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Posts in category 'Children'

30 September 2011

Truth, lies and the internet

Truth, lies and the internet
The internet is the greatest source of information for people living in the UK today. But the amount of material available at the click of a mouse can be both liberating and asphyxiating. Although there are more e-books, trustworthy journalism, niche expertise and accurate facts at our fingertips than ever before, there is an equal measure of mistakes, half-truths, propaganda, misinformation and general nonsense. Knowing how to discriminate between them is both difficult and extremely important.

Truth, Lies and the Internet, a report published by the UK think tank Demos, examines the ability of young people in Britain to critically evaluate information they consume online. It reviews current literature on the subject, and presents a new poll of over 500 teachers. It finds that the web is fundamental to pupils’ school lives but many are not careful, discerning users of the internet. They are unable to find the information they are looking for, or trust the first thing they see. This makes them vulnerable to the pitfalls of ignorance, falsehoods, cons and scams.

This pamphlet recommends that teaching young people critical thinking and skepticism online must be at the heart of learning. Censorship of the internet is neither necessary nor desirable; the task instead is to ensure that young people can make careful, skeptical and savvy judgments about the internet content they encounter. This would allow them to better identify outright lies, scams, hoaxes, selective half-truths, and mistakes, and better navigate the murkier waters of argument and opinion.

Download report

> see also this short video report by the BBC

26 May 2011

Usability testing with children: a lesson from Piaget

Children on the iPad
In this post, Sabina Idler, information designer at Usabilla (The Netherlands), introduces Piaget’s theory of cognitive growth and explains how it can be useful for usability testing with children.

“Children are becoming an increasingly important target group on the web. Good usability and high user experience are crucial aspects for a successful website. Early and repetitive user testing is the way to go. If we address children on our website, we need to focus on what they want. We need to include children as a target group in our user testing. In this post I’d like to take a look at usability testing with different age groups.”

Read article

(via InfoDesign)

16 December 2010

Designing interactive products for children

Apples
Yeevon Ooi of Webcredible writes in a long article that designing interactive products for children shouldn’t be any different from any user-centred design process, but the methods for carrying out user research, the implementation of different design guidelines and evaluating the products need to cater for the young or little audience group.

“Designing for children requires careful planning depending on the nature of the project and the age-group of the children involved. Always determine the age-group of the target audience and use appropriate methods for conducting user research, implementing design guidelines and evaluating the designs. Lastly, a good designer must never forget the ethical considerations involved while designing for children and should exercise their limits accordingly.”

Read article

2 October 2010

Talk by anthropologist Mimi Ito in Milan

Mimi Ito
Yesterday cultural anthropologist Mimi Ito spoke on the impact of technology on teen and youth culture at the Meet The Media Guru event in Milan, Italy. The video is available online.

Cultural anthropologist, with degrees from Harvard and Stanford, Mimi Ito co-directed the Digital Youth Project, which was funded by the MacArthur Foundation and focused on new m-Learning scenarios. The project has become an important point of reference for those studying the relationship between teens and new media.

The three-year Digital Youth Project researched kids’ and teens’ informal learning through digital media, with a particular focus on the day-to-day use and the impact of these new technologies on learning, play and social interaction.

The results of the project are encapsulated in the report, Living and Learning with New Media: Summary of Findings from the Digital Youth Project, and the book Hanging Out, Messing Around, and Geeking Out: Kids Living and Learning with New Media.

Mimi explored a vast range of social activities that are “augmented” by digital technology: online gaming, virtual communities, production and consumptin of children’s software, and the relationship between children and new media.

She is also specialised in amateur content production and peer-to-peer learning.

She teaches at the Department of Informatics of the University of California, Irvine, and at Kejo University in Kanagawa, Japan. She has also worked for the Institute for Research and Learning, Xerox PARC, Tokyo University, the National Institute for Educational Research in Japan, and for Apple Computer.

Her new book on Otaku culture, the Japanese term for children that have an obsessive interest in video games and manga, will be published shortly.

