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	<title>Putting people first &#187; Children</title>
	<atom:link href="http://www.experientia.com/blog/category/children/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.experientia.com/blog</link>
	<description>Daily insights on user experience, experience design and people-centred innovation</description>
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	<language>en</language>
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		<title>Truth, lies and the internet</title>
		<link>http://www.experientia.com/blog/truth-lies-and-the-internet/</link>
		<comments>http://www.experientia.com/blog/truth-lies-and-the-internet/#comments</comments>
		<pubDate>Fri, 30 Sep 2011 13:40:07 +0000</pubDate>
		<dc:creator>Experientia</dc:creator>
				<category><![CDATA[Children]]></category>
		<category><![CDATA[Culture]]></category>
		<category><![CDATA[Education]]></category>
		<category><![CDATA[Europe]]></category>
		<category><![CDATA[Social change]]></category>
		<category><![CDATA[Technology]]></category>
		<category><![CDATA[User experience]]></category>

		<guid isPermaLink="false">http://www.experientia.com/blog/?p=12229</guid>
		<description><![CDATA[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 [...]]]></description>
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<div class="post-img"><a href="http://www.demos.co.uk/system/cover_pictures/379/large/internet2.jpg?1317312220" target="_blank"><img src="http://www.experientia.com/blog/uploads/2011/09/truth_lies.jpg" title="Truth, lies and the internet" alt="Truth, lies and the internet" height="150" width="100" /></a></div>
<div class="post-body">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.</p>
<p><a href="http://www.demos.co.uk/publications/truth-lies-and-the-internet">Truth, Lies and the Internet</a>, 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.</p>
<p>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.</p>
<p><strong><a href="http://www.demos.co.uk/files/Truth_-_web.pdf?1317312220">Download report</a></strong></p>
<p>> see also this <a href="http://www.bbc.co.uk/news/technology-15118751">short video report</a> by the BBC</div>
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		<title>Usability testing with children: a lesson from Piaget</title>
		<link>http://www.experientia.com/blog/usability-testing-with-children-a-lesson-from-piaget/</link>
		<comments>http://www.experientia.com/blog/usability-testing-with-children-a-lesson-from-piaget/#comments</comments>
		<pubDate>Thu, 26 May 2011 15:02:40 +0000</pubDate>
		<dc:creator>Experientia</dc:creator>
				<category><![CDATA[Children]]></category>
		<category><![CDATA[Usability]]></category>

		<guid isPermaLink="false">http://www.experientia.com/blog/?p=11571</guid>
		<description><![CDATA[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. &#8220;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 [...]]]></description>
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<div class="post-img"><a href="http://blog.usabilla.com/wp-content/uploads/3592732.bin_2.jpeg" target="_blank"><img src="http://www.experientia.com/blog/uploads/2011/05/children_ipad.jpg" title="Children on the iPad" alt="Children on the iPad" height="117" width="100" /></a></div>
<div class="post-body">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. </p>
<blockquote><p>&#8220;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.&#8221;</p></blockquote>
<p><strong><a href="http://blog.usabilla.com/usability-testing-with-children-a-lesson-from-piaget/">Read article</a></strong></p>
<p><em>(via <a href="http://www.informationdesign.org/archives/2011/05/#006078">InfoDesign</a>)</em></div>
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		<title>Designing interactive products for children</title>
		<link>http://www.experientia.com/blog/designing-interactive-products-for-children/</link>
		<comments>http://www.experientia.com/blog/designing-interactive-products-for-children/#comments</comments>
		<pubDate>Thu, 16 Dec 2010 08:25:00 +0000</pubDate>
		<dc:creator>Experientia</dc:creator>
				<category><![CDATA[Children]]></category>
		<category><![CDATA[Interaction design]]></category>

		<guid isPermaLink="false">http://www.experientia.com/blog/?p=10930</guid>
		<description><![CDATA[Yeevon Ooi of Webcredible writes in a long article that designing interactive products for children shouldn&#8217;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. &#8220;Designing for children [...]]]></description>
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<div class="post-img"><a href="http://www.webcredible.co.uk/i/apples.jpg" target="_blank"><img src="http://www.experientia.com/blog/uploads/2010/12/apples.jpg" title="Apples" alt="Apples" height="31" width="100" /></a></div>
<div class="post-body">Yeevon Ooi of Webcredible writes in a long article that designing interactive products for children shouldn&#8217;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. </p>
<blockquote><p>&#8220;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.&#8221;</p></blockquote>
<p><strong><a href="http://www.webcredible.co.uk/user-friendly-resources/web-usability/designing-interactive-products-for-children.shtml">Read article</a></strong></p>
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		<title>Talk by anthropologist Mimi Ito in Milan</title>
		<link>http://www.experientia.com/blog/talk-by-anthropologist-mimi-ito-in-milan/</link>
		<comments>http://www.experientia.com/blog/talk-by-anthropologist-mimi-ito-in-milan/#comments</comments>
		<pubDate>Sat, 02 Oct 2010 08:10:48 +0000</pubDate>
		<dc:creator>Experientia</dc:creator>
				<category><![CDATA[Americas]]></category>
		<category><![CDATA[Children]]></category>
		<category><![CDATA[Conference]]></category>
		<category><![CDATA[Culture]]></category>
		<category><![CDATA[Ethnography]]></category>
		<category><![CDATA[Europe]]></category>
		<category><![CDATA[Italy]]></category>
		<category><![CDATA[Social change]]></category>
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		<guid isPermaLink="false">http://www.experientia.com/blog/?p=10510</guid>
		<description><![CDATA[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 [...]]]></description>
			<content:encoded><![CDATA[<div class="post-cont">
<div class="post-img"><a href="http://www.meetthemediaguru.org/wp-content/uploads/MimiPhotoHighRes1.jpg" target="_blank"><img src="http://www.experientia.com/blog/uploads/2010/10/mimi_ito.jpg" title="Mimi Ito" alt="Mimi Ito" height="150" width="100" /></a></div>
<div class="post-body">Yesterday cultural anthropologist <a href="http://www.itofisher.com/mito/index.html">Mimi Ito</a> spoke on the impact of technology on teen and youth culture at the <a href="http://www.meetthemediaguru.org">Meet The Media Guru</a> event in Milan, Italy. The video is available online.</p>
<blockquote><p>Cultural anthropologist, with degrees from Harvard and Stanford, Mimi Ito co-directed the <a href="http://digitalyouth.ischool.berkeley.edu/">Digital Youth Project</a>, which was funded by the <a href="http://www.macfound.org/">MacArthur Foundation</a> 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.</p>
<p>The three-year Digital Youth Project researched kids&#8217; and teens&#8217; 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.</p>
<p>The results of the project are encapsulated in the report,<a href="http://mitpress.mit.edu/catalog/item/default.asp?ttype=2&#038;tid=11940"> Living and Learning with New Media: Summary of Findings from the Digital Youth Project</a>, and the book <a href="http://mitpress.mit.edu/catalog/item/default.asp?ttype=2&#038;tid=11889">Hanging Out, Messing Around, and Geeking Out: Kids Living and Learning with New Media</a>.</p>
<p>Mimi explored a vast range of social activities that are &#8220;augmented&#8221; by digital technology: online gaming, virtual communities, production and consumptin of children&#8217;s software, and the relationship between children and new media.</p>
<p>She is also specialised in amateur content production and peer-to-peer learning.</p>
<p>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.</p>
<p>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.</p>
<p>Mimi Ito joined the <a href="http://wikimediafoundation.org/wiki/Advisory_Board#Mimi_Ito">Wiki Foundation</a> Advisory Board in June of this year.</p></blockquote>
<p><strong><a href="http://www.meetthemediaguru.org/index.php/10/mimi-ito-la-lecture/">Watch video</a></strong> (Mimi starts speaking at 19:30)</div>
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		<title>In study, children cite appeal of digital reading</title>
		<link>http://www.experientia.com/blog/in-study-children-cite-appeal-of-digital-reading/</link>
		<comments>http://www.experientia.com/blog/in-study-children-cite-appeal-of-digital-reading/#comments</comments>
		<pubDate>Wed, 29 Sep 2010 08:08:56 +0000</pubDate>
		<dc:creator>Experientia</dc:creator>
				<category><![CDATA[Children]]></category>
		<category><![CDATA[Education]]></category>
		<category><![CDATA[Social change]]></category>
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		<category><![CDATA[Teens]]></category>
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		<guid isPermaLink="false">http://www.experientia.com/blog/?p=10460</guid>
		<description><![CDATA[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: &#8220;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 [...]]]></description>
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<div class="post-img"><a href="http://www.mommybknowsbest.com/wp-content/uploads/2010/08/scholastic_logo.jpg" target="_blank"><img src="http://www.experientia.com/blog/uploads/2010/09/scholastic.jpg" title="Scholastic" alt="Scholastic" height="56" width="100" /></a></div>
<div class="post-body">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:</p>
<blockquote><p>&#8220;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.</p>
<p>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.</p>
<p>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.&#8221;</p></blockquote>
<p><strong><a href="http://www.nytimes.com/2010/09/29/books/29kids.html">Read article</a></strong></div>
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		<title>If technology is making us stupid, it&#8217;s not technology’s fault</title>
		<link>http://www.experientia.com/blog/if-technology-is-making-us-stupid-its-not-technology%e2%80%99s-fault/</link>
		<comments>http://www.experientia.com/blog/if-technology-is-making-us-stupid-its-not-technology%e2%80%99s-fault/#comments</comments>
		<pubDate>Sat, 21 Aug 2010 08:47:11 +0000</pubDate>
		<dc:creator>Experientia</dc:creator>
				<category><![CDATA[Children]]></category>
		<category><![CDATA[Education]]></category>
		<category><![CDATA[Social change]]></category>
		<category><![CDATA[Technology]]></category>
		<category><![CDATA[Teens]]></category>
		<category><![CDATA[User experience]]></category>

		<guid isPermaLink="false">http://www.experientia.com/blog/?p=10261</guid>
		<description><![CDATA[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, [...]]]></description>
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<div class="post-img"><a href="http://dmlcentral.net/sites/all/files/imagecache/blog_image/blog_images/Q2Lbanner.png" target="_blank"><img src="http://www.experientia.com/blog/uploads/2010/08/kids_computer.jpg" title="Kids and computers" alt="Kids and computers" height="105" width="100" /></a></div>
<div class="post-body">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.</p>
<blockquote><p>&#8220;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.&#8221;</p></blockquote>
<p><strong><a href="http://dmlcentral.net/blog/david-theo-goldberg/if-technology-making-us-stupid-its-not-technology%E2%80%99s-fault">Read article</a></strong></div>
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		<title>Growing up online</title>
		<link>http://www.experientia.com/blog/growing-up-online/</link>
		<comments>http://www.experientia.com/blog/growing-up-online/#comments</comments>
		<pubDate>Tue, 25 May 2010 06:10:35 +0000</pubDate>
		<dc:creator>Experientia</dc:creator>
				<category><![CDATA[Americas]]></category>
		<category><![CDATA[Children]]></category>
		<category><![CDATA[Media]]></category>
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		<guid isPermaLink="false">http://www.experientia.com/blog/?p=9746</guid>
		<description><![CDATA[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. &#8220;The Internet and the digital world was something that belonged to adults, and now it&#8217;s something that really is the province of [...]]]></description>
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<div class="post-img"><a href="http://www.pbs.org/wgbh/pages/frontline/kidsonline/art/h_main.jpg" target="_blank"><img src="http://www.experientia.com/blog/uploads/2010/05/growinguponline.jpg" title="Growing up online" alt="Growning up online" height="98" width="100" /></a></div>
<div class="post-body">In <strong><a href="http://www.pbs.org/wgbh/pages/frontline/kidsonline/">Growing Up Online</a></strong>, 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. </p>
<blockquote><p>&#8220;The Internet and the digital world was something that belonged to adults, and now it&#8217;s something that really is the province of teenagers, &#8221; says <strong>C.J. Pascoe</strong>, a postdoctoral scholar with the University of California, Berkeley&#8217;s Digital Youth Research project.</p>
<p>&#8220;They&#8217;re able to have a private space, even while they&#8217;re still at home. They&#8217;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.&#8221;</p>
<p>As more and more kids grow up online, parents are finding themselves on the outside looking in. &#8220;I remember being 11; I remember being 13; I remember being 16, and I remember having secrets,&#8221; mother of four Evan Skinner says. &#8220;But it&#8217;s really hard when it&#8217;s the other side.&#8221;</p>
<p>At school, teachers are trying to figure out how to reach a generation that no longer reads books or newspapers. &#8220;We can&#8217;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,&#8221; one school principal says.</p>
<p>&#8220;We almost have to be entertainers,&#8221; social studies teacher <strong>Steve Maher</strong> tells FRONTLINE. &#8220;They consume so much media. We have to cut through that cloud of information around them, cut through that media, and capture their attention.&#8221;</p>
<p>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. &#8220;My parents don&#8217;t understand that I&#8217;ve spent pretty much since second grade online,&#8221; one ninth-grader says. &#8220;I know what to avoid.&#8221;</p>
<p>Many Internet experts agree with the kids. &#8220;Everyone is panicking about sexual predators online. That&#8217;s what parents are afraid of; that&#8217;s what parents are paying attention to,&#8221; 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.</p>
<p>Another threat is &#8220;cyberbullying,&#8221; as schoolyard taunts, insults and rumors find their way online. <strong>John Halligan</strong>&#8216;s son Ryan was bullied for months at school and online before he ultimately hanged himself in October 2003. &#8220;I clearly made a mistake putting that computer in his room. I allowed the computer to become too much of his life,&#8221; Halligan tells FRONTLINE. &#8220;The computer and the Internet were not the cause of my son&#8217;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.&#8221;</p>
