploration of a range of HRI scenarios by leveraging human tendency to assign social meaning to simple forms. Our findings show that Lantern effectively evokes engagement, can support versatile applications ranging from emotion regulation to focused work, and serves as a viable platform for lowering barriers to HRI as a field.

Featured use case · Mindfulness

Lantern as a mindfulness meditation guide for older adults.

Approach

Design goals

Lantern is engineered with an “easy assembly, warm interaction” mindset at its core, employing minimalist design principles. Prioritizing affordability, adaptability, and ease of assembly, Lantern is a step towards lowering barriers to HRI research with a low-cost, easy-to-build robotic object platform.

Haptic

Haptic interaction forms the basis of Lantern’s ability to create engaging interactions through low degree-of-freedom actuation. Vibrotactile and kinesthetic haptic feedback open up new possibilities for affect communication across interaction contexts.

Holdable

Beyond its compact and light form factor, Lantern’s soft exterior and deformable shell embolden its holdable profile. It can communicate via Wi-Fi and be powered with a battery, further enhancing its portability.

Low-cost

With a target per-unit build cost of around $40 USD, Lantern aims to lower the economic barriers to entry for interactive robotics research, particularly to enable in-the-wild, large-scale, long-term human-robot interaction studies.

Simple

A minimalist design streamlines Lantern’s mechanics and control requirements, making the robot more reliable and less intimidating to build and adapt. Simplified fabrication and assembly processes facilitate rapid replication.

System

The design of Lantern

The design of Lantern is inspired by traditional East Asian paper lanterns. Its core movement involves smooth, rhythmic expansion and contraction, evoking the calming motion of a floating lantern while providing haptic feedback.

Exploded view of Lantern’s CAD model with labeled parts: top belt clamp, top cap, PETG shield, top brace, GT2 belt, servo with pulley, pulley stand with belt guide, electronics tray, base housing, battery holder, and snap-on stand.
Exploded view of Lantern’s CAD model, highlighting the base housing with servo-driven GT2 belt, the PET-G shield exterior with top brace, the pulley and belt guide for alignment, and the snap-on stand for stability.

Mechanical design

A servo motor with a pulley actuates Lantern by winding and releasing a belt that links the base housing and top plate. The belt converts the pulley’s torque into a linear force, deforming the shield and altering Lantern’s external dimensions.

Shell

Slicing the PET-G sheet in intervals allows radial expansion when the shell is axially compressed. A 1 mm sheet with 18 slices withstands inward compression during user interaction while remaining deformable with the torque of the servo motor.

Electronics

A Raspberry Pi Pico W controls Lantern’s behaviors. A 25 kg-cm hobby-grade servo produces the kinesthetic expansion effect, and a mini-vibration motor produces the vibro-tactile feedback.

Software

A microPython SDK for quick prototyping and stand-alone programs, and a microROS+ROS2-based system for ROS-based interaction programming.

Three Lantern prototypes: #1 with guide rods and middle chassis, #2 with an integrated base, and #3 with an anti-collapse top brace and snap-on stand.
Lantern underwent several design iterations. #1 had six guide rods and suffered from tilting and incomplete strokes; #2 replaced the guide rods with a belt guide and integrated base housing; #3 added structural braces and a stand for stability.

Fabrication

The entire skeletal structure of Lantern, except for the shield, can be 3D printed with PLA filament and assembled using M3 fasteners. Each build requires around 150 g of filament, and the 1 mm PET-G sheet can be laser-cut.

Form factor and embodiment

An exterior covering envelops Lantern’s internal skeleton. It can be crafted from various materials (e.g., paper, yarn, cotton) with different textures and colors, allowing Lantern to be customized to specific applications or personalized to individual users.

Shell deformation under compression, and a plot of change in diameter against compression displacement for shell lengths of 125, 155, and 185 mm.
Adjustments to the pulley belt and shell length allow for easy modification of Lantern’s height and expansion width. Shells of different lengths exhibit distinct responses to compression.
Customization

Imagining use cases

To demonstrate Lantern’s adaptability and its viability across contexts, we integrated sound, light outputs, IMU, and touch sensing to enable the following use cases.

Two use case sequences: (a) a white paper Lantern lamp that brightens, expands, and turns off when flipped; (b) a fluffy wool Lantern with ears and eyes that reacts to touch.
Illustrations of Lantern’s use cases: (a) as a circadian rhythm lamp, it guides wake-up routines; (b) as a fluffy toy with touch sensing, it can be a cuddly companion.

Robotic lamp for circadian well-being

A 60-pixel RGB LED strip and a 6-DoF IMU turn Lantern into a bedside wake-up light. The alarm is dismissed only after the user picks up Lantern and performs two gentle tilts or a single 180° flip.

Embodied speaker

With a mini speaker and microSD storage, Lantern synchronizes its expansion-contraction cycles to the beat of the music, while the vibration motor pulses in time with bass-heavy beats.

Soft toy

A fluffy wool exterior and two 3D-printed TPU “ears” make Lantern a cuddly comfort object. The vibration motor delivers low-amplitude, 20 Hz “purr” bursts that fade in and out every 10 s.

Design workshop

Hacking Lantern

We hosted a two-hour, hackathon-style design workshop with five participants from different academic fields (e.g., Mechanical Engineering, Mental Health Counseling, Human-Robot Interaction). Participants identified applications including breathing exercises for training or recovery, emotion regulation, yoga or Pilates routines, encouragement during spirometry tests, and maternity delivery training.

