Designing for Children Case Study: A Day In the Life of The Jos - - PowerPoint PPT Presentation
Designing for Children Case Study: A Day In the Life of The Jos - - PowerPoint PPT Presentation
CMSC 20370/30370 Winter 2020 Designing for Children Case Study: A Day In the Life of The Jos Mar 2, 2020 Quiz Time (5-7 minutes). Quiz on Day in the Life of the Jos Principles of Good Design Administrivia GP4 video due on Monday for
Quiz Time (5-7 minutes).
Quiz on Day in the Life of the Jos
Principles of Good Design
Administrivia
- GP4 video due on Monday for video
screening
- Each group assigned to Monday will have
their video screen and a few minutes for Q&A
- Please send us links to your videos ahead of
the class session so we can load them all on
- ne laptop
- GP4 reports: Please keep them succinct
– Some reports are over 20 pages – not necessary
Today’s Agenda
- Designing for Children
- Case Study: A Day In the Life of the Jos
Case Study: A Day In the Life of the Jos
- Focus on tweens 11-13
- Wanted to help them learn digital literacy skills
- Developed a choose-your-own-adventure style
game
- Evaluated a Jo Fool/Jo Cool Quiz
- Evaluated 3 visual designs
- Evaluated Medium fidelity prototype
- Evaluated fully functional game
- Derived implications for helping children learn
digital literacy skills
Why is design for children inclusive?
- “vulnerable population”
- Developmental differences
- Physical differences
- Under care of parent or caregiver so
limited agency
HCI and children
- Health
– e.g. childhood obesity, mental health
- Special needs
– e.g. autism, illness
- Entertainment
– e.g. gaming, interactive experiences at museums
- Education
- Connectedness
– e.g. online safety
What are kids doing online these days?
What happens when things go wrong?
1. Want to use educational tech and devices to improve learning outcomes but…tech can be misused…
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For example, Tess said searching for information “backfired” in her first-grade classroom when, during a lesson on storytelling, someone searched for “climax” and “other things came up.”
Heard of Facebook Messenger?
What About Facebook Messenger Kids Targeted At Kids Under 13 Years Old?
Whose role is it to help kids stay safe
- nline?
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1. Parents 2. Teachers 3. Kids 4. = Connecting Contexts 5. Example Topics:
1. Media Balance/Well Being 2. Privacy and Security 3. Digital Footprint and Identity 4. Relationships and Communication 5. Cyberbullying, Digital Drama, Hate Speech 6. News and Media Literacy
Case Study: Digital Literacy topics
Designs for Choose-your-own- adventure game on digital literacy
Source: Sana Maqsood thesis
Final Day in the Life of the Jos (Jo or Josie)
Scenarios, Choices, Feedback
Reflection
Source: Sana Maqsood thesis
What do you think of the game design?
- +ves?
- -ves?
- Improvements?
– Character personalization – What if you’re not on social media?
- Update: rolled out with partner
MediaSmarts in 177 Canadian schools
Children as Designers
- Children can participate in the design process as
– 1) users – 2) testers – 3) informants, – 4) design partners
- Druin, 2002 – University of Maryland, College Park
- Each role builds on the previous and reflects a
deeper level of engagement.
- Read more:
– https://pearl.umd.edu/2018/10/soups-2018- workshop-report-designing-privacy-and-security- tools-for-children-and-teenagers/
Cooperative Inquiry
- Fails, Guha, and Druin (2013)
- http://www.cs.umd.edu/hcil/trs/2013-23/2013-
23.pdf
- Similar to participatory design or co-design
- Extends co-design to include children
- Child designers seen as equal design partners not
just tech testers
- Actively involve children in design process from
conception, design, to completion
- Adults help children with sharing ideas and
synthesizing feedback into design ideas
How do we use Cooperative Inquiry?
- Uses variety of ideation and elaboration
techniques
– to allow adults and children to maximize idea sharing – while minimizing differences in age, communication, and ability
- Works very well for 7-11, has been used
for 13-17
- Needs to modified for older ages
Bags of Stuff (brainstorming)
- Yip et al, 2013
- Design partners use art supplies (e.g.,
construction paper, pipe cleaners) and found objects (cardboard, popsicle sticks) to create low-tech prototypes of new technologies.