<p>&#8220;You have a generation faced with a society with fundamentally different properties, thanks to the Internet,&#8221; says<strong> Danah Boyd</strong>, a fellow at Harvard&#8217;s Berkman Center for Internet &#038; Society. &#8220;It&#8217;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.&#8221;</p></blockquote>
<p><strong><a href="http://www.pbs.org/wgbh/pages/frontline/kidsonline/view/">Watch programme online</a></strong></div>
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		<title>User experiences for children, for seniors and for play</title>
		<link>http://www.experientia.com/blog/user-experiences-for-children-for-seniors-and-for-play/</link>
		<comments>http://www.experientia.com/blog/user-experiences-for-children-for-seniors-and-for-play/#comments</comments>
		<pubDate>Mon, 17 May 2010 12:31:52 +0000</pubDate>
		<dc:creator>Experientia</dc:creator>
				<category><![CDATA[Children]]></category>
		<category><![CDATA[Elderly]]></category>
		<category><![CDATA[Experience design]]></category>
		<category><![CDATA[Play]]></category>
		<category><![CDATA[User experience]]></category>

		<guid isPermaLink="false">http://www.experientia.com/blog/?p=9704</guid>
		<description><![CDATA[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 [...]]]></description>
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<div class="post-img"><a href="http://www.uxmatters.com/images/circle-logo_newBg3.gif" target="_blank"><img src="http://www.experientia.com/blog/uploads/2009/06/ux_matters.jpg" title="UX Matters" alt="UX Matters" height="29" width="100" /></a></div>
<div class="post-body"><strong>UX Matters</strong> is another one of these great resources for the user experience community. Here three recent articles:</p>
<p><strong><a href="http://www.uxmatters.com/mt/archives/2010/05/designing-user-experiences-for-children.php">Designing user experiences for children</a></strong><br />
<em>By Heather Nam (Mediabarn)</em><br />
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?</p>
<p><strong><a href="http://www.uxmatters.com/mt/archives/2010/05/designing-for-senior-citizens-organizing-your-work-schedule.php">Designing for senior citizens | Organizing your work schedule</a></strong><br />
<em>By Janet M. Six</em><br />
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:<br />
- 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.<br />
- What are your favorite tools for organizing your work schedule? Do you organize such information on your computer, your phone, or on paper?</p>
<p><strong><a href="http://www.uxmatters.com/mt/archives/2010/05/playful-user-experiences.php">Playful user experiences</a></strong><br />
<em>By Shira Gutgold</em><br />
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.</div>
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		<title>New media and its superpowers</title>
		<link>http://www.experientia.com/blog/new-media-and-its-superpowers/</link>
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		<pubDate>Sun, 28 Feb 2010 11:30:25 +0000</pubDate>
		<dc:creator>Experientia</dc:creator>
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		<guid isPermaLink="false">http://www.experientia.com/blog/?p=9105</guid>
		<description><![CDATA[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 [...]]]></description>
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<div class="post-img"><a href="http://www.nais.org/files/images/enewsletters/marketing/Ito.jpg" target="_blank"><img src="http://www.experientia.com/blog/uploads/2010/02/ito.jpg" title="Mimi Ito" alt="Mimi Ito" height="74" width="100" /></a></div>
<div class="post-body"><a href="http://www.itofisher.com/mito/about/bio.html">Mimi Ito</a>, cultural anthropologist and associate researcher at the <a href="http://www.uchri.org//">University of California Humanities Research Institute</a>, co-led a MacArthur Foundation-funded three year ethnographic study, the <a href="http://digitalyouth.ischool.berkeley.edu/">Digital Youth Project</a> (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.</p>
<p>But many adults don&#8217;t see it that way-yet. During a <a href="http://annualconference.nais.org/FeatureSpeak/content.cfm?ItemNumber=152635&#038;token=37963&#038;userID=343162&#038;navItemNumber=152676">talk</a> at a recent <a href="http://annualconference.nais.org/">US educational conference</a>, 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, &#8220;Chill Out, Parents.&#8221;</p>
<p>&#8220;That outtake focused more on inter-generational tension than on our findings,&#8221; Ito said. &#8220;The headline assumes that parents are uptight, or should be, about kids&#8217; online activity.&#8221;</p>
<p>Today&#8217;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. &#8220;Visceral, interactive, immersive experiences are available when and where kids want them,&#8221; Ito said.</p>
<p>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&#8217; engagement with media for learning in school as well as outside it.</p>
<p>- <strong><a href="http://www.itofisher.com/mito/publications/new_media_and_i_1.html">Read presentation transcript</a></strong><br />
- <strong><a href="http://annualconference.nais.org/FeatureSpeak/content.cfm?ItemNumber=153126&#038;token=24294&#038;userID=318570">Read article about Ito&#8217;s presentation</a></strong></div>
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		<title>If your kids are awake, they’re probably online</title>
		<link>http://www.experientia.com/blog/if-your-kids-are-awake-they%e2%80%99re-probably-online/</link>
		<comments>http://www.experientia.com/blog/if-your-kids-are-awake-they%e2%80%99re-probably-online/#comments</comments>
		<pubDate>Wed, 20 Jan 2010 08:29:39 +0000</pubDate>
		<dc:creator>Experientia</dc:creator>
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		<guid isPermaLink="false">http://www.experientia.com/blog/?p=8899</guid>
		<description><![CDATA[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 [...]]]></description>
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<div class="post-img"><a href="http://www.experientia.com/blog/uploads/2010/01/generation_m2.png" target="_blank"><img src="http://www.experientia.com/blog/uploads/2010/01/generation_m2.jpg" title="Generation M2" alt="Generation M2" height="187" width="100" /></a></div>
<div class="post-body">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 <a href="http://www.kff.org/entmedia/mh012010pkg.cfm">new study from the Kaiser Family Foundation</a>. </p>
<p>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.</p>
<p>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. </p>
<p><strong><a href="http://www.nytimes.com/2010/01/20/education/20wired.html">Read full story</a></strong></div>
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		<title>Matt Webb presentation at UX Week 2009 (video)</title>
		<link>http://www.experientia.com/blog/matt-webb-presentation-at-ux-week-2009-video/</link>
		<comments>http://www.experientia.com/blog/matt-webb-presentation-at-ux-week-2009-video/#comments</comments>
		<pubDate>Thu, 12 Nov 2009 11:32:02 +0000</pubDate>
		<dc:creator>Experientia</dc:creator>
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		<guid isPermaLink="false">http://www.experientia.com/blog/?p=8291</guid>
		<description><![CDATA[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 &#8220;Design Is In Your Hands,&#8221; 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 [...]]]></description>
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<div class="post-img"><a href="http://www.experientia.com/blog/uploads/2009/11/matt_webb.png" target="_blank"><img src="http://www.experientia.com/blog/uploads/2009/11/matt_webb.jpg" title="Matt Webb" alt="Matt Webb" height="102" width="100" /></a></div>
<div class="post-body"><a href="http://berglondon.com/people/matt-webb/">Matt Webb</a> of <a href="http://berglondon.com/">Berg</a> was one of the speakers at <a href="http://www.uxweek.com/">UX Week 2009</a>, a conference in San Francisco organised by Adapative Path.</p>
<p>In his presentation &#8220;Design Is In Your Hands,&#8221; 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, <a href="http://www.adaptivepath.com/blog/2009/11/11/stories-of-product-design-with-matt-webb/">writes</a> Andrew Crow on the Adaptive Path blog. </p>
<p>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.</p>
<p>Matt’s story is important, <a href="http://www.adaptivepath.com/blog/2009/11/11/stories-of-product-design-with-matt-webb/">writes</a> 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.</p>
<p><strong><a href="http://www.uxweek.com/announcements/video-matt-webb">Watch talk</a></strong></p>
<p>A lot more videos can be found on the <a href="http://www.uxweek.com/">home page of UX Week 2009</a>.</div>
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		<title>Book: Hanging Out, Messing Around, and Geeking Out: Kids Living and Learning with New Media</title>
		<link>http://www.experientia.com/blog/book-hanging-out-messing-around-and-geeking-out-kids-living-and-learning-with-new-media/</link>
		<comments>http://www.experientia.com/blog/book-hanging-out-messing-around-and-geeking-out-kids-living-and-learning-with-new-media/#comments</comments>
		<pubDate>Tue, 10 Nov 2009 11:48:58 +0000</pubDate>
		<dc:creator>Experientia</dc:creator>
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		<guid isPermaLink="false">http://www.experientia.com/blog/?p=8256</guid>
		<description><![CDATA[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&#8217;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, [...]]]></description>
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<div class="post-img"><a href="http://www.zephoria.org/images/blog/2009/11/HOMAGOCover.jpg" target="_blank"><img src="http://www.experientia.com/blog/uploads/2009/11/hanging_out.jpg" title="Hanging out" alt="Hanging out" height="147" width="100" /></a></div>
<div class="post-body"><strong><a href="http://mitpress.mit.edu/catalog/item/default.asp?ttype=2&#038;tid=11889">Hanging Out, Messing Around, and Geeking Out</a></strong><br />
<strong>Kids Living and Learning with New Media</strong><br />
(John D. and Catherine T. MacArthur Foundation Series on Digital Media and Learning)<br />
An examination of young people&#8217;s everyday new media practices—including video-game playing, text-messaging, digital media production, and social media use.</p>
<p><strong>Authors</strong>: 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<br />
MIT Press, November 2009, 432 pages<br />
<a href="http://mitpress.mit.edu/catalog/item/default.asp?ttype=2&#038;tid=11889&#038;mode=toc">Table of contents and sample chapters</a> &#8211; <a href="http://www.amazon.com/exec/obidos/ASIN/0262013363/apophenia-20">Amazon link</a></p>
<p>Conventional wisdom about young people&#8217;s use of digital technology often equates generational identity with technology identity: today&#8217;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&#8217;s social and recreational use of digital media. <em>Hanging Out, Messing Around, and Geeking Out</em> 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.</p>
<p>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, <em>Hanging Out, Messing Around, and Geeking Out</em> is distinctive for its combination of in-depth description of specific group dynamics with conceptual analysis.</p>
<p>This book was written as a collaborative effort by members of the <a href="http://digitalyouth.ischool.berkeley.edu/">Digital Youth Project</a>, 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. </p>
<p>The project was spearheaded by <a href="http://www.itofisher.com/mito/">Mimi Ito</a>, a Research Scientist at the University of California Humanities Research Institute.</p>
<p><em>(via <a href="http://www.zephoria.org/thoughts/archives/2009/11/08/hanging_out_mes.html">danah boyd</a>)</em></div>
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		<title>On security, programming, privacy, and&#8230; people</title>
		<link>http://www.experientia.com/blog/on-security-programming-privacy-and-people/</link>
		<comments>http://www.experientia.com/blog/on-security-programming-privacy-and-people/#comments</comments>
		<pubDate>Thu, 22 Oct 2009 05:59:23 +0000</pubDate>
		<dc:creator>Experientia</dc:creator>
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		<guid isPermaLink="false">http://www.experientia.com/blog/?p=8095</guid>
		<description><![CDATA[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&#8217;t secure? It&#8217;s because users don&#8217;t have a model for security, or a simple way to keep [...]]]></description>
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<div class="post-img"><a href="http://portalparts.acm.org/1600000/1592761/cover/cover_full.jpg" target="_blank"><img src="http://www.experientia.com/blog/uploads/2009/10/cover_acm.jpg" title="Communications" alt="Communications" height="129" width="100" /></a></div>
<div class="post-body">Three articles in the <a href="http://cacm.acm.org/magazines/2009/11">latest issue of Communications of the ACM</a> are quite relevant for the readers of this blog:</p>
<p><a href="http://cacm.acm.org/magazines/2009/11/48419-usable-security-how-to-get-it/fulltext"><strong>Usable security: how to get it</strong></a><br />
Why does your computer bother you so much about security, but still isn&#8217;t secure? It&#8217;s because users don&#8217;t have a model for security, or a simple way to keep important things safe.</p>
<blockquote><p>&#8220;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 <em>did</em> happen; it&#8217;s needed for recovering from past problems and learning how to prevent future ones. Policy is what <em>should</em> 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.</p>
<p>Today, we have no adequate user models for security and no clear idea of how to get them. There&#8217;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.&#8221;</p></blockquote>
<p><a href="http://cacm.acm.org/magazines/2009/11/48421-scratch-programming-for-all/fulltext"><strong>Scratch: programming for all</strong></a><br />
&#8220;Digital fluency&#8221; should mean designing, creating, and remixing, not just browsing, chatting, and interacting.</p>
<blockquote><p>&#8220;[With <a href="http://scratch.mit.edu">Scratch</a>] we wanted to develop an approach to programming that would appeal to people who hadn&#8217;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. [...]</p>
<p>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. [...]</p>
<p>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.&#8221;</p></blockquote>
<p><a href="http://cacm.acm.org/magazines/2009/11/48446-four-billion-little-brothers/fulltext"><strong>Four billion Little Brothers?: privacy, mobile phones, and ubiquitous data collection</strong></a><br />
Participatory sensing technologies could improve our lives and our communities, but at what cost to our privacy?</p>
<blockquote><p>&#8220;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 &#8220;little brothers&#8221; could be watching you. [...]</p>
<p>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&#8217; ability to make sense of, and thereby regulate, their privacy.</p>
<p>[...] 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.&#8221;</p></blockquote>
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		<title>Media literacy and social action in a post-Pokemon world</title>