Two teams designed interactions for distinct use cases. Both teams implemented key behaviors of their envisioned interactions on Lantern in less than 20 minutes.

Emotion regulation for children in schools

Lantern was envisioned for elementary school sensory rooms, particularly after conflicts, to help children self-regulate their emotions through guided breathing. The team implemented “Bunny breathing” (short, quick breaths) and “Dragon breathing” (slow, deep inhales and exhales), and proposed a steady, slow-paced heartbeat to further calm children afterwards.

Post-operative exercises in hospitals

Lantern was envisioned for hospital rooms post-surgery to assist patients with guided breathing exercises. The team implemented a standard post-operative exercise: three normal breaths followed by one slow, deep inhale (3–5 seconds) and a controlled exhale.

Case study

Lantern in a sensory room

Inspired by the emotion regulation concept from the workshop, we set up a sensory room in a campus building with soft lighting, slow lofi background music, and a humidifier dispersing lavender essential oils. Lantern was placed on a small table beside a soft saucer chair and programmed with a slow breathing behavior.

A total of 20 participants (13M/7F, aged 18–31) interacted with Lantern and then filled out a short survey. Interaction styles varied from soft touches and pokes to more forceful squeezes, and some participants even engaged verbally, occasionally talking to it.

Five sensory room participants: one leaning back and watching, one reaching for Lantern on the table, one pressing its top, one holding it up to her face, and one holding it on his lap.
Some participants leaned back and watched Lantern as it moved, while others pressed its head, held it in their palms, or placed it on their laps.
~5 minAverage interaction time, ranging from 1.5 to 14.3 minutes
4 / 5“I am feeling calmer now than before I interacted with the robot” (SD = 0.59)
3.11 / 5Perceived liveliness was mixed (SD = 1.08); some attributed low liveliness to slow movement speed and predictability
“Interaction with the robot felt like interacting with a pet. It was really nice and helped me relax.”

P7, sensory room case study

“The [robot’s squeaking] with its appearance was kind of charming, and I spent a bit of time observing its movements, which helped me focus more on my thoughts.”

P16, sensory room case study

Research and education

Lantern as a research tool and educational platform

We provided four external HRI labs with a build guide, an instructional video, and a kit containing the materials necessary to construct Lantern, then hosted online discussions with two of the groups. The two groups successfully replicated Lantern within 2–4 hours and suggested a variety of potential use cases for Lantern in HRI research.

“a pair of lungs on [the QT robot]... add a degree of freedom that’s salient, but not expensive or too difficult.”

R1, external HRI researcher

“[Lantern] is a different kind of robot than most of the ones I’ve seen because it changes shape, whereas most robots are pretty rigid.”

R2, external HRI researcher

HRI class project: a “study buddy” for students with ADHD based on body doubling principles.

Feedback from external researchers, combined with the lack of low-cost, adaptable platforms for HRI education, motivated us to integrate Lantern into a graduate-level Introduction to HRI course with 30 students organized into ten teams. Each team received a Lantern kit, assembled it, and demonstrated core functionality before advancing to project work.

Projects spanned participatory design sessions with peers, interaction studies probing trust and engagement, and prototypes tailored for specific contexts. One team developed a “study buddy” for students with ADHD, while others built therapeutic companions or examined interaction transparency.

Exhibitions

Public exhibitions

To further probe what kind of interactions Lantern evokes with special populations (e.g., children, older adults), as discussed by external researchers, we conducted a series of public exhibitions to inform future applications and interaction design.

The ADHD study buddy class project, the sensory room, public exhibitions with older adults and children, and sensory room interactions.
We explore Lantern’s potential through a series of interactions featuring graduate students, older adults and children.

Older adults community center

During a one-hour outreach session in a senior living center, Lantern performed slow inflation-deflation cycles. Participants held, lifted, and even squeezed it, and many described it as “adorable,” “cute,” and “neat.” Despite not being explicitly designed for squeezing, Lantern consistently recovered from these interactions.

Children’s robotics open-house

Children aged 6–12 (n=8) interacted freely with Lantern running a slow-breathing behavior. Some handled it with noticeable care, while others poked it or held it upside down. Some remarked that they felt relaxed or even sleepy, and their curiosity prompted us to remove the outer cover and explain its components.

Discussion

Design opportunities

Across contexts, interactions with Lantern surfaced unexpected design tensions and new design possibilities.

Sound design

Participants often described the operational sounds from Lantern (e.g., the hum of its motor) as soothing and charming. Rhythmic sounds, like a soft “lub-dub” heartbeat paired with tactile vibrations, can create a more immersive, multi-sensory experience.

Language capabilities

Lantern can invite verbal interactions, and tiny language models could provide simple verbal responses grounded in its role. However, complex verbal interactions could raise user expectations, potentially clashing with Lantern’s minimalist form.

Tactile engagements

Although Lantern was not initially designed for squeezing, many participants, particularly older adults, instinctively tried to engage with it in this way. Flexible, 3D-printed TPU shells would allow users to squeeze Lantern.

Dynamic interactions for long-term engagement

Participants noted that static, pre-programmed behaviors limited Lantern’s sense of liveliness. Future iterations should integrate real-time, adaptive behaviors driven by user inputs (e.g., gestures, touch) or environmental sensing.