Mimi Ito joined the Wiki Foundation Advisory Board in June of this year.

Watch video (Mimi starts speaking at 19:30)

29 September 2010

In study, children cite appeal of digital reading

Scholastic
Many children want to read books on digital devices, while parents worry that technology will distract young bookworms, according to a survey by the publisher Scholastic. The New York Times reports:

“Many children want to read books on digital devices and would read for fun more frequently if they could obtain e-books. But even if they had that access, two-thirds of them would not want to give up their traditional print books.

These are a few of the findings in a study being released on Wednesday by Scholastic, the American publisher of the Harry Potter books and the “Hunger Games” trilogy.

The report set out to explore the attitudes and behaviors of parents and children toward reading books for fun in a digital age. Scholastic surveyed more than 2,000 children ages 6 to 17, and their parents, in the spring.”

Read article

21 August 2010

If technology is making us stupid, it’s not technology’s fault

Kids and computers
There has been growing concern that computers have failed to live up to the promise of improving learning for school kids. The New York Times, The Washington Post, and PBS have all done stories recently calling into question the benefits of computers in schools. But, says David Theo Goldberg in a sophisticated article on DMLcentral, when computers fail kids, it’s too easy to blame the technology.

“Unlike television, and perhaps more like automobiles, computers are far from passive consumptive technologies. They enable, if not encourage, interactive engagement, creativity, and participatory interaction with others. The interaction can assume various forms, not all productive. Yet like the appealing impacts of both television and automobile access for youth, the productive and creative capacities of computing technology for ordinary users are staggering. The question then is not the false dilemma between unqualified good and evil, but how best to enable the productive learning possibilities of new digital technologies.”

Read article

25 May 2010

Growing up online

Growning up online
In Growing Up Online, the American public affairs series FRONTLINE takes viewers inside the very public private worlds that kids are creating online, raising important questions about how the Internet is transforming childhood.

“The Internet and the digital world was something that belonged to adults, and now it’s something that really is the province of teenagers, ” says C.J. Pascoe, a postdoctoral scholar with the University of California, Berkeley’s Digital Youth Research project.

“They’re able to have a private space, even while they’re still at home. They’re able to communicate with their friends and have an entire social life outside of the purview of their parents, without actually having to leave the house.”

As more and more kids grow up online, parents are finding themselves on the outside looking in. “I remember being 11; I remember being 13; I remember being 16, and I remember having secrets,” mother of four Evan Skinner says. “But it’s really hard when it’s the other side.”

At school, teachers are trying to figure out how to reach a generation that no longer reads books or newspapers. “We can’t possibly expect the learner of today to be engrossed by someone who speaks in a monotone voice with a piece of chalk in their hand,” one school principal says.

“We almost have to be entertainers,” social studies teacher Steve Maher tells FRONTLINE. “They consume so much media. We have to cut through that cloud of information around them, cut through that media, and capture their attention.”

Fears of online predators have led teachers and parents to focus heavily on keeping kids safe online. But many children think these fears are misplaced. “My parents don’t understand that I’ve spent pretty much since second grade online,” one ninth-grader says. “I know what to avoid.”

Many Internet experts agree with the kids. “Everyone is panicking about sexual predators online. That’s what parents are afraid of; that’s what parents are paying attention to,” says Parry Aftab, an Internet security expert and executive director of WiredSafety.org. But the real concern, she says, is the trouble that kids might get into on their own. Through social networking and other Web sites, kids with eating disorders share tips about staying thin, and depressed kids can share information about the best ways to commit suicide.

Another threat is “cyberbullying,” as schoolyard taunts, insults and rumors find their way online. John Halligan‘s son Ryan was bullied for months at school and online before he ultimately hanged himself in October 2003. “I clearly made a mistake putting that computer in his room. I allowed the computer to become too much of his life,” Halligan tells FRONTLINE. “The computer and the Internet were not the cause of my son’s suicide, but I believe they helped amplify and accelerate the hurt and the pain that he was trying to deal with that started in person, in the real world.”