		<link>http://www.experientia.com/blog/media-literacy-and-social-action-in-a-post-pokemon-world/</link>
		<comments>http://www.experientia.com/blog/media-literacy-and-social-action-in-a-post-pokemon-world/#comments</comments>
		<pubDate>Sun, 01 Mar 2009 10:03:35 +0000</pubDate>
		<dc:creator>Experientia</dc:creator>
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		<guid isPermaLink="false">http://www.experientia.com/blog/?p=5919</guid>
		<description><![CDATA[Cultural anthropologist Mimi Ito has posted a rough transcript of her (quite long) keynote address at the 51st NFAIS Annual Conference. &#8220;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 [...]]]></description>
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<div class="post-img"><a href="http://www.itofisher.com/mito/pikachu.jpg" target="_blank"><img src="http://www.experientia.com/blog/uploads/2009/03/pikachu.jpg" title="Pikachu" alt="Pikachu" height="91" width="100" /></a></div>
<div class="post-body">Cultural anthropologist Mimi Ito has posted a rough transcript of her (quite long) keynote address at the 51st <a href="http://www.nfais.org/">NFAIS Annual Conference</a>.</p>
<blockquote><p>&#8220;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 &#8211; among youth across a diverse cultural spectrum in countries that are part of the turn to digital culture &#8211; and you&#8217;ve got the making a a real global sea change.&#8221; [...]</p>
<p>&#8220;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.&#8221;</p></blockquote>
<p><strong><a href="http://www.itofisher.com/mito/publications/media_literacy.html">Read full story</a></strong></p>
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		<title>Playful augmented objects</title>
		<link>http://www.experientia.com/blog/playful-augmented-objects/</link>
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		<pubDate>Fri, 13 Feb 2009 16:12:02 +0000</pubDate>
		<dc:creator>Experientia</dc:creator>
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		<category><![CDATA[Ubiquitous computing]]></category>

		<guid isPermaLink="false">http://www.experientia.com/blog/?p=5809</guid>
		<description><![CDATA[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 [...]]]></description>
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<div class="post-img"><a href="http://www.nearfield.org/wp-content/themes/touch/images/touch_logo3.gif" target="_blank"><img src="http://www.experientia.com/blog/uploads/2009/02/touch.jpg" title="Touch" alt="Touch" height="100" width="100" /></a></div>
<div class="post-body"><a href="http://www.nearfield.org/">Touch</a> is a research project, led by <a href="http://www.nearfield.org/people">Timo Arnall</a>, 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.</p>
<p>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 <a href="http://www.aho.no/en/AHO/Institutter/Industridesign/">Interaction Design department</a> of the <a href="http://www.aho.no/">Oslo School of Architecture and Design</a> in Norway. It is funded by the <a href="http://www.forskningsradet.no/">Norwegian Research Council</a>. </p>
<p>Last week Interaction Design students at the Oslo School of Architecture &#038; Design participated in a Touch workshop where the <a href="http://www.nearfield.org/2009/02/playful-augmented-products">brief</a> 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. </p>
<p>Timo Arnall just posted about three recent <a href="http://www.nearfield.org/2009/02/touch-or-sight-smell-taste">Touch projects</a> that suggest different senses as metaphors for physical RFID interaction.</div>
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		<title>When everyone zigs, Cory Doctorow zags</title>
		<link>http://www.experientia.com/blog/when-everyone-zigs-cory-doctorow-zags/</link>
		<comments>http://www.experientia.com/blog/when-everyone-zigs-cory-doctorow-zags/#comments</comments>
		<pubDate>Mon, 19 Jan 2009 09:14:43 +0000</pubDate>
		<dc:creator>Experientia</dc:creator>
				<category><![CDATA[Africa]]></category>
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		<guid isPermaLink="false">http://www.experientia.com/blog/?p=5553</guid>
		<description><![CDATA[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 &#8220;Laptops, not mobile phones, are the means to liberate the developing world&#8220;. &#8220;Mobile phones are necessarily an interim step. Adding software to most mobile [...]]]></description>
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<div class="post-img"><a href="http://static.guim.co.uk/sys-images/Technology/Pix/pictures/2009/1/13/1231843388382/OLPC-001.jpg" target="_blank"><img src="http://www.experientia.com/blog/uploads/2009/01/olpc.jpg" title="OLPC" alt="OLPC" height="60" width="100" /></a></div>
<div class="post-body">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 &#8220;<strong>Laptops, not mobile phones, are the means to liberate the developing world</strong>&#8220;.</p>
<blockquote><p>&#8220;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.</p>
<p>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.&#8221;</p></blockquote>
<p><strong><a href="http://www.guardian.co.uk/technology/2009/jan/13/one-laptop-per-child-cory-doctorow">Read full story</a></strong></p>
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		<title>Experience design for interactive products</title>
		<link>http://www.experientia.com/blog/experience-design-for-interactive-products/</link>
		<comments>http://www.experientia.com/blog/experience-design-for-interactive-products/#comments</comments>
		<pubDate>Sat, 17 Jan 2009 12:08:50 +0000</pubDate>
		<dc:creator>Experientia</dc:creator>
				<category><![CDATA[Children]]></category>
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		<category><![CDATA[Gender]]></category>
		<category><![CDATA[Interaction design]]></category>
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		<guid isPermaLink="false">http://www.experientia.com/blog/?p=5539</guid>
		<description><![CDATA[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 [...]]]></description>
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<div class="post-img"><a href="http://flow.doorsofperception.com/images/conf_img/day1_15112002/image/aprile.jpg" target="_blank"><img src="http://www.experientia.com/blog/uploads/2009/01/walter_aprile.jpg" title="Walter Aprile" alt="Walter Aprile" height="156" width="100" /></a></div>
<div class="post-body"><a href="http://www.psychnology.org/File/PNJ6(2)/PSYCHNOLOGY_JOURNAL_6_2_VANDERHELM.pdf"><strong>Experience design for interactive products: designing technology augmented urban playgrounds for girls</strong></a> (pdf) is the long title of an interesting paper by Aadjan van der Helm, Walter Aprile and David Keyson of Delft University of Technology.</p>
<blockquote><p>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.</p></blockquote>
<p>One of the authors, <a href="http://www.linkedin.com/in/walteraprile">Walter Aprile</a> (pictured), was a former Interaction-Ivrea faculty member at the Interaction Design Institute Ivrea.</p>
<p><em><a href="http://www.informationdesign.org/archives/2009/01/#004853">via InfoDesign</a></em></div>
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		<title>Book: Grown Up Digital</title>
		<link>http://www.experientia.com/blog/book-grown-up-digital/</link>
		<comments>http://www.experientia.com/blog/book-grown-up-digital/#comments</comments>
		<pubDate>Mon, 01 Dec 2008 21:32:00 +0000</pubDate>
		<dc:creator>Experientia</dc:creator>
				<category><![CDATA[Americas]]></category>
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		<guid isPermaLink="false">http://www.experientia.com/blog/?p=5244</guid>
		<description><![CDATA[McGraw-Hill is pitching me books and now and then I request a copy because the subject matter interests me greatly. Don Tapscott&#8217;s &#8220;Grown Up Digital: How the Net Generation Is Changing Your World&#8221; is such a book. It explains how digital technology has affected the children of the baby boomers, a group he calls the [...]]]></description>
			<content:encoded><![CDATA[<div class="post-cont">
<div class="post-img"><a href="http://www.leighbureau.com/data/document/2587_thumb.jpg" target="_blank"><img title="Grown Up Digital" src="http://www.experientia.com/blog/uploads/2008/12/grownupdigital.jpg" border="0" alt="Grown Up Digital" width="100" height="148" /></a></div>
<div class="post-body">McGraw-Hill is pitching me books and now and then I request a copy because the subject matter interests me greatly.</p>
<p class="body">Don Tapscott&#8217;s &#8220;<a href="http://www.grownupdigital.com/">Grown Up Digital: How the Net Generation Is Changing Your World</a>&#8221; 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.</p>
<p>What&#8217;s more, Tapscott (who also co-authored <a href="http://www.wikinomics.com/">Wikinomics</a>) 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.</p>
<p class="body">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 &#8212; provoked by a few other reviews that I don&#8217;t want to withhold you from &#8212; yet I am likely to come back to the book once I am done with it.</p>
<p class="body">Although the book&#8217;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.</p>
<p class="body">Here is a short excerpt:</p>
<blockquote><p class="body"><strong>THE EIGHT NET GENERATION NORMS</strong><br />
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&#8217;ll read about them throughout the book.</p>
<ul>
<li>They want <em>freedom</em> in everything they do, from freedom of choice to freedom of expression. [...]</li>
<li>They love to <em>customize</em>, personalize. [...]</li>
<li>They are the new <em>scrutinizers</em>. [...]</li>
<li>They look for <em>corporate integrity and openness</em> when deciding what to buy and where to work. [...]</li>
<li>The Net Gen wants <em>entertainment and play</em> in their work, education, and social life. [...]</li>
<li>They are the <em>collaboration and relationship</em> generation. [...]</li>
<li>The Net Gen has a need for <em>speed</em> &#8212; and not just in video games. [...]</li>
<li>They are the <em>innovators</em>.</li>
</ul>
</blockquote>
<p class="body">A recent <a href="http://www.economist.com/books/displaystory.cfm?story_id=12591038&#038;fsrc=rss">Economist review</a> provides a very good summary of the book and underlines the two things that Tapscott worries about:</p>
<blockquote><p>&#8220;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 &#8216;serious mistake, and most of them don’t realise it.&#8217;&#8221;</p></blockquote>
<p class="body">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:</p>
<p class="body">
<ul>
<li><a href="http://www.businessweek.com/technology/content/nov2008/tc2008111_448166.htm">Net Geners come of age</a><br />
A new generation of Americans that has grown up digital are poised to make history on Election Day, if the polls are right.<br />
&nbsp;</li>
<li><a href="http://www.businessweek.com/technology/content/nov2008/tc2008117_034517.htm">How digital technology has changed the brain</a><br />
By their 20s, young people will have spent more than 30,000 hours on the Internet and playing video games. That&#8217;s not such a bad thing.<br />
&nbsp;</li>
<li><a href="http://www.businessweek.com/technology/content/nov2008/tc20081114_882532.htm">Net Gen transforms marketing</a><br />
The author of <em>Grown Up Digital</em> explains how Web savvy among the Net Generation (the boomers&#8217; kids) will change how goods are bought and sold.<br />
&nbsp;</li>
<li><a href="http://www.businessweek.com/technology/content/nov2008/tc20081121_828725.htm">How to hire the Net Generation</a><br />
Hiring the under-30, digitally savvy young workers who will be the next generation of managers requires adapting recruitment strategies to fit the demographic.<br />
&nbsp;</li>
<li><a href="http://www.businessweek.com/technology/content/nov2008/tc20081130_713563.htm">How to teach and manage &#8216;Generation Net&#8217;</a><br />
The sage-on-stage model no longer works. To reach the Internet Generation&#8217;s members, engage them in conversation and let them work in groups.<br />
&nbsp;</li>
<li><a href="http://www.businessweek.com/technology/content/dec2008/tc2008125_260819.htm">Supervising Net Gen</a><br />
Forget top-down management. To harness the potential of young employees, you&#8217;ll need to collaborate and give them lots of feedback.<br />
&nbsp;</li>
<li><a href="http://www.businessweek.com/technology/content/dec2008/tc20081212_411865.htm">Focus on the Net Gen family</a><br />
The kids who grew up digital are closer to their parents than the previous generation. And they&#8217;ll bring new attitudes into the workplace.<br />
&nbsp;</li>
<li><a href="http://www.businessweek.com/technology/content/dec2008/tc20081219_896789.htm">The Net Generation takes the lead</a><br />
Enabled by the Web and digital technology, the Net Generation is transforming media, politics, and culture. Will older generations stand in the way?</li>
</ul>
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		<title>Worldwide Lab at Alcatel-Lucent</title>
		<link>http://www.experientia.com/blog/worldwide-lab-at-alcatel-lucent/</link>
		<comments>http://www.experientia.com/blog/worldwide-lab-at-alcatel-lucent/#comments</comments>
		<pubDate>Thu, 20 Nov 2008 16:52:52 +0000</pubDate>
		<dc:creator>Experientia</dc:creator>
				<category><![CDATA[Business]]></category>
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		<guid isPermaLink="false">http://www.experientia.com/blog/?p=5155</guid>
		<description><![CDATA[Alcatel-Lucent&#8217;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 [...]]]></description>
			<content:encoded><![CDATA[<div class="post-cont">
<div class="post-img"><a href="http://www.experientia.com/blog/uploads/2008/11/workingthroughscreens.png" target="_blank"><img title="Worldwide Lab at Alcatel-Lucent" src="http://www.experientia.com/blog/uploads/2008/11/worldwidelab.jpg" border="0" alt="Worldwide Lab at Alcatel-Lucent" width="100" height="56" /></a></div>
<div class="post-body"><strong><a href="http://www.alcatel-lucentlab.com/">Alcatel-Lucent&#8217;s Worldwide Lab</a></strong> is an innovative primary research program focused on soliciting the end-user experiences and preferences from the highly coveted teen and young adult market. </p>
<p class="body">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.</p>
<p class="body">The Lab&#8217;s ongoing research looks to understand how these teens experience entertainment across all the screens they use (e.g., phones, televisions, computers, etc.).</p>
<p class="body">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.</p>
<p class="body"><strong>The latest assignments</strong>:</p>
<blockquote><p class="body"><a href="http://www.alcatel-lucentlab.com/research/documents/Lab.21.MobileMultitasking.Nov.08.pdf">RapidResults &#8211; mobile multi-tasking </a><br />
We want to understand teens&#8217; 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.</p>
<p class="body"><a href="http://www.alcatel-lucentlab.com/research/documents/Lab.24.MobileDownloads.Nov.08.pdf">Mobile downloads 2 years later</a><br />
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.</p>
<p class="body"><a href="http://www.alcatel-lucentlab.com/research/documents/Lab.18.Green.RR.Oct.08.pdf">RapidResults &#8211; Going green</a><br />
Tell us what you do to help the environment and how &#8220;green&#8221; affects the decisions you make.</p>
