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Consumer Reports WebWatch released the results of an ethnographic study on how children interact with online environments.
The study, “Like Taking Candy from a Baby: How Young Children Interact with Online Environments,” used ethnographic methods and focused on young children, ages 2½ to 8. For the study, parents in 10 families used video cameras to keep journals, providing insights into the way children use sites such as Club Penguin, Webkinz, Nick Jr., Barbie.com and others. Footage from those journals, which can be viewed at www.youtube.com/cwwkids, illustrates how young children respond to advertising and marketing tactics online. The digital world offers a wealth of opportunity for young children to play and learn. But even in this small sample of 10 families the study found—too easily, in several circumstances—repeated examples of attempts to manipulate children for the sake of commerce. The study’s key findings:
The study’s executive summary (contained within the report download), also contains a range of recommendations for parents, publishers, and policy makers. The report was written by Warren Buckleitner, Ph.D., an adviser to Consumer Reports WebWatch. Buckleitner is editor of Children’s Technology Review, a periodical covering children’s interactive media. He is also the founder of the Mediatech Foundation, a nonprofit public community technology center based in Flemington, N.J. Press release |
| Posts in category 'Children' |
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7 May 2008
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28 April 2008
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27 April 2008
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A group of researchers from the University of Southern California and University of California at Berkeley presented their first findings from one of the largest ethnographic studies on kids in digital environments.
Kids’ Informal Learning with Digital Media: An Ethnographic Investigation of Innovative Knowledge Cultures is a three year collaborative project funded by the John D. and Catherine T. MacArthur Foundation. Carried out by researchers at University of Southern California and University of California, Berkeley, the digital youth project explores how kids use digital media in their everyday lives. The study pictures a new generation that is “self-publishing, programming, and pushing the boundaries of what can be done online”, which provides them “with a sense of competence, autonomy, self-determination and connectedness”. But - shows the research - they’re not learning how to do this in school. The full research will be published later this year. - Read more: news.com | UC Berkeley News |
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6 April 2008
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The UK Department for Children, Schools and Families launched last week its eagerly anticipated Byron Review into Children and New Technology.
It contains a comprehensive package of measures to help children and young people make the most of the internet and video games, while protecting them from harmful and inappropriate material, and sets out an ambitious action plan for Government, industry and families to work together to support children’s safety online and to reduce access to adult video games. The report has led to a huge amount of press coverage and debate. BBC News summarises the report and provides an overview of the reactions to it. DK of MediaSnackers is rather lukewarm in his reaction and identifies three areas the report fails to tackle:
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26 January 2008
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A new study overturns the common assumption that the ‘Google Generation’ – youngsters born or brought up in the Internet age – is the most web-literate.
The first ever virtual longitudinal study carried out by the CIBER research team at University College London claims that, although young people demonstrate an apparent ease and familiarity with computers, they rely heavily on search engines, view rather than read and do not possess the critical and analytical skills to assess the information that they find on the web. The report Information Behaviour of the Researcher of the Future (pdf, 1.7 mb) also shows that research-behaviour traits that are commonly associated with younger users – impatience in search and navigation, and zero tolerance for any delay in satisfying their information needs – are now becoming the norm for all age-groups, from younger pupils and undergraduates through to professors. Commissioned by the British Library and JISC (Joint Information Systems Committee), the study calls for libraries to respond urgently to the changing needs of researchers and other users. Going virtual is critical and learning what researchers want and need crucial if libraries are not to become obsolete, it warns. “Libraries in general are not keeping up with the demands of students and researchers for services that are integrated and consistent with their wider internet experience”, says Dr Ian Rowlands, the lead author of the report. The findings also send a strong message to the government. Educational research into the information behaviour of young people and training programmes on information literacy skills in schools are desperately needed if the UK is to remain as a leading knowledge economy with a strongly-skilled next generation of researchers. |
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11 January 2008
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In a blog post, Danah Boyd (a Berkeley Ph.D student and a Harvard Fellow) relates the story of a mother who describes how her daughter’s approach to shopping was completely different than her own:
Boyd analyses this further:
The blog entry is also a Fieldnote for the Digital Youth Project. (via FutureLab) |
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11 December 2007
