The purpose of this 28 week research and design project, was to design a series of interactions (suitable for children aged 4 -6) that together formed the behaviour of MyRo. These interactions consist of a relationship between the available input and output possibilities; predetermined by the technology in the MyRo prototype developed thus far by WittyWorX. The input possibilities of MyRo were: detection of movements, sounds and touch. The output possibilities of MyRo were: dynamic eye animations, sounds, and body movements. The designed interactions based on this input/output relationship, were aimed to stimulate the emergence of an intuitive and natural relationship between users and MyRo and to provide possibilities for open ended play. My aim was to provide children the freedom to create their own games revolving around the behavioural characteristics of MyRo. The overall structure of this project followed a ‘design for research’ process. Research questions were formulated, tested and evaluated with over 30 participants along 4 user studies (De School Met De Bijbel, Benthuizen and Korein Kinderplein, Eindhoven), each with a dedicated protoype design. The designs of the interactions evolved along design cycles on basis of the results derived from the dedicated user studies that preceded. Initially a thorough analysis was made to form the basis of this design project. The findings in this analysis covered; MyRo’s purpose, technical aspects, interactive properties, consumers, competitors, current trends, and the user, which together formed the basis of the design goal and design direction that were formulated. The design direction focused on providing and stimulating open ended as well as child directed play between user and MyRo; more specifically Free Play and Guided Play. This direction was narrowed down to focus only on the Free Play aspect of MyRo. Based on this direction, conceptualizations were initiated along 4 design cycles to design and improve a Free Play framework with focus on Free Play and open ended play. A Free Play framework was designed that consisted of nine unique and distinguishable emotions/ states that together formed the behaviour of MyRo. The emotions and states included in this framework were: Idle, Bored, Sleep, Loving, Fearful, Frustrated, Grudge, Sad and Excited. This framework was tested on participants in both virtual and tangible prototypes. The findings in this research were distributed amongst 4 areas; (1) Gameplay possibilities and social interaction patterns (2) Learning perspectives (3) Fun factor (4) Users’ understanding of the designed dynamics. Each of these categories had their own dedicated research questions and were used to guide user study setups and the evaluations made thereafter. Results from user studies indicate that the interactivity provided is generally enjoyed, and easily understood by participants. Out of the available input possibilities in the Free Play framework, participants enjoy ’teasing’ MyRo the most. On the other hand, MyRo has shown to stimulate both violent behaviour and nurturance between various participants and MyRo. This conflict between participants’ interests generates minor conflicts and a possibility for children to become more aware of their actions and consider other’s perspectives over time. The Free Play framework provides various game play patterns such as Multiple individuals vs. game, cooperative play and team competition and indicates that more game play and interaction patterns are likely to emerge over time. MyRo is currently a concept that is under development by WittyWorX. Until the beginning of this project, little design and development had been achieved in forming its behaviour. The significance of the completed research is to convince WittyWorX of the relevance of implementing natural and meaningful interactivity that promotes Free Play interaction and open ended gameplay possibilities.