<p class="body"><a href="http://www.alcatel-lucentlab.com/research/documents/Lab.22.JamesBond.RR.Oct.08.pdf">RapidResults &#8211; James Bond inventions</a><br />
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&#8230;</p>
<p class="body"><a href="http://www.alcatel-lucentlab.com/research/documents/Lab.20.Education.RR.Sept.08.pdf">RapidResults &#8211; education</a><br />
Tell us how technology can be used to improve the education experience.</p>
<p class="body"><a href="http://www.alcatel-lucentlab.com/research/documents/Lab.17.MobileAccessories.RR.Jul.08.pdf">RapidResults &#8211; mobile accessories</a><br />
Tell us about the accessories you use with your mobile phone</p>
<p class="body"><a href="http://www.alcatel-lucentlab.com/research/documents/Lab.16.Location.INA.Mobile.Jul.08.pdf">Location-based services</a><br />
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.</p>
</blockquote>
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		<title>Report published on three-year digital youth research project</title>
		<link>http://www.experientia.com/blog/report-published-on-three-year-digital-youth-research-project/</link>
		<comments>http://www.experientia.com/blog/report-published-on-three-year-digital-youth-research-project/#comments</comments>
		<pubDate>Thu, 20 Nov 2008 14:19:30 +0000</pubDate>
		<dc:creator>Experientia</dc:creator>
				<category><![CDATA[Americas]]></category>
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		<guid isPermaLink="false">http://www.experientia.com/blog/?p=5136</guid>
		<description><![CDATA[A three-year research project that explores how kids use digital media in their everyday lives has just published its report. &#8220;Kids&#8217; Informal Learning with Digital Media: An Ethnographic Investigation of Innovative Knowledge Cultures&#8221; is a collaborative project funded by the John D. and Catherine T. MacArthur Foundation, and carried out by researchers at the University [...]]]></description>
			<content:encoded><![CDATA[<div class="post-cont">
<div class="post-img"><a href="http://extras.mnginteractive.com/live/media/site568/2008/1119/20081119__socialnetwork~1_Gallery.JPG" target="_blank"><img title="Digital youth" src="http://www.experientia.com/blog/uploads/2008/11/digital_youth.jpg" border="0" alt="Digital youth" width="100" height="128" /></a></div>
<div class="post-body">A three-year research project that explores how kids use digital media in their everyday lives has just published its report.</p>
<p class="body">&#8220;<a href="http://digitalyouth.ischool.berkeley.edu/">Kids&#8217; Informal Learning with Digital Media: An Ethnographic Investigation of Innovative Knowledge Cultures</a>&#8221; 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.</p>
<blockquote><p class="body">By socializing, tinkering with technology and intensely delving into media, teens and children on the Internet &#8220;are picking up basic social and technical skills they need to fully participate in contemporary society,&#8221; according to a three-year national study released today, reports the Mercury News. [...]</p>
<p class="body">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.</p>
</blockquote>
<p class="body">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</p>
<p class="body">You can find the main insights below, but <a href="http://www.itofisher.com/mito/weblog/">Mizuko Ito</a>, a research scientist in the department of informatics at the University of California, Irvine, who was the lead researcher on the study, also provides <a href="http://www.itofisher.com/mito/weblog/2008/11/living_and_learning_with_new_m.html">her own background</a>.</p>
<p class="body">- <strong>Report</strong>: <a href="http://digitalyouth.ischool.berkeley.edu/files/report/digitalyouth-TwoPageSummary.pdf">Summary</a> | <a href="http://digitalyouth.ischool.berkeley.edu/files/report/digitalyouth-WhitePaper.pdf">White paper</a> | <a href="http://digitalyouth.ischool.berkeley.edu/report">Full report</a> | <a href="http://digitallearning.macfound.org/ethnography">Press release and video</a><br />
- <strong>Reviews</strong>: <a href="http://www.nytimes.com/2008/11/20/us/20internet.html">The New York Times</a> | <a href="http://www.mercurynews.com/ci_11025649?nclick_check=1">Mercury News</a></p>
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		<title>Two UX magazines for subscribers only</title>
		<link>http://www.experientia.com/blog/two-ux-magazines-for-subscribers-only/</link>
		<comments>http://www.experientia.com/blog/two-ux-magazines-for-subscribers-only/#comments</comments>
		<pubDate>Mon, 10 Nov 2008 23:22:14 +0000</pubDate>
		<dc:creator>Experientia</dc:creator>
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		<guid isPermaLink="false">http://www.experientia.com/blog/?p=5065</guid>
		<description><![CDATA[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&#8217; Association (membership is a modest 100 USD) and its latest issue is devoted to usability in transportation. Here are [...]]]></description>
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<div class="post-img"><a href="http://www.experientia.com/blog/uploads/2008/11/uxmags.jpg" target="_blank"><img title="UX Mags" src="http://www.experientia.com/blog/uploads/2008/11/uxmags_small.jpg" border="0" alt="UX Mags" width="100" height="271" /></a></div>
<div class="post-body">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.</p>
<p class="body"><strong><a href="http://www.upassoc.org/upa_publications/user_experience/past_issues/2008-4.html">User Experience</a></strong> is the quarterly magazine of the Usability Professionals&#8217; 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 <a href="http://www.upassoc.org/upa_publications/user_experience/past_issues/2008-4.html">online</a>:</p>
<blockquote><p class="body"><strong>Taxi: Service Design for New York&#8217;s yellow cabs</strong><br />
By Rachel Abrams</p>
<p class="body"><strong>Safer Skies: Usability at the Federal Aviation Administration</strong><br />
By Ferne Friedman-Berg, Ph.D, Kenneth Allendoerfer, Carolina Zingale, Ph.D, Todd Truitt, Ph.D.</p>
<p class="body"><strong>Listen Up: Do voice recognition systems help drivers focus on the road?</strong><br />
By David G. Kidd, M. A., David M. Cades, M. A., Don J. Horvath, M. A., Stephen M. Jones, M. A., Matthew J. Pitone, M. A., Christopher A. Monk, Ph. D.</p>
<p class="body"><strong>Get Your Bearings: User perspective in map design</strong><br />
By Thomase Porathe</p>
<p class="body"><strong>Lost in Space: Holistic wayfinding design in public spaces</strong><br />
By Dr. Christopher Kueh</p>
<p class="body"><strong>A Really Smart Card: How Hong Kong&#8217;s Octopus Card moves people</strong><br />
By Daniel Szuc</p>
<p class="body"><strong>Recommendations on Recommendations: Making usability usable</strong><br />
By Rolf Molich, Kasper Hornbæk, Steve Krug, Josephine Scott and Jeff Johnson</p>
</blockquote>
<p class="body"><em>Disclosure: my business partner Michele Visciola is on the editorial board of this magazine.</em></p>
<p class="body"><strong><a href="http://interactions.acm.org/content/XV/6.php">Interactions</a></strong> 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.</p>
<p class="body">Here is the latest harvest of articles, some of which you can actually find online:</p>
<blockquote><p class="body"><strong>Designing Games: Why and How</strong><br />
Sus Lundgren</p>
<p class="body"><strong>An Evolving Map of Design Practice and Design Research</strong><br />
Liz Sanders</p>
<p class="body"><strong>Signifiers, Not Affordances</strong><br />
Don Norman</p>
<p class="body"><strong><a href="http://www.orangecone.com/archives/2008/11/ubicomp_ux_desi.html">User Experience Design for Ubiquitous Computing</a></strong><br />
Mike Kuniavsky</p>
<p class="body"><strong>Cultural Theory and Design: Identifying Trends by Looking at the Action in the Periphery</strong><br />
Christine Satchell</p>
<p class="body"><strong>Understanding Children&#8217;s Interactions: Evaluating Children&#8217;s Interactive Products</strong><br />
Janet C. Read, Panos Markopoulos</p>
<p class="body"><strong>An Exciting Interface Foray into Early Digital Music: The Kurzweil 250</strong><br />
Richard W. Pew</p>
<p class="body"><strong><a href="http://www.portigal.com/blog/ask-for-our-latest-article-some-different-approaches-to-making-stuff/">Some Different Approaches to Making Stuff</a></strong><br />
Steve Portigal</p>
<p class="body"><strong>Design: A Better Path to Innovation</strong><br />
Nathan Shedroff</p>
<p class="body"><strong>A Call for Pro-Environmental Conspicuous Consumption in the Online World</strong><br />
Bill Tomlinson</p>
<p class="body"><strong>Of Candied Herbs and Happy Babies: Seeking and Searching on Your Own Terms</strong><br />
Elizabeth Churchill</p>
<p class="body"><strong>Experiencing the International Children&#8217;s Digital Library</strong><br />
Benjamin B. Bederson</p>
<p class="body"><strong>Taken For Granted: The Infusion of the Mobile Phone in Society</strong><br />
Rich Ling</p>
<p class="body"><strong>How Society was Forever Changed: A Review of <em>The Mobile Connection</em></strong><br />
Brian Romanko</p>
<p class="body"><strong>Audiophoto Narratives for Semi-literate Communities</strong><br />
David Frohlich, Matt Jones</p>
<p class="body"><strong>Think Before You Link: Controlling Ubiquitous Availability</strong><br />
Karen Renaud, Judith Ramsay, Mario Hair</p>
</blockquote>
<p class="body"><em>Disclosure: As of next year, I will be a contributing editor to the magazine (and I feel honoured to be in such esteemed company).</em></p>
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		<title>Ethnographic research informed Intel&#8217;s Classmate PC</title>
		<link>http://www.experientia.com/blog/ethnographic-research-informed-intels-classmate-pc/</link>
		<comments>http://www.experientia.com/blog/ethnographic-research-informed-intels-classmate-pc/#comments</comments>
		<pubDate>Wed, 27 Aug 2008 18:40:55 +0000</pubDate>
		<dc:creator>Experientia</dc:creator>
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		<guid isPermaLink="false">http://www.experientia.com/blog/?p=4638</guid>
		<description><![CDATA[The design of Intel&#8217;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&#8217;s ethnographers describes some of the background research [...]]]></description>
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<div class="post-img"><a href="http://media.arstechnica.com/news.media/200/Picture007.jpg" target="_blank"><img title="Classmate PC" src="http://www.experientia.com/blog/uploads/2008/08/classmate.jpg" border="0" alt="Classmate PC" width="100" height="93" /></a></div>
<div class="post-body">The design of Intel&#8217;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., <a href="http://arstechnica.com/news.ars/post/20080826-intel-touchscreens-bring-micromobility-to-classrooms.html">reports</a> ars technica.</p>
<p class="body">In a <a href="http://www.youtube.com/watch?v=XuN7Mc0S1TU">video</a> published by Intel on its YouTube channel, one of the company&#8217;s ethnographers describes some of the background research behind the new design of the device, which is aimed  primarily for education in emerging markets.</p>
<blockquote><p class="body">Intel looked closely at how students collaborate and move around in classroom environments. The new tablet feature was implemented so that the device would be more conducive to what Intel calls &#8220;micromobility&#8221;. Intel wants students to be able to carry around Classmate PCs in much the same way that they currently carry around paper and pencil.</p>
<p class="body">We want to offer more choices to meet the diversity of student learning needs across the world,&#8221; said Intel Emerging Markets Platform Group manager Lila Ibrahim in a statement. &#8220;Our ethnographic research has shown us that students responded well to tablet and touch screen technology. The creativity, interactivity and user-friendliness of the new design will enhance the learning experiences for these children. This is important for both emerging and mature markets where technology is increasing being seen as a key tool in encouraging learning and facilitating teaching.&#8221;</p>
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		<title>Library of Congress lecture series on &#8220;digital natives&#8221;</title>
		<link>http://www.experientia.com/blog/library-of-congress-lecture-series-on-digital-natives/</link>
		<comments>http://www.experientia.com/blog/library-of-congress-lecture-series-on-digital-natives/#comments</comments>
		<pubDate>Sun, 01 Jun 2008 17:48:38 +0000</pubDate>
		<dc:creator>Experientia</dc:creator>
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		<guid isPermaLink="false">http://www.experientia.com/blog/?p=4336</guid>
		<description><![CDATA[The John W. Kluge Center at the Library of Congress is organising a four-part lecture series on &#8220;Digital Natives,&#8221; 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 [...]]]></description>
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<div class="post-img"><a href="http://media.washingtontimes.com/media/img/photos/2008/06/01/digital_spot.jpg" target="_blank"><img src="http://www.experientia.com/blog/uploads/2008/06/digital_spot.jpg" title="Digital spot" alt="Digital spot" height="210" width="100" /></a></div>
<div class="post-body">The <a href="http://www.loc.gov/kluge">John W. Kluge Center</a> at the <a href="http://www.loc.gov/">Library of Congress</a> is organising a four-part <a href="http://www.loc.gov/today/pr/2008/08-057.html">lecture series on &#8220;Digital Natives,&#8221;</a> 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. </p>
<p class="body">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.</p>
<p class="body">A <a href="http://washingtontimes.com/news/2008/jun/01/digital-divide/">Washington Times article</a> today and some Library of Congress press releases provide some more insight:</p>
<p class="body">[The series] began April 7 with child development expert <strong>Edith K. Ackermann</strong> (<a href="http://www.dfki.de/imedia/workshops/i3-spring01/w1/people.htm#edith">site</a>) discussing <a href="http://www.loc.gov/today/cyberlc/feature_wdesc.php?rec=4294">&#8220;The Anthropology of Digital Natives&#8221; (video)</a>.</p>
<blockquote><p>The Washington Times writes: &#8220;Ms. Ackermann, a visiting scientist at Massachusetts Institute of Technology, spoke almost affectionately of young people&#8217;s affinity for sharing, &#8220;even before they think,&#8221; and their &#8220;fascination with freedom,&#8221; defined, in part, as having &#8220;the ability to do the right thing even when they have not got all the knowledge.&#8221; Because of their affinity for texting and borrowing sources available widely on the Internet and social networking sites, she concluded that &#8220;the gap between reading and writing is closing down.&#8221;</p></blockquote>
<p class="body">On 12 May, a <a href="http://www.loc.gov/today/pr/2008/08-078.html">spirited defense of the digital generation</a> was presented by the writer <strong>Steven Berlin Johnson</strong> (<a href="http://www.stevenberlinjohnson.com/">site</a>) based on his 2005 best-selling book, &#8220;<strong>Everything Bad is Good for You</strong>&#8221; (<a href="http://en.wikipedia.org/wiki/Everything_Bad_Is_Good_For_You">wikipedia</a>). [A video is not yet available].</p>