“You have a generation faced with a society with fundamentally different properties, thanks to the Internet,” says Danah Boyd, a fellow at Harvard’s Berkman Center for Internet & Society. “It’s a question for us of how we teach ourselves and our children to live in a society where these properties are fundamentally a way of life. This is public life today.”

Watch programme online

17 May 2010

User experiences for children, for seniors and for play

UX Matters
UX Matters is another one of these great resources for the user experience community. Here three recent articles:

Designing user experiences for children
By Heather Nam (Mediabarn)
Creating a great experience for Web site users should always take the users’ perspectives into consideration. While a user’s age can be a contributing factor in a design’s success for a particular user, demographic information should not trump design conventions. Then, why do UX designers struggle when creating Web sites for children?

Designing for senior citizens | Organizing your work schedule
By Janet M. Six
Every month in this column, the Ask UXmatters experts (this month: Steve Baty, Dana Chisnell, Pabini Gabriel-Petit, Caroline Jarrett, Janet Six and Daniel Szuc) answer readers’ questions about user experience matters. The questions this month:
- What fonts and colors are easiest for senior citizens to read online? Do you have any other tips for me? I am building an informational Web site for senior citizens.
- What are your favorite tools for organizing your work schedule? Do you organize such information on your computer, your phone, or on paper?

Playful user experiences
By Shira Gutgold
Rather than trying to motivate users to go down routes they have no personal motivation to follow or to use a new feature they’ve never seen before and are perhaps a little wary of trying out, why not tap into people’s existing motivations and use their natural inclinations to encourage them to interact with our products? The most evident natural motivation is play.

28 February 2010

New media and its superpowers

Mimi Ito
Mimi Ito, cultural anthropologist and associate researcher at the University of California Humanities Research Institute, co-led a MacArthur Foundation-funded three year ethnographic study, the Digital Youth Project (DYP), which looked at how young people interact with new media at home, in after-school programs, and in online spaces-and found much to celebrate in the learning they observed.

But many adults don’t see it that way-yet. During a talk at a recent US educational conference, Ito projected an image of a newspaper article that appeared after DYP issued its first press release. The researchers reported that kids are engaging in diversified and valuable dimensions of learning online. The banner headline reporting their findings proclaimed, “Chill Out, Parents.”

“That outtake focused more on inter-generational tension than on our findings,” Ito said. “The headline assumes that parents are uptight, or should be, about kids’ online activity.”

Today’s kids are growing up in a radically different media environment than their parents-and teachers-did. They are connected 24/7 to peers, to entertainment and to information. “Visceral, interactive, immersive experiences are available when and where kids want them,” Ito said.

The availability of all that compelling entertainment and information has created a gap, Ito says, between in-school and out-of-school experience. Schools need to figure out how to leverage the power of kids’ engagement with media for learning in school as well as outside it.

- Read presentation transcript
- Read article about Ito’s presentation

20 January 2010

If your kids are awake, they’re probably online

Generation M2
The average young American now spends practically every waking minute — except for the time in school — using a smart phone, computer, television or other electronic device, according to a new study from the Kaiser Family Foundation.

Those ages 8 to 18 spend more than seven and a half hours a day with such devices, compared with less than six and a half hours five years ago, when the study was last conducted. And that does not count the hour and a half that youths spend texting, or the half-hour they talk on their cellphones.

And because so many of them are multitasking — say, surfing the Internet while listening to music — they pack on average nearly 11 hours of media content into that seven and a half hours.

Read full story

12 November 2009

Matt Webb presentation at UX Week 2009 (video)

Matt Webb
Matt Webb of Berg was one of the speakers at UX Week 2009, a conference in San Francisco organised by Adapative Path.

In his presentation “Design Is In Your Hands,” Matt talked about developing products and learning from mistakes, and shared the lessons that his company grappled with during the design and production of their first major product, writes Andrew Crow on the Adaptive Path blog.