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All kinds of things apparently, as described by this revealing story on the BBC, commented on by Bruce Nussbaum of Business Week:
The project clearly suffers from a top-down approach, where “designing for” is the paradigm rather than “designing with” or “designing from”. There was as far as I know no structured needs analysis here, no contextual studies, no ethnography, no qualitative insights. Such an approach cannot lead to anything but unintended consequences and may be potentially undermining the project itself. There are many lessons to be learned here, by the OLPC (”one laptop per child”) team, but also by any company or organisation trying to deliver designed solutions for “end-users” who then turn out to have different needs and contexts that had somehow been anticipated. But of course, we can always blame those “end-users” instead of learning some important lessons, and I am afraid this is definitely going to be part of the debate that will undoubtedly ensue. |
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4 October 2007
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The latest issue of Frog Design Mind (permalink), the bi-monthly newsletter of Frog Design Inc., is devoted to identity and contain a rich group of articles on “the struggle to find new meaning in the growing landscape of design”. Here is a selection (and the first one in particular, by Mark Rolston, is highly recommended - it’s an excellent piece of writing): |
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Defining The New Singularity Exploring the next level of convergence: between hardware and software, information and object, human and technology. “As the writer Bruce Sterling puts it, borrowing a bit from Baudrillard and applying it to design, we are now approaching an age of technological advancement when ‘there is more stored in the map than there is in the territory’. Put more simply, the story surrounding a given ‘thing’, a product or service we buy and use, is rapidly exceeding the value of the thing itself. The identity of a product can no longer be easily defined through its form factor, but rather by the information that encases it, passes through it, and is accumulated by it over the course of its lifetime.” |
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Change Agency and Transformologies Understanding the power of design to facilitate positive change in the end-user. “Can personal development be better shaped by the technologies we, as designers, create? What if products and environments were designed to acknowledge individual aspirations and facilitate the realization of users’ potential? Could our products not only change users’ behavior, but actually foster within them the qualities that they seek?” |
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Parenting 2.0 Key principles for the creation and curation of your child’s online identity. “The purpose of this article is to provide you, the parent, with some basic principles for navigating the wonderful world of social networking and Web 2.0 with your children - all while keeping them safe, socialized, and engaged. They are not rules, or guidelines, or a philosophy of parenting. They are just basic principles that remind you, and your kids, to think before you press that Enter key.” |
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Is Your Hard Drive Worth More Than Your Life? The influence of technology on the collective experience of today’s families. “Before the presence of cameras and the like, humans passed on knowledge through storytelling, intertwining personal experience with a sense of place and time. They created visual landscapes through words, art, and the objects around them. This storytelling codified a shared sense of experience, bringing the audience into a collective understanding of their culture and environment. As the stories were passed on, every teller became a part of the tale – rendering history subjective, reality shared. In our frenzy to safeguard our memories in the online world, we have removed the intimacy of storytelling. We have made the web, not each other, the major source of shared experiences, knowledge, and opinions (often not even our own).” |
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HBR: Melding Design and Strategy In the September 2007 issue of Harvard Business Review, frog Strategy Director Ravi Chhatpar published the following article, outlining the benefits of an iterative design process, in which design and business strategy impact one another directly. “From concept through development, designers should function in parallel with corporate decision makers, creating prototypes for a number of variations on a product and then testing them with users and, if appropriate, partners. Tracking how customers’ ways of using a product evolve over time also makes it possible for designers to identify desirable new features and, in some cases, create new functionality in conjunction with users.” |
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28 September 2007
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The mobile platform is currently undergoing somewhat of a revolution in the developing world — and so are people’s lives — with Africa now more advanced than the rest of the world in terms of mobile banking. The user experience challenges are only beginning to be addressed.
If you want to keep abreast on developments in this field, here is a crop of news stories from just this last week:
Note by the way that all the user research work by Jan Chipchase and others seems to have paid off: Nokia dominates the mobile handset landscape in India with an astonishing 74% market share. |
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18 September 2007
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25 August 2007
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Older web users spend more time online than any group, according to the annual report of the UK Office of Communications.