<blockquote><p>According to the Library of Congress press release, Johnson discussed the response to his argument that popular culture is growing more complex and cognitively challenging, and is not racing downward towards a lowest common denominator. He also talked about the future of books in this digital age.</p></blockquote>
<p class="body"><strong>Michael Wesch</strong> (<a href="http://www.ksu.edu/sasw/anthro/wesch.htm">site</a>), assistant professor of cultural anthropology at Kansas State University, is the man behind the viral internet video &#8220;<a href="http://www.youtube.com/watch?v=NLlGopyXT_g">The Machine Is Us/ing Us</a>&#8220;, 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 &#8220;The Anthropology of YouTube&#8221; on 23 June.</p>
<blockquote><p class="body">&#8220;More video material has been uploaded to YouTube in the past six months than has ever been aired on all major networks combined, according to cultural anthropologist Michael Wesch. About 88 percent is new and original content, most of which has been created by people formerly known as &#8220;the audience.&#8221;</p>
<p class="body">According to Wesch, it took tens of thousands of years for writing to emerge after humans spoke their first words. It took thousands more before the printing press appeared and a few hundred again before the telegraph did. Today a new medium of communication emerges every time somebody creates a new web application. &#8220;A Flickr here, a Twitter there, and a new way of relating to others emerges,&#8221; Wesch said. &#8220;New types of conversation, argumentation and collaborations are realized.&#8221;</p>
<p class="body>Enter YouTube, which is not just a technology. &#8220;It’s a social space built around video communication that is searchable, taggable and mashable,&#8221; Wesch said. &#8220;It is a space where identities, values and ideas are produced, reproduced, challenged and negotiated in new ways.&#8221;</p>
<p class="body">In his presentation, Wesch will discuss the research of his Digital Ethnography research team at Kansas State University into the cultural aspects of YouTube.&#8221;</p>
</blockquote>
<p class="body"><strong>Douglas Rushkoff</strong> (<a href="http://rushkoff.com/">site</a>), 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 &#8220;Open Source Reality&#8221; on 30 June.</p>
<p class="body">The series should eventually be available on <a href="http://www.loc.gov/today/cyberlc/index.php">video webcasts</a>.</p>
<p class="body">The <a href="http://washingtontimes.com/news/2008/jun/01/digital-divide/">Washington Times article</a> also refers to a few other resources, including <a href="http://www.digitalnative.org/">Digital Native</a>, an international online academic research project that explores the &#8220;digital media landscape&#8221; and its implications. (Check the links at the end of that page).</p>
<p class="body">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.</p>
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		<title>The emperor has designer clothes</title>
		<link>http://www.experientia.com/blog/the-emperor-has-designer-clothes/</link>
		<comments>http://www.experientia.com/blog/the-emperor-has-designer-clothes/#comments</comments>
		<pubDate>Sun, 18 May 2008 13:51:26 +0000</pubDate>
		<dc:creator>Experientia</dc:creator>
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		<guid isPermaLink="false">http://www.experientia.com/blog/?p=4287</guid>
		<description><![CDATA[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: &#8220;What is the purpose of good design if there is no one who can use it? Like the mythical tree that falls in a forest if no one heard [...]]]></description>
			<content:encoded><![CDATA[<div class="post-cont">
<div class="post-img"><a href="http://img.iht.com/images/2008/05/16/19design19550.jpg" target="_blank"><img title="Designer clothes" src="http://www.experientia.com/blog/uploads/2008/05/emperor_design.jpg" border="0" alt="Designer clothes" width="100" height="109" /></a></div>
<div class="post-body">Niti Bhan is <a href="http://www.nitibhan.com/perspective_20/2008/05/the-emperor-has.html"><strong>up in arms</strong></a> about Alice Rawsthorn <a href="http://www.iht.com/articles/2008/05/16/arts/design19.php">laudatory article</a> on the design of the One Laptop Per Child, published in the International Herald Tribune:</p>
<blockquote><p class="body">&#8220;What is the purpose of good design if there is no one who can use it? Like the mythical tree that falls in a forest if no one heard it crash, is a product&#8217;s design any good if it remains on a museum&#8217;s pedestal? [...]</p>
<p class="body">When a product is lauded by the industry and the critics as an example of good design but struggles to reach the hands of the people it is meant for, is that an example of art or sculpture, a creative expression of the artist&#8217;s personal vision manifested tangibly rather than any validation of what is good in design?  [...]</p>
<p class="body">What is the purpose of a design award for a product that failed to meet its own creative brief?&#8221;</p>
</blockquote>
<p class="body">Niti is of course right and her post reminds me of <a href="http://www.experientia.com/blog/what-happens-when-the-100-laptop-actually-gets-used/">my own comments</a> half a year ago:</p>
<blockquote><p>&#8220;The project clearly suffers from a top-down approach, where &#8220;designing for&#8221; is the paradigm rather than &#8220;designing with&#8221; or &#8220;designing from&#8221;. 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 (&#8220;one laptop per child&#8221;) team, but also by any company or organisation trying to deliver designed solutions for &#8220;end-users&#8221; who then turn out to have different needs and contexts that had somehow been anticipated.&#8221;</p></blockquote>
<p class="body">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.</p>
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		<title>Ethnographic study on how young children interact with the web</title>
		<link>http://www.experientia.com/blog/ethnographic-study-on-how-young-children-interact-with-the-web/</link>
		<comments>http://www.experientia.com/blog/ethnographic-study-on-how-young-children-interact-with-the-web/#comments</comments>
		<pubDate>Wed, 07 May 2008 15:59:36 +0000</pubDate>
		<dc:creator>Experientia</dc:creator>
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		<guid isPermaLink="false">http://www.experientia.com/blog/?p=4254</guid>
		<description><![CDATA[Consumer Reports WebWatch released the results of an ethnographic study on how children interact with online environments. The study, &#8220;Like Taking Candy from a Baby: How Young Children Interact with Online Environments,&#8221; used ethnographic methods and focused on young children, ages 2½ to 8. For the study, parents in 10 families used video cameras to [...]]]></description>
			<content:encoded><![CDATA[<div class="post-cont">
<div class="post-img"><a href="http://www.experientia.com/blog/uploads/2007/10/parenting.jpg" target="_blank"><img src="http://www.experientia.com/blog/uploads/2007/10/parenting_small.jpg" title="Parenting 2.0" alt="Parenting 2.0" height="149" width="100" /></a></div>
<div class="post-body">Consumer Reports WebWatch released the results of an ethnographic study on how children interact with online environments.</p>
<p class="body">The study, &#8220;<strong>Like Taking Candy from a Baby: How Young Children Interact with Online Environments</strong>,&#8221; used ethnographic methods and focused on young children, ages 2½ to 8.</p>
<p class="body">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 <a href="http://www.youtube.com/cwwkids">www.youtube.com/cwwkids</a>, illustrates how young children respond to advertising and marketing tactics online.</p>
<p class="body">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.</p>
<p class="body">The study&#8217;s <strong>key findings</strong>:</p>
<ul>
<li>Even the very young go online.</li>
<li>The Internet is a highly commercial medium.</li>
<li>Web sites frequently tantalize children, presenting enticing options and even threats that their online creations will become inaccessible unless a purchase is made.</li>
<li>Most of the sites observed promote the idea of consumerism.</li>
<li>Logos and brand names are ubiquitous.</li>
<li>Subtle branding techniques are frequently used.</li>
<li>The games observed vary widely in quality, in educational value, and in their developmental match with children’s abilities.</li>
</ul>
<p class="body">The study&#8217;s executive summary (contained within the report download), also contains a range of recommendations for parents, publishers, and policy makers.</p>
<p class="body">The report was written by Warren Buckleitner, Ph.D., an adviser to Consumer Reports WebWatch. Buckleitner is editor of Children&#8217;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.</p>
<p class="body"><strong><a href="http://www.consumerwebwatch.org/dynamic/families-reports-kidsonline.cfm">Press release</a></strong><br />
<strong><a href="http://www.consumerwebwatch.org/pdfs/kidsonline.pdf">Download report</a></strong> (pdf, 58 pages)</p>
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		<title>How Club Penguin turned 750,000 British kids into penguins</title>
		<link>http://www.experientia.com/blog/how-club-penguin-turned-750000-british-kids-into-penguins/</link>
		<comments>http://www.experientia.com/blog/how-club-penguin-turned-750000-british-kids-into-penguins/#comments</comments>
		<pubDate>Mon, 28 Apr 2008 12:14:39 +0000</pubDate>
		<dc:creator>Experientia</dc:creator>
				<category><![CDATA[Business]]></category>
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		<category><![CDATA[Virtual world]]></category>

		<guid isPermaLink="false">http://www.experientia.com/blog/?p=4207</guid>
		<description><![CDATA[The (UK) Times reports on the successful networking site for tweens. The features of Club Penguin, one of the most successful virtual worlds aimed specifically at children, may defy logic &#8211; and gravity &#8211; but they represent the new frontier of children&#8217;s entertainment, where the whimsy and colour of traditional kids TV blends with computer [...]]]></description>
			<content:encoded><![CDATA[<div class="post-cont">
<div class="post-img"><a href="http://technology.timesonline.co.uk/multimedia/archive/00324/club_penguin_324820a.jpg" target="_blank"><img style="margin-top: 0px; margin-right: 10px; margin-bottom: 5px; margin-left: 0px" title="Digital youth" src="http://www.experientia.com/blog/uploads/2008/04/club_penguin.jpg" border="0" alt="Digital youth" width="100" height="96" /></a></div>
<div class="post-body">The (UK) Times reports on the successful networking site for tweens.</p>
<blockquote><p class="body">The features of Club Penguin, one of the most successful virtual worlds aimed specifically at children, may defy logic &#8211; and gravity &#8211; but they represent the new frontier of children&#8217;s entertainment, where the whimsy and colour of traditional kids TV blends with computer game-style tasks, and the networking power of the internet.</p>
<p class="body">Some 750,000 British children aged between 6 and 14 are estimated to inhabit Club Penguin, the brainchild of two Canadian entrepreneurs who as parents became frustrated with the lack of the options for kids who wanted to play computer games but also meet friends online.</p>
</blockquote>
<p class="body"><strong><a href="http://technology.timesonline.co.uk/tol/news/tech_and_web/article3831738.ece">Read full story</a></strong></p>
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		<title>First findings presented of study on kids in digital environments</title>
		<link>http://www.experientia.com/blog/first-findings-presented-of-study-on-kids-in-digital-environments/</link>
		<comments>http://www.experientia.com/blog/first-findings-presented-of-study-on-kids-in-digital-environments/#comments</comments>
		<pubDate>Sun, 27 Apr 2008 22:14:49 +0000</pubDate>
		<dc:creator>Experientia</dc:creator>
				<category><![CDATA[Americas]]></category>
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		<guid isPermaLink="false">http://www.experientia.com/blog/?p=4204</guid>
		<description><![CDATA[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&#8217; Informal Learning with Digital Media: An Ethnographic Investigation of Innovative Knowledge Cultures is a three year collaborative project funded by the John [...]]]></description>
			<content:encoded><![CDATA[<div class="post-cont">
<div class="post-img"><a href="http://digitalyouth.ischool.berkeley.edu/themes/olivespring_DY/img/sidebar01.jpg" target="_blank"><img style="margin-top: 0px; margin-right: 10px; margin-bottom: 5px; margin-left: 0px" title="Digital youth" src="http://www.experientia.com/blog/uploads/2008/04/digital_youth.jpg" border="0" alt="Digital youth" width="100" height="66" /></a></div>
<div class="post-body">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. </p>
<p class="body"><a href="http://digitalyouth.ischool.berkeley.edu/node/1">Kids&#8217; Informal Learning with Digital Media: An Ethnographic Investigation of Innovative Knowledge Cultures</a> 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.</p>
<p class="body">The study pictures a new generation that is &#8220;self-publishing, programming, and pushing the boundaries of what can be done online&#8221;, which provides them &#8220;with a sense of competence, autonomy, self-determination and connectedness&#8221;.</p>
<p class="body">But &#8211; shows the research &#8211; they&#8217;re not learning how to do this in school.</p>
<p class="body">The full research will be published later this year.</p>
<p class="body">- Read more: <strong><a href="http://www.news.com/8301-10784_3-9928174-7.html">news.com</a></strong> | <strong><a href="http://www.berkeley.edu/news/media/releases/2008/04/28_digitalyouth.shtml">UC Berkeley News</a></strong><br />
- <strong><a href="http://www.berkeley.edu/news/media/releases/2008/04/28_digitalyouth.shtml">Talking notes, danah boyd, UC Berkeley</a></strong></p>
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		<title>New UK report on children and new technology</title>
		<link>http://www.experientia.com/blog/new-uk-report-on-children-and-new-technology/</link>
		<comments>http://www.experientia.com/blog/new-uk-report-on-children-and-new-technology/#comments</comments>
		<pubDate>Sun, 06 Apr 2008 08:44:17 +0000</pubDate>
		<dc:creator>Experientia</dc:creator>
				<category><![CDATA[Children]]></category>
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		<guid isPermaLink="false">http://www.experientia.com/blog/new-uk-report-on-children-and-new-technology/</guid>
		<description><![CDATA[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 [...]]]></description>
			<content:encoded><![CDATA[<div class="post-cont">
<div class="post-img"><a href="http://www.experientia.com/blog/uploads/2008/04/byron.jpg" target="_blank"><img src="http://www.experientia.com/blog/uploads/2008/04/byron.jpg" style="margin-top: 0px; margin-right: 10px; margin-bottom: 5px; margin-left: 0px" border="0" height="146" width="100" alt="Byron Review" title="Byron Review" /></a></div>
<div class="post-body">The UK Department for Children, Schools and Families <a href="http://www.dcsf.gov.uk/pns/DisplayPN.cgi?pn_id=2008_0060">launched</a> last week its eagerly anticipated <a href="http://www.dcsf.gov.uk/byronreview/">Byron Review into Children and New Technology</a>.
