The idea of using artificial intelligence to reduce children's screen time might seem paradoxical. However, it is precisely in this paradox that the essence of Quest lies – a device that encourages young explorers to look around them, not at a display. Quest, designed for children aged six to eleven, turns walks in the park, garden, or even their own backyard into a real adventure. Instead of simply identifying plants or insects, the device asks leading questions, prompting the child to examine the shape of a leaf, listen to a bird's song, or compare the textures of stones. The AI here acts not as an all-knowing teacher, but as a quiet guide, stimulating curiosity and independent exploration. The key principle is the absence of a dominant screen. Audio and tactile feedback serve only as auxiliary tools, not distracting from the real world. In the evening, Quest transforms: placed on its charging station, it becomes a projector, creating personalized fairy tales based on the day's discoveries. A beetle found under a stone can become the guardian of an underground kingdom, and a feather collected can inspire a journey through the clouds. This approach not only reinforces knowledge but also gives discoveries emotional significance, connecting information, memory, and imagination. Quest does not replace outdoor play or interaction with parents; rather, it is designed to enhance them, turning evening reading into a family ritual based on shared memories and creativity.