- This is useful for brainstorming new ideas
- r solutions.
Big Paper
- Walsh, Foss, Yip, Druin, 2013
- Design partners use rolls of butcher-block
paper or large, table-size sheets of paper to explore and iterate on design ideas.
- This is useful for brainstorming and
combining ideas.
Mixing Ideas (brainstorming, iterating)
- Guha et al 2004
- Design partners come up with ideas on
their own and work together to combine them to form one “big idea.”
- This technique works well with children
ages 6 and under who might have difficulty ceding ownership over “their” ideas
Layered Elaboration (brainstorming, iterating)
- Walsh et al 2010
- Design partners use sheets of transparency
paper to annotate prototypes or designs.
- Each round of ideas is documented on a
new sheet of paper; this helps preserve ideas through iterations.
Sticky Noting/Likes, Dislikes, Design Ideas (evaluating)
- Kumar et al., 2017
- Design partners record what they like,
dislike, and would change about a technology or other object of focus on sticky notes.
- The notes are then clustered and analyzed.
- This technique is useful for evaluating or
critiquing existing products.
How do we use these techniques with children? Another case study…
Children
Children
39
Mental Models Of Online Privacy & Security?
- Home and School Context: Child Perception
– Activities – Awareness of online privacy and security – Technology rules? – Lessons?
Children
Children
Parents
Parents
40
- Home Context: Parent Role
– Regulating online activities – Awareness of online privacy and security – Explicit lessons?
Children
Children
Parents
Parents
Teachers
Teachers
41
- School Context: Teachers Role
– Tech use in classroom – Awareness of online privacy and security – Explicitly teaching online privacy and security skills
Informed by privacy theories and learning sciences frameworks Children
Children
Parents
Parents
Teachers
Teachers Interviews with 18 families
- Incl. 28 children age 5-11
Focus groups 25 educators
Informed by Contextual Integrity (privacy) + Bronfrenbrenner (learning sciences)
Ask Q’s on online activities etc Consent All interviews audio-taped Tell fictional friends about… Interviews transcribed Compensation
Qualitative Data Analysis
Codebook Activities on devices Play-Games Challenges faced Manage- Passwords Strategies to address concerns Parental- Controls
“Interviewer: Yeah. What are some of the things that you're concerned about in that Pandora's Box? Mother: “Well, just unsupervised internet
- access. If it's his own he would have the
password to do downloading. I really don't want him in social media, which once you have your own phone you'll end up with social media accounts, I'm sure. Also, just the addiction that comes from constant interaction with your phone. ”
Qualitative Data Analysis
Smartphone Safety Password-Home Social Media Screen Time
Qualitative Data Analysis
Smartphon e Safety
. . .
100s of codes
Final themes
Being Online Privacy/Security perceptions Child strategies to address concerns Parent strategies to address concerns Parent Role
Group into Categories
Qualitative Data Analysis
Children Parents Teachers
Being Online Privacy/Security Lessons Child strategies to address concerns Parent strategies to address concerns Parent Role Tech Use In Classroom Privacy/Security Factors in Tech Use Privacy/Security Lessons
Qualitative Data Analysis
Being Online Privacy/Security Lessons Child strategies to address concerns Parent strategies to address concerns Parent Role Tech Use In Classroom Privacy/Security Factors in Tech Use Privacy/Security Lessons
Children Parents Teachers
Children
Children
49
Privacy And Security Lessons
Children
Privacy/Security Lessons
50 Kumar, P., Naik, S.M., Devkar, U.R., Chetty, M., Clegg, T., and Vitak, J. (2017) ‘No Telling Passcodes Out Because They’re Private’: Understanding Children’s Mental Models of Privacy and Security Online. CSCW 2018 Online First.