Matt talks about how smart products bring their own design challenges. Internet-connected devices and plastic filled with electronics behave in unexpected ways: what does it means for a physical thing to side-load its behaviour, or for a toy to have its own presence in your social network? What we’ve learned about user experience on the Web is a great place to start: social software, adaptation, designing for action creating action — these are principles familiar on the Web, and still valuable when design is not on the screen but in your hands.

Matt’s story is important, writes Andrew, for anyone who is developing new products and experiences – physical or digital. Being selective about your innovation and looking for the one thing that your customers can get excited about is a guiding product development principle that we can all remember.

Watch talk

A lot more videos can be found on the home page of UX Week 2009.

10 November 2009

Book: Hanging Out, Messing Around, and Geeking Out: Kids Living and Learning with New Media

Hanging out
Hanging Out, Messing Around, and Geeking Out
Kids Living and Learning with New Media
(John D. and Catherine T. MacArthur Foundation Series on Digital Media and Learning)
An examination of young people’s everyday new media practices—including video-game playing, text-messaging, digital media production, and social media use.

Authors: Mizuko Ito, Sonja Baumer, Matteo Bittanti, danah boyd, Rachel Cody, Becky Herr-Stephenson, Heather A. Horst, Patricia G. Lange, Dilan Mahendran, Katynka Z. Martinez, C. J. Pascoe, Dan Perkel, Laura Robinson, Christo Sims and Lisa Tripp
MIT Press, November 2009, 432 pages
Table of contents and sample chaptersAmazon link

Conventional wisdom about young people’s use of digital technology often equates generational identity with technology identity: today’s teens seem constantly plugged in to video games, social networks sites, and text messaging. Yet there is little actual research that investigates the intricate dynamics of youth’s social and recreational use of digital media. Hanging Out, Messing Around, and Geeking Out fills this gap, reporting on an ambitious three-year ethnographic investigation into how young people are living and learning with new media in varied settings—at home, in after school programs, and in online spaces. By focusing on media practices in the everyday contexts of family and peer interaction, the book views the relationship of youth and new media not simply in terms of technology trends but situated within the broader structural conditions of childhood and the negotiations with adults that frame the experience of youth in the United States.

Integrating twenty-three different case studies—which include Harry Potter podcasting, video-game playing, music-sharing, and online romantic breakups—in a unique collaborative authorship style, Hanging Out, Messing Around, and Geeking Out is distinctive for its combination of in-depth description of specific group dynamics with conceptual analysis.

This book was written as a collaborative effort by members of the Digital Youth Project, a three-year research effort funded by the John D. and Catherine T. MacArthur Foundation and conducted at the University of California, Berkeley, and the University of Southern California.

The project was spearheaded by Mimi Ito, a Research Scientist at the University of California Humanities Research Institute.

(via danah boyd)

22 October 2009

On security, programming, privacy, and… people

Communications
Three articles in the latest issue of Communications of the ACM are quite relevant for the readers of this blog:

Usable security: how to get it
Why does your computer bother you so much about security, but still isn’t secure? It’s because users don’t have a model for security, or a simple way to keep important things safe.

“A user model for security deals with policy and history. It has a vocabulary of objects and actions (nouns and verbs) for talking about what happens. History is what did happen; it’s needed for recovering from past problems and learning how to prevent future ones. Policy is what should happen, in the form of some general rules plus a few exceptions. The policy must be small enough that you can easily look at all of it.

Today, we have no adequate user models for security and no clear idea of how to get them. There’s not even agreement on whether we can elicit models from what users already know, or need to invent and promote new ones. It will take the combined efforts of security experts, economists, and cognitive scientists to make progress.”

Scratch: programming for all
“Digital fluency” should mean designing, creating, and remixing, not just browsing, chatting, and interacting.