<p class="body">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.</p>
<p class="body">The report has led to a <a href="http://news.google.com/news?client=safari&amp;rls=en-us&amp;q=%22Tanya+Byron%22+Review&amp;ie=UTF-8&amp;oe=UTF-8&amp;um=1&amp;sa=N&amp;tab=wn">huge amount of press coverage and debate</a>.</p>
<p class="body">BBC News <a href="http://news.bbc.co.uk/2/hi/technology/7316700.stm">summarises</a> the report and provides an <a href="http://news.bbc.co.uk/2/hi/technology/7317015.stm">overview of the reactions to it</a>.</p>
<p class="body">DK of MediaSnackers is rather lukewarm in <a href="http://www.mediasnackers.com/report/2008/April/05/613/">his reaction</a> and identifies three areas the report fails to tackle:</p>
<ul>
<li><strong>children vs young people</strong>—very different demographics in terms of their internet/technology use and expectations. There is a danger of trying to develop strategies which cater for both groups here;</li>
<li><strong>internet or playing video games</strong>—surely these are two very different activities but in the report they are often &#8216;lumped&#8217; together;</li>
<li><strong>social networking regulation</strong>—any plans to regulate these online spaces will be near impossible to enforce let alone coordinate (due to the amount of platforms plus their international approaches—<a href="http://slatev.com/player.html?id=1485308622">check this out</a>).</li>
</ul>
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		<title>&#8216;Google Generation&#8217; is a myth, says new UK research</title>
		<link>http://www.experientia.com/blog/google-generation-is-a-myth-says-new-uk-research/</link>
		<comments>http://www.experientia.com/blog/google-generation-is-a-myth-says-new-uk-research/#comments</comments>
		<pubDate>Sat, 26 Jan 2008 12:41:32 +0000</pubDate>
		<dc:creator>Experientia</dc:creator>
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		<guid isPermaLink="false">http://www.experientia.com/blog/google-generation-is-a-myth-says-new-uk-research/</guid>
		<description><![CDATA[A new study overturns the common assumption that the &#8216;Google Generation&#8217; – 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 [...]]]></description>
			<content:encoded><![CDATA[<div class="post-cont">
<div class="post-img"><a href="http://www.experientia.com/blog/uploads/2008/01/googlegen.jpg" target="_blank"><img src="http://www.experientia.com/blog/uploads/2008/01/googlegen_small.jpg" style="margin-top: 0px; margin-right: 10px; margin-bottom: 5px; margin-left: 0px" alt="Google generation" title="Google generation" border="0" height="84" width="100" /></a></div>
<div class="post-body">A new study overturns the common assumption that the &#8216;Google Generation&#8217; – youngsters born or brought up in the Internet age – is the most web-literate. </p>
<p class="body">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.</p>
<p class="body">The report <strong><a href="http://www.bl.uk/news/pdf/googlegen.pdf">Information Behaviour of the Researcher of the Future</a></strong> (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.</p>
<p class="body">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. &#8220;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&#8221;, says Dr Ian Rowlands, the lead author of the report.</p>
<p class="body">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.</p>
<p class="body"><strong><a href="http://www.bl.uk/news/2008/pressrelease20080116.html">Read full press release</a></strong></p>
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		<title>&#8220;Technology is anything that wasn&#8217;t around when you were born&#8221;</title>
		<link>http://www.experientia.com/blog/technology-is-anything-that-wasnt-around-when-you-were-born/</link>
		<comments>http://www.experientia.com/blog/technology-is-anything-that-wasnt-around-when-you-were-born/#comments</comments>
		<pubDate>Fri, 11 Jan 2008 15:59:46 +0000</pubDate>
		<dc:creator>Experientia</dc:creator>
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		<guid isPermaLink="false">http://www.experientia.com/blog/technology-is-anything-that-wasnt-around-when-you-were-born/</guid>
		<description><![CDATA[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&#8217;s approach to shopping was completely different than her own: &#8220;Using Google and a variety of online shopping sites, Mary researched dresses online, getting a sense for what styles she liked [...]]]></description>
			<content:encoded><![CDATA[<div class="post-cont">
<div class="post-img"><a href="http://www.zephoria.org/images/blog/2008/01/DigitalYouth.jpg"><img src="http://www.experientia.com/blog/uploads/2008/01/digitalyouth.jpg" width="100" height="17" border="0" title="Digital Youth" alt="Digital Youth" style="margin-top: 0px; margin-right: 10px; margin-bottom: 5px; margin-left: 0px" /></a></div>
<div class="post-body">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&#8217;s approach to shopping was completely different than her own:</p>
<blockquote><p>&#8220;Using Google and a variety of online shopping sites, Mary researched dresses online, getting a sense for what styles she liked and reading information about what was considered stylish that year. Next, Mary and her friends went to the local department store as a small group, toting along their digital cameras (even though they&#8217;re banned). They tried on the dresses, taking pictures of each other in the ones that fit. Upon returning home, Mary uploaded the photos to her Facebook and asked her broader group of friends to comment on which they liked the best. Based on this feedback, she decided which dress to purchase, but didn&#8217;t tell anyone because she wanted her choice to be a surprise. Rather than returning to the store, Mary purchased the same dress online at a cheaper price based on the information on the tag that she had written down when she initially saw the dress. She went for the cheaper option because her mother had given her a set budget for homecoming shopping; this allowed her to spend the rest on accessories.&#8221;</p></blockquote>
<p class="body">Boyd analyses this further:</p>
<blockquote><p>In the 1980s, Alan Kay declared that, <strong>&#8220;technology is anything that wasn&#8217;t around when you were born</strong>.&#8221; In other words, what is perceived as technology to adults is often ubiquitous if not invisible to youth. In telling this story, Mary&#8217;s mother was perplexed by the technology choices made by her daughter. Yet, most likely, Mary saw her steps in a practical way: research, test out, get feedback, purchase. Her choices were to maximize her options, make a choice that would be socially accepted, and purchase the dress at the cheapest price. Her steps were not about maximizing technology, but about using it to optimize what she did care about.</p></blockquote>
<p class="body"><strong><a href="http://www.zephoria.org/thoughts/archives/2008/01/10/technology_and.html">Read full story</a></strong></p>
<p class="body">The blog entry is also a <a href="http://digitalyouth.ischool.berkeley.edu/node/100">Fieldnote for the Digital Youth Project</a>.</p>
<p class="body"><em>(via <a href="http://blog.futurelab.net/2008/01/technology_and_the_world_of_co.html">FutureLab</a>)</em></p>
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		<title>What happens when the $100 laptop actually gets used?</title>
		<link>http://www.experientia.com/blog/what-happens-when-the-100-laptop-actually-gets-used/</link>
		<comments>http://www.experientia.com/blog/what-happens-when-the-100-laptop-actually-gets-used/#comments</comments>
		<pubDate>Tue, 11 Dec 2007 22:59:38 +0000</pubDate>
		<dc:creator>Experientia</dc:creator>
				<category><![CDATA[Africa]]></category>
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		<description><![CDATA[All kinds of things apparently, as described by this revealing story on the BBC, commented on by Bruce Nussbaum of Business Week: &#8220;Clearly, children love the machine. Most of them had never seen a computer before and the great design of the laptop was compelling. They are learning about technology even as they play. But [...]]]></description>
			<content:encoded><![CDATA[<div class="post-cont">
<div class="post-img"><a href="http://www.experientia.com/blog/uploads/2007/03/laptop.jpg" target="_blank"><img src="http://www.experientia.com/blog/uploads/2007/03/laptop_small.jpg" title="The face of the $100 laptop" alt="The face of the $100 laptop" width="100" height="139" border="0" style="margin-top: 0px; margin-right: 10px; margin-bottom: 5px; margin-left: 0px" /></a></div>
<div class="post-body">All kinds of things apparently, as described by this <a href="http://news.bbc.co.uk/2/hi/technology/7115348.stm">revealing story on the BBC</a>, commented on by Bruce Nussbaum of Business Week:<br />
<blockquote>
<p class="body">&#8220;Clearly, children love the machine. Most of them had never seen a computer before and the great design of the laptop was compelling. They are learning about technology even as they play. But why do they like it? By far, the most used function of the one laptop designed specifically for the world&#8217;s poorest children is taking pictures. The webcam&#8211;taking pictures and sharing them with friends&#8211;is the most discussed computer function. That&#8217;s cool and great, but is it the highest priority for &#8216;education?&#8217;&#8221;</p>
<p class="body">Then there is the cost. I personally hadn&#8217;t added up all the money that goes into the $100&#8243; laptop. What, in fact, is the true bottom line cost of the OLPC? Will governments that accept the OLPC subsidize the operating cost&#8211;electricity, repairs, etc.?</p>
<p class="body">Finally, there is the actual teaching. The laptops in Nigeria came with pre-loaded learning programs. The BBC story doesn&#8217;t say who wrote these lessons and where they came from. The teachers appear to like them and perhaps that is enough. But is it? Were the lessons written by teachers in Nigeria? Would you accept lesson plans from another country for your kids?&#8221;</p>
</blockquote>
<p class="body">The project clearly suffers from a top-down approach, where &#8220;designing for&#8221; is the paradigm rather than &#8220;designing with&#8221; or &#8220;designing from&#8221;. 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 (&#8220;one laptop per child&#8221;) team, but also by any company or organisation trying to deliver designed solutions for &#8220;end-users&#8221; who then turn out to have different needs and contexts that had somehow been anticipated.</p>
<p class="body">But of course, we can always blame those &#8220;end-users&#8221; instead of learning some important lessons, and I am afraid this is definitely going to be part of the debate that will undoubtedly ensue.</p>
<p class="body">- <strong><a href="http://news.bbc.co.uk/2/hi/technology/7115348.stm">Read BBC story</a></strong><br />
- <strong><a href="http://www.businessweek.com/innovate/NussbaumOnDesign/archives/2007/12/is_one_laptap_p.html">Read Nussbaum commentary</a></strong></p>
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		<title>Frog Design Mind newsletter on identity and meaning in the world of design</title>
		<link>http://www.experientia.com/blog/frog-design-mind-newsletter-on-identity-and-meaning-in-the-world-of-design/</link>
		<comments>http://www.experientia.com/blog/frog-design-mind-newsletter-on-identity-and-meaning-in-the-world-of-design/#comments</comments>
		<pubDate>Thu, 04 Oct 2007 11:17:49 +0000</pubDate>
		<dc:creator>Experientia</dc:creator>
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		<description><![CDATA[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 &#8220;the struggle to find new meaning in the growing landscape of design&#8221;. Here is a selection (and the first one in particular, by Mark Rolston, is highly recommended [...]]]></description>
			<content:encoded><![CDATA[<div class="post-cont">
<div class="post-img"><a href="http://www.experientia.com/blog/uploads/2007/10/frog_mind.jpg" target="_blank"><img src="http://www.experientia.com/blog/uploads/2007/10/frog_mind_small.jpg" title="Frog Design Mind" alt="Frog Design Mind" height="100" width="100" /></a></div>
<div class="post-body">The latest issue of <a href="http://www.frogdesign.com/design-mind/">Frog Design Mind</a> (<a href="http://www.frogdesign.com/design-mind/articles/october-2007/">permalink</a>), the bi-monthly newsletter of Frog Design Inc., is devoted to identity and contain a rich group of articles on &#8220;the struggle to find new meaning in the growing landscape of design&#8221;. Here is a selection (and the first one in particular, by Mark Rolston, is highly recommended &#8211; it&#8217;s an excellent piece of writing):</p>
<div style="height:15px">&nbsp;</div>
<p><a href="http://www.experientia.com/blog/uploads/2007/10/singularity.jpg" target="_blank"><img src="http://www.experientia.com/blog/uploads/2007/10/singularity_small.jpg" title="Defining The New Singularity" alt="Defining The New Singularity" height="149" width="100" /></a></p>
<p><strong><a href="http://www.frogdesign.com/design-mind/articles/october-2007/defining-the-new-singularity.html">Defining The New Singularity</a></strong><br />
Exploring the next level of convergence: between hardware and software, information and object, human and technology.</p>
<p class="body"><em>&#8220;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 &#8216;there is more stored in the map than there is in the territory&#8217;. Put more simply, the story surrounding a given &#8216;thing&#8217;, 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.&#8221;</em></p>
<p><a href="http://www.experientia.com/blog/uploads/2007/10/change_agency.jpg" target="_blank"><img src="http://www.experientia.com/blog/uploads/2007/10/change_agency.jpg" title="Change Agency" alt="Change Agency" height="149" width="100" /></a></p>
<p><strong><a href="http://www.frogdesign.com/design-mind/articles/october-2007/change-agency-and-transformologies.html">Change Agency and Transformologies</a></strong><br />
Understanding the power of design to facilitate positive change in the end-user. </p>
<p class="body"><em>&#8220;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?&#8221;</em></p>
<p><a href="http://www.experientia.com/blog/uploads/2007/10/parenting.jpg" target="_blank"><img src="http://www.experientia.com/blog/uploads/2007/10/parenting_small.jpg" title="Parenting 2.0" alt="Parenting 2.0" height="149" width="100" /></a></p>
<p><strong><a href="http://www.frogdesign.com/design-mind/articles/october-2007/parenting-2-0.html">Parenting 2.0</a></strong><br />
Key principles for the creation and curation of your child’s online identity.</p>
<p class="body"><em>&#8220;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 &#8211; 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.&#8221;</em></p>