The 330-page report takes a comprehensive look at the way Britons use new and old media and reveals a nation in love with its media, gadgets and hi-tech gear. 16% of Britons aged 65+ spend 42 hours per month online - more than any other age group. Another striking result, especially for traditional-media executives looking for their future customers, is that “kids are abandoning old and not-so-old media for the new. Whereas two years ago 59% of those aged 8 to 15 regularly watched videos, only 38% do now. Two years ago 61% regularly played video games compared with 53% today. Most are abandoning stand-alone media, such as DVDs, and turning instead to media such as the internet and in particular social-networking websites. The trend seems to accelerate as children move into their teenage years. Nearly two-thirds of children between the ages of 12 and 15 use the internet, compared with 41% of those aged 8 to 11.” |
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25 August 2007
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The latest European Commission Eurobarometer survey strikes me because it is so obvious: children are not as vulnerable online as their parents fear. The picture that comes through is one of surprising sophistication:
The study covered children (age groups 9-10 and 12-14) in 29 countries (the 27 member states plus Iceland and Norway) and was based on group discussions. - Download study (pdf, 540 kb, 77 pages) (via textually.org) |
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25 August 2007
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6 August 2007
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Soon New York City will be home to a new 6-12th grade public school that will use game design and game-inspired methods to teach critical 21st century skills and literacies.
Opening in fall 2009, the school is being created by the Gamelab Institute of Play (blog), a New York City-based not-for-profit organization that leverages games and play as transformative contexts for learning and creativity, in collaboration with New Visions for Public Schools, a not-for-profit organization that works in partnership with the New York City Department of Education to improve academic achievement in the City’s public schools. The John D. and Catherine T. MacArthur Foundation recently awarded a grant of $1.1 million to help with planning and development. According to a Wired news story, the planners “are looking at how games naturally engage players and teach them new skills, and hope to apply those principles to create kids who not only ace their SATs, but are also well suited for the 21st century.”
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24 July 2007
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16 July 2007
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The Guardian reports on a new report that shows how children are losing out on family life thanks to technology.
- Read article |
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31 March 2007
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Here’s how to get young people to read newspapers: pay attention to their habits, talk to them about their lives, and invite them to contribute, both in print and online.
That is the message that emerged from the 7th World Young Reader Conference (presentation summaries), where a fresh approach to attracting young readers was presented by those who have succeeded in getting young people interested in their products. “Stop writing surveys about readership, and start watching people. Learn, look around, open your eyes,” said Anne Kirah, Dean of the 180° Academy in Denmark and a cultural anthropologist who has helped Microsoft design its products. “You need to engage in people-driven research and look at their entire lives. Observe people doing activities that define themselves, and are meaningful to them.” Ms Kirah said she was distrustful of traditional readership questionnaires because “there is a difference between what people say they do and what they actually do. Do you really know how much time you spend on the internet, or read a newspaper? But you ask those questions. It’s not that people are lying to you, it’s that they really don’t know the answers.” The problem is compounded when studying young readers, or the “digital natives”, since their habits are completely different those of the “digital immigrants” — those who remember the analog-only world and are the people conducting the studies, and making the decisions at media companies. |
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1 March 2007
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22 February 2007
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“Club Penguin is a leader among a tidal wave of new community Web sites designed specifically for tweens and even younger kids: think of it as MySpace in braces,” writes Brian Braiker in Newsweek.
Sites featured: Club Penguin, Whyville, Habbo, Imbee, Tweenland, Webkinz, Nicktropolis, and Disney Xtreme Digital. |
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17 February 2007
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The newly launched Monocle magazine features a video interview with Lego CEO Jørgen Vig Knudstorp on its home page.
In the interview, Knudstorp starts of by explaining how they became a user-centred toy company by involving their users to an extreme degree. He also states the core brand value as “the joy of building and the pride of creating things”, which is a description of an experience. The interview, which was conducted by Monocle editor-in-chief Tyler Brûlé and took place at the company’s innovation centre in Billund, Denmark, then goes in to an interesting discussion on the changing nature of play. Knudstorp describes some insights from an anthropological survey the company did recently, in particular about interactivity, community and what children expect from a brand. Watch interview |
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