“[With Scratch] we wanted to develop an approach to programming that would appeal to people who hadn’t previously imagined themselves as programmers. We wanted to make it easy for everyone, of all ages, backgrounds, and interests, to program their own interactive stories, games, animations, and simulations, and share their creations with one another. [...]

The core audience on the site is between the ages of eight and 16 (peaking at 12), though a sizeable group of adults participates as well. As Scratchers program and share interactive projects, they learn important mathematical and computational concepts, as well as how to think creatively, reason systematically, and work collaboratively: all essential skills for the 21st century. [...]

In this article, we discuss the design principles that guided our development of Scratch and our strategies for making programming accessible and engaging for everyone. But first, to give a sense of how Scratch is being used, we describe a series of projects developed by a 13-year-old girl with the Scratch screen name BalaBethany.”

Four billion Little Brothers?: privacy, mobile phones, and ubiquitous data collection
Participatory sensing technologies could improve our lives and our communities, but at what cost to our privacy?

“Mobile phones could become the most widespread embedded surveillance tools in history. Imagine carrying a location-aware bug, complete with a camera, accelerometer, and Bluetooth stumbling everywhere you go. Your phone could document your comings and goings, infer your activities throughout the day, and record whom you pass on the street or who engaged you in conversation. Deployed by governments or compelled by employers, four billion “little brothers” could be watching you. [...]

How can developers help individuals or small groups launching participatory sensing projects implement appropriate data-protection standards? To create workable standards with data so granular and personal, systems must actively engage individuals in their own privacy decision making. [...] We need to build systems that improve users’ ability to make sense of, and thereby regulate, their privacy.

[...] As the first steps toward meeting this challenge, we propose three new principles for developers to consider and apply when building mobile data-gathering applications.”

1 March 2009

Media literacy and social action in a post-Pokemon world

Pikachu
Cultural anthropologist Mimi Ito has posted a rough transcript of her (quite long) keynote address at the 51st NFAIS Annual Conference.

“If I were to pick one thing that is profoundly different, it is the fact that making and sharing media has become so fundamental to how we communicate and relate to one another. And this ability to communicate through media is one of the most important new forms of literacy for the 21st century. Add to this the fact that this is a change that is happening internationally – among youth across a diverse cultural spectrum in countries that are part of the turn to digital culture – and you’ve got the making a a real global sea change.” [...]

“What really is different, not at the technology layer, and not at the industry layer, but at the human layer, is how we use media to tell the stories about who we are, the stories that make a place for us in a social universe.”

Read full story

13 February 2009

Playful augmented objects

Touch
Touch is a research project, led by Timo Arnall, that investigates Near Field Communication (NFC), a technology that enables connections between mobile phones and physical things. The project aims to develop applications and services that enable people to interact with everyday objects and situations through their mobile devices.

The project, which brings together an inter-disciplinary team involved in social and cultural enquiry, interaction/industrial design, rapid prototyping, software, testing and exhibitions, runs until 2009 and is based in the Interaction Design department of the Oslo School of Architecture and Design in Norway. It is funded by the Norwegian Research Council.

Last week Interaction Design students at the Oslo School of Architecture & Design participated in a Touch workshop where the brief was to design a playful, exploratory or characterful RFID interface. The emphasis of this workshop was on exploring the relationship between digital interaction through RFID and the material properties of physical objects.

Timo Arnall just posted about three recent Touch projects that suggest different senses as metaphors for physical RFID interaction.

19 January 2009

When everyone zigs, Cory Doctorow zags

OLPC
Just when everyone is writing on how mobile phones are bringing about huge changes in emerging markets, Cory Doctorow publishes a very nice and thought provoking article in the Guardian entitled “Laptops, not mobile phones, are the means to liberate the developing world“.

“Mobile phones are necessarily an interim step. Adding software to most mobile phones is difficult or impossible without the permission of a central carrier, which makes life very hard for local technologists who have a very particular, local itch that needs scratching (and forget about collectively improving the solutions that do get approved – when was the last time you heard of someone downloading an app for her phone, improving it, and republishing it?). Mobile phone use is always metered, limiting their use and exacting a toll on people who can least afford to pay it. Worst of all, the centralised nature of mobile networks means that in times of extremis, governments and natural disasters will wreak havoc on our systems, just as we need them most.