<p><a href="http://www.experientia.com/blog/uploads/2006/10/portrait.jpg" target="_blank"><img src="http://www.experientia.com/blog/uploads/2007/10/portrait_small.jpg" title="Is this how your kids see you?" alt="Is this how your kids see you?" height="149" width="100" /></a></p>
<p><strong><a href="http://www.frogdesign.com/design-mind/articles/october-2007/is-your-hard-drive-worth-more-than-your-life.html">Is Your Hard Drive Worth More Than Your Life?</a></strong><br />
The influence of technology on the collective experience of today’s families.</p>
<p class="body"><em>&#8220;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).&#8221;</em></p>
<p><a href="http://www.experientia.com/blog/uploads/2007/10/chhatpar.jpg" target="_blank"><img src="http://www.experientia.com/blog/uploads/2007/10/chhatpar_small.jpg" title="Ravi Chhatpar" alt="Ravi Chhatpar" height="149" width="100" /></a></p>
<p><strong><a href="http://www.frogdesign.com/design-mind/articles/october-2007/hbr-melding-design-and-strategy.html">HBR: Melding Design and Strategy</a></strong><br />
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.</p>
<p class="body"><em>&#8220;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.&#8221;</em></p>
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		<title>A mobile revolution is taking place in the developing world</title>
		<link>http://www.experientia.com/blog/a-mobile-revolution-is-taking-place-in-the-developing-world/</link>
		<comments>http://www.experientia.com/blog/a-mobile-revolution-is-taking-place-in-the-developing-world/#comments</comments>
		<pubDate>Fri, 28 Sep 2007 06:09:34 +0000</pubDate>
		<dc:creator>Experientia</dc:creator>
				<category><![CDATA[Africa]]></category>
		<category><![CDATA[Art]]></category>
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		<category><![CDATA[Jan-Christoph Zoels]]></category>
		<category><![CDATA[Mobile phone]]></category>
		<category><![CDATA[Mobility]]></category>
		<category><![CDATA[Tourism]]></category>
		<category><![CDATA[Usability]]></category>
		<category><![CDATA[User experience]]></category>
		<category><![CDATA[UXnet]]></category>

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<div class="post-img"><a href="http://www.experientia.com/blog/uploads/2007/09/africa_phone.jpg" target="_blank"); return false"><img src="http://www.experientia.com/blog/uploads/2007/09/africa_phone_small.jpg" title="Phone use in Africa" alt="Phone use in Africa" width="100" height="106" border="0" /></a></div>
<div class="post-body">The mobile platform is currently undergoing somewhat of a revolution in the developing world — and so are people&#8217;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.</p>
<p class="body">If you want to keep abreast on developments in this field, here is a crop of news stories from just this last week:</p>
<blockquote><p class="body">A recent <strong><a href="http://www.businessweek.com/magazine/content/07_39/b4051054.htm">special report</a></strong> in Business Week on how basic cell phones are sparking economic hope and growth in emerging — and even non-emerging — nations. The report takes a particular look at the micro- and macro-economic impacts of this development, and what it means for local entrepreneurs and major mobile operators. It also features an <a href="http://www.businessweek.com/magazine/content/07_39/b4051058.htm">online extra</a> on the use of mobile phones by artisans and tradespeople in rural India, a <a href="http://www.businessweek.com/magazine/content/07_39/b4051056.htm">summary graphic</a> and a <a href="http://images.businessweek.com/ss/07/09/0913_africa/index_01.htm">slideshow</a>;</p>
<p class="body">A Reuters story on the <a href="http://uk.reuters.com/article/oddlyEnoughNews/idUKHEA92325720070926"><strong>beeping boom in Africa</strong></a>, what the social practices are, and how that is pushing mobile operators to innovate their services;</p>
<p class="body">A <a href="http://www.vodafonebetavine.net/web/guest/projects/resources/mobile_web_technologies?p_p_id=bvblogs&#038;p_p_action=0&#038;p_p_state=normal&#038;p_p_mode=view&#038;p_p_col_id=column-2&#038;p_p_col_pos=1&#038;p_p_col_count=2&#038;_bvblogs_struts_action=%2Fext%2Fbvblogs%2FviewPost&#038;_bvblogs_postId=333&#p_bvblogs">post</a> on the Vodafone R&#038;D Betavine blog on the <a href="https://www.mukuru.com/kash.php"><strong>Mukuru Kash</strong></a> service that like Paypal will store funds that you pay to them online and then set up a voucher which can be redeemed at the petrol station for fuel;</p>
<p class="body"><strong>&#8220;<a href="http://www.nitibhan.com/perspective_20/2007/09/next-bridging-t.html">Next: bridging the digital divide</a>&#8220;</strong>, a recent post by Niti Bhan, where she puts developments in the bigger picture of bridging the digital divide between the digital haves and have nots, and wonders what will happen if all these people in the developing world can also start accessing the internet from their mobile devices;</p>
<p class="body">In a <strong><a href="http://www.littlespringsdesign.com/blog/2007/09/27/banking-user-experience-and-mobile/">recent post on mobile banking</a></strong>, Barbara Ballard of Little Springs Design guides us to three blogs on the topic: <a href="http://brandonmcgee.blogspot.com/">Mobile Banking</a> (news and analysis from Brandon McGee, a VP in charge of mobile banking), <a href="http://www.mobilemoneybanking.com/">Mobile Money &#038; Banking</a>, and <a href="http://mbanking.blogspot.com/">Mobile Banking</a>, the blog of Hannes van Rensburg, CEO of a South African mobile banking provider Fundamo.</p>
</blockquote>
<p class="body">Note by the way that all the user research work by <a href="http://www.janchipchase.com/">Jan Chipchase</a> and others seems to have paid off: Nokia dominates the mobile handset landscape in India with an astonishing 74% market share.</p>
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		<title>Explosion in digital cameras leads to most documented kids ever</title>
		<link>http://www.experientia.com/blog/explosion-in-digital-cameras-leads-to-most-documented-kids-ever/</link>
		<comments>http://www.experientia.com/blog/explosion-in-digital-cameras-leads-to-most-documented-kids-ever/#comments</comments>
		<pubDate>Tue, 18 Sep 2007 05:30:09 +0000</pubDate>
		<dc:creator>Experientia</dc:creator>
				<category><![CDATA[Children]]></category>
		<category><![CDATA[Social change]]></category>
		<category><![CDATA[Technology]]></category>
		<category><![CDATA[User experience]]></category>

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<div class="post-img"><a href="http://www.experientia.com/blog/uploads/2007/09/children.jpg" target="_blank"); return false"><img src="http://www.experientia.com/blog/uploads/2007/09/children_small.jpg" title="Children" alt="Children" width="100" height="123" border="0" /></a></div>
<div class="post-body">The San Jose Mercury News looks at the challenges associated with so much digital photo and video material of our children.</p>
<blockquote><p class="body">&#8220;Thanks to cheap and easy-to-use recording devices &#8211; digital cameras, camcorders, camera phones &#8211; today&#8217;s kids are forming the most documented generation ever, as parents, relatives and friends capture forever the first, second and hundredth smile.</p>
<p class="body">But all this documentation may carry a price if parents, in spending so much energy creating and preserving a digital archive, fail to enjoy living the moment.</p>
<p class="body">And will future generations even have time to look through stacks of CDs containing tens or hundreds of thousands of photos, and even if they do will individual memories become less precious because there are so many?</p>
<p class="body">What if disk drives fail or software formats change, rendering photos unreadable by tomorrow&#8217;s computers? Will CDs even work? Think of those reels of 8 mm home movies with no projectors for viewing them.&#8221;</p>
</blockquote>
<p class="body"><strong><a href="http://www.mercurynews.com/ci_6915874">Read full story</a></strong></p>
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		<title>UK research shows that older web users spend more time online than any other group</title>
		<link>http://www.experientia.com/blog/uk-research-shows-that-older-web-users-spend-more-time-online-than-any-other-group/</link>
		<comments>http://www.experientia.com/blog/uk-research-shows-that-older-web-users-spend-more-time-online-than-any-other-group/#comments</comments>
		<pubDate>Sat, 25 Aug 2007 19:36:34 +0000</pubDate>
		<dc:creator>Experientia</dc:creator>
				<category><![CDATA[Children]]></category>
		<category><![CDATA[Elderly]]></category>
		<category><![CDATA[Media]]></category>
		<category><![CDATA[Social change]]></category>
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<div class="post-img"><a href="http://www.experientia.com/blog/uploads/2007/08/uk_elderly.jpg" target="_blank"); return false"><img src="http://www.experientia.com/blog/uploads/2007/08/uk_elderly_small.jpg" title="UK elderly" alt="UK elderly" width="100" height="75" border="0" /></a></div>
<div class="post-body">Older web users spend more time online than any group, according to the <a href="http://www.ofcom.org.uk/research/cm/cmr07/">annual report</a> of the UK <a href="http://www.ofcom.org.uk/">Office of Communications</a>.</p>
<p class="body">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.</p>
<p class="body">16% of Britons aged 65+ spend 42 hours per month online &#8211; more than any other age group.</p>
<p class="body">Another striking result, especially for traditional-media executives looking for their future customers, is that &#8220;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.&#8221;</p>
<p class="body">- <strong><a href="http://news.bbc.co.uk/2/hi/technology/6959864.stm">Read BBC article</a></strong><br />
- <strong><a href="http://www.economist.com/displaystory.cfm?story_id=9688247">Read Economist article</a></strong></p>
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		<title>Europe&#8217;s children are internet and mobile savvy and are well aware of the possible risks</title>
		<link>http://www.experientia.com/blog/europes-children-are-internet-and-mobile-savvy-and-are-well-aware-of-the-possible-risks/</link>
		<comments>http://www.experientia.com/blog/europes-children-are-internet-and-mobile-savvy-and-are-well-aware-of-the-possible-risks/#comments</comments>
		<pubDate>Sat, 25 Aug 2007 18:52:12 +0000</pubDate>
		<dc:creator>Experientia</dc:creator>
				<category><![CDATA[Children]]></category>
		<category><![CDATA[Europe]]></category>
		<category><![CDATA[Research]]></category>
		<category><![CDATA[Social change]]></category>
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<div class="post-img"><a href="http://www.experientia.com/blog/uploads/2007/08/children_eu.jpg" target="_blank"); return false"><img src="http://www.experientia.com/blog/uploads/2007/08/children_eu_small.jpg" title="Children" alt="Children" width="100" height="75" border="0" /></a></div>
<div class="post-body">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:</p>
<blockquote><p class="body">&#8220;They are well aware of the problems of viruses, hackers, paedophiles and online scams, and most claim that threatening text messages are no different to any other form of bullying and admit to being victims and perpetrators.</p>
<p class="body">The older children get lighter supervision from their parents. But they recognise that parents are right to supervise them and only 12-14 year-old girls get angry when Mum wants to read what they&#8217;ve said in an email.</p>
<p class="body">Children worry about damaging the family computer with a virus, running out of credit on their mobiles, becoming internet addicts and damaging their eyesight or losing sleep if they stay online too long.</p>
<p class="body">They know not to give out their email address or mobile number to strangers and never to agree to a meeting with a stranger, although some admit to breaking these rules or know of friends or apocryphal friends of friends who have.&#8221;</p>
</blockquote>
<p class="body">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.</p>
<p class="body">- <a href="http://ec.europa.eu/information_society/activities/sip/docs/eurobarometer/qualitative_study_2007/summary_report_en.pdf"><strong>Download study</strong></a> (pdf, 540 kb, 77 pages)<br />
- <a href="http://www.itweek.co.uk/vnunet/news/2196976/eu-study-children-online-mobile"><strong>Read short article</strong></a></p>
<p class="body"><em>(via <a href="http://www.textually.org/textually/archives/2007/08/016979.htm">textually.org</a>)</em></p>
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		<title>Standford&#8217;s Design and Medical Schools team up on Respira for asthma sufferers</title>
		<link>http://www.experientia.com/blog/standfords-design-and-medical-schools-team-up-on-respira-for-asthma-sufferers/</link>
		<comments>http://www.experientia.com/blog/standfords-design-and-medical-schools-team-up-on-respira-for-asthma-sufferers/#comments</comments>
		<pubDate>Sat, 25 Aug 2007 08:52:00 +0000</pubDate>
		<dc:creator>Experientia</dc:creator>
				<category><![CDATA[Americas]]></category>
		<category><![CDATA[Children]]></category>
		<category><![CDATA[Emerging markets]]></category>
		<category><![CDATA[Experience design]]></category>
		<category><![CDATA[Healthcare]]></category>
		<category><![CDATA[Service design]]></category>
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		<description><![CDATA[Jeannie Choe reports on Core77 how Stanford University&#8217;s Design School and School of Medicine teamed up to create Respira, an extremely affordable device for better asthma care. &#8220;In order for asthma inhalers to perform effectively, the discharged medicine must be taken in coordination with a deep breath. This action can be very difficult for young [...]]]></description>
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<div class="post-img"><a href="http://www.experientia.com/blog/uploads/2007/08/respira.jpg" target="_blank"><img src="http://www.experientia.com/blog/uploads/2007/08/respira_small.jpg" style="margin-top: 0px; margin-right: 10px; margin-bottom: 5px; margin-left: 0px" border="0" height="95" width="100" alt="Respira" title="Respira" /></a></div>
<div class="post-body">Jeannie Choe reports on Core77 how Stanford University&#8217;s Design School and School of Medicine teamed up to create <strong>Respira</strong>, an extremely affordable device for better asthma care.<br />
<blockquote>
<p class="body">&#8220;In order for asthma inhalers to perform effectively, the discharged medicine must be taken in coordination with a deep breath. This action can be very difficult for young children gasping in the midst of an attack. In these cases, supplementary devices called spacers are used to capture and hold the medicine until the user is ready to inhale. Over 8 million children in Mexico suffer from asthma who are without proper medical care or preventative measures and spacers, at more than $50 a piece, are far too costly for Mexican health centers to stock.</p>