- Online privacy and security mostly encountered via
passwords
- Learning poor online privacy and security habits
51
Tech Use In The Classroom
Children
Teachers
Teachers 52 Kumar, P., Chetty, M., Clegg, T., and Vitak, J. (2019) Privacy and Security Considerations For Digital Technology Use in Elementary
- Schools. To appear CHI 2019.
Tech Use In The Classroom
LanSchool GoGuardian
Teachers 53 Kumar, P., Chetty, M., Clegg, T., and Vitak, J. (2019) Privacy and Security Considerations For Digital Technology Use in Elementary
- Schools. To appear CHI 2019.
Tech Use In The Classroom
- Rarely consider online privacy and security
- Students monitored to stay on task/tracked
LanSchool GoGuardian
USER NEEDS IMPLEMENT EVALUATE DESIGN/PROTOTYPE
Education/Awareness CHI ‘19, IDC ‘18, CSCW ‘17 Children and Online Safety
3 Co-design sessions 8 child partners aged 8-11
Children
Co-Design
55 Kumar, P., Vitak, J., Chetty, M., Clegg, T., Yang, J., McNally, B., and bonsignore, e. (2018) Co-Designing Online Privacy-Related Games and Stories with Children. Interaction Design and Children Conference 2018.
Question of the day Circle time
3 Co-design sessions 8 child partners aged 8-11
Children
Co-Design
56 Kumar, P., Vitak, J., Chetty, M., Clegg, T., Yang, J., McNally, B., and bonsignore, e. (2018) Co-Designing Online Privacy-Related Games and Stories with Children. Interaction Design and Children Conference 2018.
Question of the day Circle time Break into groups
Existing Resources Mobile Games Choose Your Own Adventure Stories
3 Co-design sessions 8 child partners aged 8-11
Children
Co-Design
57 Kumar, P., Vitak, J., Chetty, M., Clegg, T., Yang, J., McNally, B., and bonsignore, e. (2018) Co-Designing Online Privacy-Related Games and Stories with Children. Interaction Design and Children Conference 2018.
Question of the day Circle time Wrap up discussions Break into groups Team debrief Field notes & pictures Qualitative data analysis
Privacy
58
“I hate it when they take a perfectly good game and they try to make it educational. ”
- 11 year old child design partner
- Integrate privacy and security themes in resources
- Create realistic online privacy and security scenarios
USER NEEDS IMPLEMENT EVALUATE DESIGN/PROTOTYPE
Education/Awareness CHI ‘19, IDC ‘18, CSCW ‘17 Children and Online Safety
Co-design
Cybernaut
60 Kumar, P., Chetty, M., Clegg, T., and Vitak, J. Designing Educational Resources to Help Children Learn About Online Privacy And
- Security. Currently Under Review.
Privacy/Security Themes & Rewards Conceptual Q Zones Scenario-Based Second Chance Q Evaluation: 14 children aged 6-12 & parents
Parent Q’s on child activities &
- nline privacy and security
Q’s on child’s online privacy & security perceptions Q’s on child’s online activities Q’s on Cybernaut Play Cybernaut Interviews audio-taped, transcribed & analyzed
Children
Co-Design
Privacy/Security experience & developmental differences Involving parents and teachers Reflecting on paths not taken
Let’s Look At The Results
Co-design
Privacy/Security Experience & Development Differences
64 Kumar, P., Chetty, M., Clegg, T., and Vitak, J. Designing Educational Resources to Help Children Learn About Online Privacy And
- Security. Currently Under Review.
- Past online experience, reading/motor
abilities/understanding of privacy and security differ
- Float before you can swim
Major takeaways from our case study
- 1. Use scenarios children can relate to
- 2. Learn about privacy and security earlier
– Float before swim
- 3. Going beyond do’s and don’t
- 4. Explain the “why” behind it
- 5. Encourage kids to self-reflect, think critically,
and build up toolbox of strategies for online safety
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Summary
- Need different techniques to work with
children
- Cooperative inquiry is useful for involving
children in design processes
- Many areas for designing for children
- Keeping children safe online requires
helping children to develop agency over
- nline activities
Coming up…
- GP4 video due on Monday
- Talking about users in difficult situations…