By contrast, an open laptop with mesh networking is designed to be locally customised, to have its lessons broadcast to others who can use them, and to avoid centralised control and vulnerability to bad weather and bad governments. It is designed to be nearly free from operating costs, so that once the initial investment is made, all subsequent use is free, encouraging experimentation and play, from which all manner of innovations may spring.”

Read full story

17 January 2009

Experience design for interactive products

Walter Aprile
Experience design for interactive products: designing technology augmented urban playgrounds for girls (pdf) is the long title of an interesting paper by Aadjan van der Helm, Walter Aprile and David Keyson of Delft University of Technology.

Recent technological developments have made it possible to apply experience design also in the field of highly interactive product design, an area where involvement of non-trivial technology traditionally made it impossible to implement quick design cycles. With the availability of modular sensor and actuator kits, designers are able to quickly build interactive prototypes and realize more design cycles. In this paper we present a design process that includes experience design for the design of interactive products. The design process was developed for a master level course in product design. In addition, we discuss several cases from this course, applying the process to designing engaging interactive urban playgrounds.

One of the authors, Walter Aprile (pictured), was a former Interaction-Ivrea faculty member at the Interaction Design Institute Ivrea.

via InfoDesign

1 December 2008

Book: Grown Up Digital

Grown Up Digital
McGraw-Hill is pitching me books and now and then I request a copy because the subject matter interests me greatly.

Don Tapscott’s “Grown Up Digital: How the Net Generation Is Changing Your World” is such a book. It explains how digital technology has affected the children of the baby boomers, a group he calls the Net Generation, and how these kids are poised to transform society in a fundamental way.

What’s more, Tapscott (who also co-authored Wikinomics) drew for his book on a $4 million research project that undertook more than 11,000 interviews with Net Geners, along with scientific studies, input from academics and leaders in business, education and government.

Since I am not a professional reviewer, book reading is an extracurricular activity that takes me somewhat more time. I am only a third done, and on the whole the balance is positive. So this is an in-between observation — provoked by a few other reviews that I don’t want to withhold you from — yet I am likely to come back to the book once I am done with it.

Although the book’s descriptive pieces tend to be a bit non-surprising for an astute observer, the analysis is first class. Tapscott has a knack for condensing his insights in strong synthesis that is just excellent.

Here is a short excerpt:

THE EIGHT NET GENERATION NORMS
If Wonder bread builds strong bodies in 12 ways, this generation is different from its parents in 8 ways. We call these 8 differentiating characteristics the Net Generation Norms. Each norm is a cluster of attitudes and behaviors that define the generation. These norms are central to understanding how this generation is changing work, markets, learning, the family, and society. You’ll read about them throughout the book.

  • They want freedom in everything they do, from freedom of choice to freedom of expression. [...]
  • They love to customize, personalize. [...]
  • They are the new scrutinizers. [...]
  • They look for corporate integrity and openness when deciding what to buy and where to work. [...]
  • The Net Gen wants entertainment and play in their work, education, and social life. [...]
  • They are the collaboration and relationship generation. [...]
  • The Net Gen has a need for speed — and not just in video games. [...]
  • They are the innovators.

A recent Economist review provides a very good summary of the book and underlines the two things that Tapscott worries about:

“One is the inadequacy of the education system in many countries; while two-thirds of Net Geners will be the smartest generation ever, the other third is failing to achieve its potential. Here the fault is the education, not the internet, which needs to be given a much bigger role in classrooms (real and virtual). The second is the net generation’s lack of any regard for personal privacy, which Mr Tapscott says is a ‘serious mistake, and most of them don’t realise it.’”

