Designing for Children Case Study: A Day In the Life of The Jos - CMSC 20370/30370 Winter 2020 Mar 2, 2020
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CMSC 20370/30370 Winter 2020 Designing for Children Case Study: A Day In the Life of The Jos Mar 2, 2020
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 one laptop • GP4 reports: Please keep them succinct – Some reports are over 20 pages – not necessary
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 happens when things go wrong? 1. Want to use educational tech and devices to improve learning outcomes but…tech can be misused… 9
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 online? 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 19
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 or 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 Mental Models Of Online Privacy & Security? • Home and School Context: Child Perception – Activities – Awareness of online privacy and security – Technology rules? – Lessons? 39
Children Children Parents Parents • Home Context: Parent Role – Regulating online activities – Awareness of online privacy and security – Explicit lessons? 40
Children Children Parents Parents Teachers Teachers • School Context: Teachers Role – Tech use in classroom – Awareness of online privacy and security – Explicitly teaching online privacy and security skills 41
Children Children Parents Parents Teachers Teachers Interviews with 18 families Focus groups Incl. 28 children age 5-11 25 educators Informed byInformed by privacy Contextual theories Integrity and learning (privacy) sciences frameworks + Bronfrenbrenner (learning sciences)
Consent Ask Q’s on online activities etc Tell fictional friends about… All interviews audio-taped Compensation Interviews transcribed
Qualitative Data Analysis Activities on Play-Games devices Challenges faced Manage- Codebook Passwords Strategies to Parental- address concerns Controls
Qualitative Data Analysis “Interviewer: Yeah. What are some of the things that you're concerned about in that Smartphone Safety Pandora's Box? Mother: “Well, just unsupervised internet Password-Home access. If it's his own he would have the password to do downloading. I really don't Social Media 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 Screen Time the addiction that comes from constant interaction with your phone. ”
Qualitative Data Analysis Smartphon Being Online e Safety . Privacy/Security perceptions . Group into Categories Final Child strategies to themes . address concerns 100s of codes Parent strategies to address concerns Parent Role
Qualitative Data Analysis Children Parents Teachers Being Online Privacy/Security Factors in Tech Use Parent strategies to address concerns Privacy/Security Lessons Parent Role Tech Use In Child strategies to Classroom address concerns Privacy/Security Lessons
Qualitative Data Analysis Children Parents Teachers Being Online Privacy/Security Factors in Tech Use Parent strategies to address concerns Privacy/Security Lessons Parent Role Tech Use In Child strategies to Classroom address concerns Privacy/Security Lessons
Children Children Privacy And Security Lessons 49
Children Privacy/Security Lessons • Online privacy and security mostly encountered via passwords • Learning poor online privacy and security habits Kumar, P., Naik, S.M., Devkar, U.R., Chetty, M., Clegg, T., and Vitak, J. (2017) ‘No Telling Passcodes Out Because They’re Private’: 50 Understanding Children’s Mental Models of Privacy and Security Online. CSCW 2018 Online First.
Children Teachers Tech Use In The Classroom 51
Teachers Tech Use In The Classroom LanSchool GoGuardian Kumar, P., Chetty, M., Clegg, T., and Vitak, J. (2019) Privacy and Security Considerations For Digital Technology Use in Elementary 52 Schools. To appear CHI 2019.
Teachers Tech Use In The Classroom LanSchool GoGuardian • Rarely consider online privacy and security • Students monitored to stay on task/tracked Kumar, P., Chetty, M., Clegg, T., and Vitak, J. (2019) Privacy and Security Considerations For Digital Technology Use in Elementary 53 Schools. To appear CHI 2019.
DESIGN/PROTOTYPE USER NEEDS IMPLEMENT EVALUATE Education/Awareness CHI ‘19, IDC ‘18, CSCW ‘17 Children and Online Safety
3 Co-design sessions Children Co-Design 8 child partners aged 8-11 Circle time Question of the day Kumar, P., Vitak, J., Chetty, M., Clegg, T., Yang, J., McNally, B., and bonsignore, e. (2018) Co-Designing Online Privacy-Related 55 Games and Stories with Children. Interaction Design and Children Conference 2018.
3 Co-design sessions Children Co-Design 8 child partners aged 8-11 Circle time Question of the day Break into groups Existing Resources Mobile Games Choose Your Own Adventure Stories Kumar, P., Vitak, J., Chetty, M., Clegg, T., Yang, J., McNally, B., and bonsignore, e. (2018) Co-Designing Online Privacy-Related 56 Games and Stories with Children. Interaction Design and Children Conference 2018.
3 Co-design sessions Children Co-Design 8 child partners aged 8-11 Circle time Question of the day Break into groups Wrap up discussions Field notes & pictures Team debrief Qualitative data analysis Kumar, P., Vitak, J., Chetty, M., Clegg, T., Yang, J., McNally, B., and bonsignore, e. (2018) Co-Designing Online Privacy-Related 57 Games and Stories with Children. Interaction Design and Children Conference 2018.
Privacy “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 58
DESIGN/PROTOTYPE USER NEEDS IMPLEMENT EVALUATE Education/Awareness CHI ‘19, IDC ‘18, CSCW ‘17 Children and Online Safety
Co-design Cybernaut Scenario-Based Privacy/Security Conceptual Evaluation: Second Chance Themes & Q Zones 14 children aged 6-12 Q Rewards & parents Kumar, P., Chetty, M., Clegg, T., and Vitak, J. Designing Educational Resources to Help Children Learn About Online Privacy And 60 Security. Currently Under Review.
Q’s on child’s online activities Q’s on child’s online privacy & security perceptions Play Cybernaut Q’s on Cybernaut Parent Q’s on child activities & online privacy and security Interviews audio-taped, transcribed & analyzed
Children Co-Design Involving parents and teachers Reflecting on paths not taken Privacy/Security experience & developmental differences
Let’s Look At The Results
Co-design Privacy/Security Experience & Development Differences • Past online experience, reading/motor abilities/understanding of privacy and security differ • Float before you can swim Kumar, P., Chetty, M., Clegg, T., and Vitak, J. Designing Educational Resources to Help Children Learn About Online Privacy And 64 Security. Currently Under Review.
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 65
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 online activities
Coming up… • GP4 video due on Monday • Talking about users in difficult situations…
Get in touch: Office hours: Fridays 2-4pm (Sign up in advance) or by appointment JCL 355 Email: marshini@uchicago.edu
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