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Cultural anthropologist Mimi Ito has posted a rough transcript of her (quite long) keynote address at the 51st NFAIS Annual Conference.
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| Posts in category 'Children' |
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1 March 2009
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13 February 2009
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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. |
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19 January 2009
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17 January 2009
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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.
One of the authors, Walter Aprile (pictured), was a former Interaction-Ivrea faculty member at the Interaction Design Institute Ivrea. |
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1 December 2008
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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:
A recent Economist review provides a very good summary of the book and underlines the two things that Tapscott worries about:
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:
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20 November 2008
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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:
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20 November 2008
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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.
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 |
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11 November 2008
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Two user experience magazines landed on my desk this week. They are available only to subscribers, both in print and online. But subscriptions are relatively cheap.
User Experience is the quarterly magazine of the Usability Professionals’ Association (membership is a modest 100 USD) and its latest issue is devoted to usability in transportation. Here are the titles of the feature articles and you can find the abstracts online:
Disclosure: my business partner Michele Visciola is on the editorial board of this magazine. Interactions is the bimonthly publication of ACM. Better designed than User Experience, it has become, under the thoughtful leadership of Richard Anderson and Jon Kolko, both profound in its analysis and broad in its interests. At 55 USD for six issues, it is also a bargain. Here is the latest harvest of articles, some of which you can actually find online:
Disclosure: As of next year, I will be a contributing editor to the magazine (and I feel honoured to be in such esteemed company). |
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27 August 2008
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The design of Intel’s new Classmate PC with its full touchscreen support, is based on observations and research collected about the way that the computers are used in real-world classroom settings., reports ars technica.
In a video published by Intel on its YouTube channel, one of the company’s ethnographers describes some of the background research behind the new design of the device, which is aimed primarily for education in emerging markets.
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1 June 2008
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The John W. Kluge Center at the Library of Congress is organising a four-part lecture series on “Digital Natives,” referring to the generation that has been raised with the computer as a natural part of their lives, especially the young people who are currently in schools and colleges today.
The series seeks to understand the practices and culture of the digital natives, the cultural implications of their phenomenon and the implications for education to schools, universities and libraries. A Washington Times article today and some Library of Congress press releases provide some more insight: [The series] began April 7 with child development expert Edith K. Ackermann (site) discussing “The Anthropology of Digital Natives” (video).
On 12 May, a spirited defense of the digital generation was presented by the writer Steven Berlin Johnson (site) based on his 2005 best-selling book, “Everything Bad is Good for You” (wikipedia). [A video is not yet available].
Michael Wesch (site), assistant professor of cultural anthropology at Kansas State University, is the man behind the viral internet video “The Machine Is Us/ing Us“, which with over 600,000 views has become somewhat of a phenomenon. Welsch will discuss the three-year-old video-sharing Web site in a lecture titled “The Anthropology of YouTube” on 23 June.
Douglas Rushkoff (site), a teacher of media theory at New York University who recently wrote a pamphlet for the UK think tank Demos, will close the series with a lecture entitled “Open Source Reality” on 30 June. The series should eventually be available on video webcasts. The Washington Times article also refers to a few other resources, including Digital Native, an international online academic research project that explores the “digital media landscape” and its implications. (Check the links at the end of that page). By the way, check out the gorgeous illustration that Linas Garsys made for the Washington Times. Click on the image on the left so see it in its full size. |
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18 May 2008
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Niti Bhan is up in arms about Alice Rawsthorn laudatory article on the design of the One Laptop Per Child, published in the International Herald Tribune:
Niti is of course right and her post reminds me of my own comments half a year ago:
I am therefore not surprised by the limited success of the initiative, and can only hope that some of the design ideas can inspire some more contextually sensitive and sensible project. |
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7 May 2008
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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 |
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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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