Tapscott himself meanwhile has done his own bit to promote the book, not in the least through his eight (!) part article series for Business Week:

  • Net Geners come of age
    A new generation of Americans that has grown up digital are poised to make history on Election Day, if the polls are right.
     
  • How digital technology has changed the brain
    By their 20s, young people will have spent more than 30,000 hours on the Internet and playing video games. That’s not such a bad thing.
     
  • Net Gen transforms marketing
    The author of Grown Up Digital explains how Web savvy among the Net Generation (the boomers’ kids) will change how goods are bought and sold.
     
  • How to hire the Net Generation
    Hiring the under-30, digitally savvy young workers who will be the next generation of managers requires adapting recruitment strategies to fit the demographic.
     
  • How to teach and manage ‘Generation Net’
    The sage-on-stage model no longer works. To reach the Internet Generation’s members, engage them in conversation and let them work in groups.
     
  • Supervising Net Gen
    Forget top-down management. To harness the potential of young employees, you’ll need to collaborate and give them lots of feedback.
     
  • Focus on the Net Gen family
    The kids who grew up digital are closer to their parents than the previous generation. And they’ll bring new attitudes into the workplace.
     
  • The Net Generation takes the lead
    Enabled by the Web and digital technology, the Net Generation is transforming media, politics, and culture. Will older generations stand in the way?
20 November 2008

Worldwide Lab at Alcatel-Lucent

Worldwide Lab at Alcatel-Lucent
Alcatel-Lucent’s Worldwide Lab is an innovative primary research program focused on soliciting the end-user experiences and preferences from the highly coveted teen and young adult market.

Lab Members are made up of users from around the world and range in age from pre-teen to young adult. Currently there are 75 users from 19 countries in the lab.

The Lab’s ongoing research looks to understand how these teens experience entertainment across all the screens they use (e.g., phones, televisions, computers, etc.).

The team is given regular assignments – for example, downloading games on their mobile phone – and then they are asked about their experience. The results are published on the site each month.

The latest assignments:

RapidResults – mobile multi-tasking
We want to understand teens’ current habits of using their phone and computer at the same time along with their interest of using simultaneous voice and data on a mobile device.

Mobile downloads 2 years later
Two years after our first study on mobile downloads, Lab members tell us how things have changed, if there have been improvements and how we can fix the user experience.

RapidResults – Going green
Tell us what you do to help the environment and how “green” affects the decisions you make.

RapidResults – James Bond inventions
If you were Agent 007, James Bond, what new invention would you create that would make using technology a better experience for you? Our teens tell us their ideas…

RapidResults – education
Tell us how technology can be used to improve the education experience.

RapidResults – mobile accessories
Tell us about the accessories you use with your mobile phone

Location-based services
Location-based services will serve up special offers and notices based on where you travel. We want to see how willing teens are to tell us where they learn, play and shop.

20 November 2008

Report published on three-year digital youth research project

Digital youth
A three-year research project that explores how kids use digital media in their everyday lives has just published its report.

Kids’ Informal Learning with Digital Media: An Ethnographic Investigation of Innovative Knowledge Cultures” is a collaborative project funded by the John D. and Catherine T. MacArthur Foundation, and carried out by researchers at the University of Southern California and University of California, Berkeley.

By socializing, tinkering with technology and intensely delving into media, teens and children on the Internet “are picking up basic social and technical skills they need to fully participate in contemporary society,” according to a three-year national study released today, reports the Mercury News. [...]

The $3.3 million study, funded by the John D. and Catherine T. MacArthur Foundation, found that youths use online networks to extend friendships, acquire technical skills, learn from each other, explore interests and develop expertise.

The study used several teams of researchers to interview more than 800 young people and their parents and to observe teenagers online for more than 5,000 hours

You can find the main insights below, but Mizuko Ito, a research scientist in the department of informatics at the University of California, Irvine, who was the lead researcher on the study, also provides her own background.

- Report: Summary | White paper | Full report | Press release and video
- Reviews: The New York Times | Mercury News