<p class="body">Stanford&#8217;s Design and Medical Schools teamed up to face this obstacle, creating a super cost-effective and easily distributed solution. With a cost reduction of over 99% (dang), the flat-pack, foldable paper Respira spacers can be shipped by the hundreds for the cost of a stamp.&#8221;</p>
</blockquote>
<p class="body">- <strong><a href="http://www.core77.com/blog/education/standfords_design_and_medical_schools_team_up_on_respira_7263.asp">Read full story</a></strong><br />
- <strong><a href="http://www.changemakers.net/en-us/node/1389">Project background</a></strong></p>
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		<title>&#8216;Game School&#8217; aims to engage and educate</title>
		<link>http://www.experientia.com/blog/game-school-aims-to-engage-and-educate/</link>
		<comments>http://www.experientia.com/blog/game-school-aims-to-engage-and-educate/#comments</comments>
		<pubDate>Mon, 06 Aug 2007 08:34:10 +0000</pubDate>
		<dc:creator>Experientia</dc:creator>
				<category><![CDATA[Americas]]></category>
		<category><![CDATA[Children]]></category>
		<category><![CDATA[Creativity]]></category>
		<category><![CDATA[Education]]></category>
		<category><![CDATA[Play]]></category>
		<category><![CDATA[User experience]]></category>

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		<description><![CDATA[]]></description>
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<div class="post-img"><a href="http://www.experientia.com/blog/uploads/2007/08/game_school.jpg" target="_blank"); return false"><img src="http://www.experientia.com/blog/uploads/2007/08/game_school.jpg" title="The Game School" alt="The Game School" width="100" height="84" border="0" /></a></div>
<div class="post-body">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. </p>
<p class="body">Opening in fall 2009, the school is being created by the <a href="http://www.instituteofplay.com/"><strong>Gamelab Institute of Play</strong></a> (<a href="http://locomogis.wordpress.com/">blog</a>), a New York City-based not-for-profit organization that leverages games and play as transformative contexts for learning and creativity, in collaboration with <a href="http://www.newvisions.org/">New Visions for Public Schools</a>, a not-for-profit organization that works in partnership with the New York City Department of Education to improve academic achievement in the City&#8217;s public schools.</p>
<p class="body">The John D. and Catherine T. MacArthur Foundation recently awarded a grant of $1.1 million to help with planning and development.</p>
<p class="body">According to a <a href="http://www.wired.com/culture/education/news/2007/07/game_school">Wired news story</a>, the planners &#8220;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.&#8221;</p>
<blockquote><p class="body">&#8220;Games offer a context for problem-solving with immediate feedback, and often involve social interaction that can reinforce lessons learned. Combine that process with the skills that modern games encourage &#8212; like computer literacy and navigating through complex information networks &#8212; and you have the basis for a brand new pedagogy. [...]</p>
<p class="body">The meaning of &#8216;knowing&#8217; today has shifted from being able to remember and repeat information to being able to find and use it.&#8221;</p>
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		<title>Young keep it simple in high-tech world</title>
		<link>http://www.experientia.com/blog/young-keep-it-simple-in-high-tech-world/</link>
		<comments>http://www.experientia.com/blog/young-keep-it-simple-in-high-tech-world/#comments</comments>
		<pubDate>Tue, 24 Jul 2007 12:48:41 +0000</pubDate>
		<dc:creator>Experientia</dc:creator>
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<div class="post-img"><a href="http://www.experientia.com/blog/uploads/2007/07/surfing.jpg" target="_blank"); return false"><img src="http://www.experientia.com/blog/uploads/2007/07/surfing_small.jpg" title="Surfing" alt="Surfing" width="100" height="69" border="0" /></a></div>
<div class="post-body">[Reuters] &#8211; While young people embrace the Web with real or virtual friends and their mobile phone is never far away, relatively few like technology and those that do tend to be in Brazil, India and China, according to a survey.</p>
<blockquote><p class="body">Only a handful think of technology as a concept, and just 16 percent use terms like &#8220;social networking&#8221;, said two combined surveys covering 8- to 24-year-olds published on Tuesday by Microsoft and Viacom units MTV Networks and Nickelodeon.</p>
<p class="body">&#8220;Young people don&#8217;t see &#8220;tech&#8221; as a separate entity &#8211; it&#8217;s an organic part of their lives,&#8221; said Andrew Davidson, vice president of MTV&#8217;s VBS International Insight unit.</p>
<p class="body">Talking to them about the role of technology in their lifestyle would be like talking to kids in the 1980s about the role the park swing or the telephone played in their social lives &#8212; it&#8217;s invisible.&#8221;</p>
<p class="body">The surveys involved 18,000 young people in 16 countries including the UK, U.S., China, Japan, Canada and Mexico.</p>
</blockquote>
<p class="body"><strong><a href="http://www.reuters.com/article/technologyNews/idUSL236796320070724">Read full story</a></strong></p>
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		<title>TVs and computers breeding generation of &#8216;screen kids&#8217;</title>
		<link>http://www.experientia.com/blog/tvs-and-computers-breeding-generation-of-screen-kids/</link>
		<comments>http://www.experientia.com/blog/tvs-and-computers-breeding-generation-of-screen-kids/#comments</comments>
		<pubDate>Mon, 16 Jul 2007 11:52:42 +0000</pubDate>
		<dc:creator>Experientia</dc:creator>
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<div class="post-img"><a href="http://www.experientia.com/blog/uploads/2007/07/tvkids.jpg" target="_blank"); return false"><img src="http://www.experientia.com/blog/uploads/2007/07/tvkids_small.jpg" title="TV kids" alt="TV kids" width="100" height="100" border="0" /></a></div>
<div class="post-body">The Guardian reports on a new report that shows how children are losing out on family life thanks to technology.</p>
<blockquote><p class="body">TVs and computers are the &#8220;electronic babysitters&#8221; for a generation of children who are losing out on family life and becoming more materialistic, a report says today. The study paints a picture of a breed of &#8220;screen kids&#8221; who are spending more and more time watching TV and surfing the net in their bedrooms, unsupervised by adults.</p>
<p class="body">The <strong>Watching, Wanting and Wellbeing report</strong> from the <a href="http://www.ncc.org.uk/">National Consumer Council</a> found nearly half the children from better-off families surveyed had televisions in their bedrooms, compared with 97% of the nine- to 13-year-olds from less well-off areas.</p>
<p class="body">Children from poorer areas were also six times more likely to watch TV during the evening meal. And around a quarter of youngsters in this group admitted that they regularly watched the television at lunchtime on Sundays, compared with one in 30 children in better-off neighbourhoods. The NCC&#8217;s report links increased TV viewing hours with greater exposure to marketing and higher levels of materialism.</p>
<p class="body">The authors, Agnes Nairn, Jo Ormrod and Paul Bottomley, also found that materialistic children were more likely than others to argue with their family, have a lower opinion of their parents and suffer from low self-esteem.</p>
</blockquote>
<p class="body">- <strong><a href="http://technology.guardian.co.uk/news/story/0,,2127268,00.html">Read article</a></strong><br />
- <strong><a href="http://www.ncc.org.uk/news_press/pr.php?recordID=345">Read press release</a></strong><br />
- <strong><a href="http://www.ncc.org.uk/nccpdf/misc/NCC167rr_watching_wanting_wellbeing.pdf">Download report</a></strong> (pdf, 250 kb, 65 pages)</p>
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		<title>World Association of Newspapers: pay attention to the habits of the young</title>
		<link>http://www.experientia.com/blog/world-association-of-newspapers-pay-attention-to-the-habits-of-the-young/</link>
		<comments>http://www.experientia.com/blog/world-association-of-newspapers-pay-attention-to-the-habits-of-the-young/#comments</comments>
		<pubDate>Sat, 31 Mar 2007 07:06:15 +0000</pubDate>
		<dc:creator>Experientia</dc:creator>
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<div class="post-img"><a href="http://www.experientia.com/blog/uploads/2007/03/young_reader.jpg" target="_blank"); return false"><img src="http://www.experientia.com/blog/uploads/2007/03/young_reader_small.jpg" title="A young reader" alt="A young reader" width="100" height="105" border="0" /></a></div>
<div class="post-body">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.</p>
<p class="body">That is the message that emerged from the <a href="http://www.wan-press.org/washington">7th World Young Reader Conference</a> (<a href="http://www.wan-press.org/article13559.html">presentation summaries</a>), where a fresh approach to attracting young readers was presented by those who have succeeded in getting young people interested in their products.</p>
<p class="body">&#8220;Stop writing surveys about readership, and start watching people. Learn, look around, open your eyes,&#8221; said <a href="http://www.180academy.com/00004/00065/">Anne Kirah</a>, Dean of the <a href="http://www.180academy.com/">180° Academy</a> in Denmark and a cultural anthropologist who has helped Microsoft design its products. &#8220;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.&#8221;</p>
<p class="body">Ms Kirah said she was distrustful of traditional readership questionnaires because &#8220;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.&#8221;</p>
<p class="body">The problem is compounded when studying young readers, or the &#8220;digital natives&#8221;, since their habits are completely different those of the &#8220;digital immigrants&#8221; &#8212; those who remember the analog-only world and are the people conducting the studies, and making the decisions at media companies.</p>
<p class="body"><strong><a href="http://www.wan-press.org/article13636.html">Read full story</a></strong></p>
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		<title>The face of the $100 laptop [Business Week]</title>
		<link>http://www.experientia.com/blog/the-face-of-the-100-laptop/</link>
		<comments>http://www.experientia.com/blog/the-face-of-the-100-laptop/#comments</comments>
		<pubDate>Thu, 01 Mar 2007 07:02:39 +0000</pubDate>
		<dc:creator>Experientia</dc:creator>
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		<description><![CDATA[Business Week features a long story on Sugar, the breakthrough graphical user interface on the so-called $100 laptop. User testing only started this February when about 2500 beta test machines were shipped to beta testing countries, an approach that received a lot of criticism. &#8220;The so-called $100 laptop that&#8217;s being designed for school children in [...]]]></description>
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<div class="post-img"><a href="http://www.experientia.com/blog/uploads/2007/03/laptop.jpg" target="_blank"><img src="http://www.experientia.com/blog/uploads/2007/03/laptop_small.jpg" style="margin-top: 0px; margin-right: 10px; margin-bottom: 5px; margin-left: 0px" border="0" height="139" width="100" alt="The face of the $100 laptop" title="The face of the $100 laptop" /></a></div>
<div class="post-body">Business Week features a long story on Sugar, the breakthrough graphical user interface on the so-called $100 laptop. User testing only started this February when about 2500 beta test machines were shipped to beta testing countries, an approach that received a lot of criticism.<br />
<blockquote>
<p class="body">&#8220;The so-called $100 laptop that&#8217;s being designed for school children in developing nations is known for its bright green and white plastic shell, its power-generating hand crank, and for Nicholas Negroponte, the technology futurist who dreamed it up and who tirelessly promotes it everywhere from Bangkok to Brasilia. What has not received much attention is the graphical user interface—the software that will be the face of the machine for the millions of children who will own it. In fact, the user interface, called Sugar, may turn out to be one of the more innovative aspects of a project that has already made breakthroughs in mesh networking and battery charging since Negroponte unveiled the concept two years ago.</p>
<p class="body">Sugar offers a brand new approach to computing. Ever since the first Apple Macintosh was launched in 1984, the user interfaces of personal computers have been designed based on the same visual metaphor: the desktop. Sugar tosses out all of that like so much tattered baggage. Instead, an icon representing the individual occupies the center of the screen; &#8220;zoom&#8221; out like a telephoto lens and you see the user in relation to friends, and finally to all of the people in the village who are also on the network.&#8221;</p>
</blockquote>
<p class="body"><strong><a href="http://www.businessweek.com/innovate/content/mar2007/id20070301_063165.htm">Read full story</a></strong></p>
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		<title>Social networking for 9-year olds [Newsweek]</title>
		<link>http://www.experientia.com/blog/social-networking-for-nine-year-olds/</link>
		<comments>http://www.experientia.com/blog/social-networking-for-nine-year-olds/#comments</comments>
		<pubDate>Thu, 22 Feb 2007 06:47:55 +0000</pubDate>
		<dc:creator>Experientia</dc:creator>
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<div class="post-img"><a href="http://www.experientia.com/blog/uploads/2007/02/myfirst.jpg" target="_blank"); return false"><img src="http://www.experientia.com/blog/uploads/2007/02/myfirst_small.jpg" title="MyFirst MySpace" alt="MyFirst MySpace" width="100" height="66" border="0" /></a></div>
<div class="post-body">&#8220;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,&#8221; writes Brian Braiker in Newsweek.</p>
<blockquote><p class="body">&#8220;At Club Penguin, which launched in October 2005 and had 4 million unique visitors in January, according to comScore Media Metrix, your 8- to 14-year-old can waddle through a virtual world as a flightless waterfowl, interacting with other penguins of her choice. Registration is free, but if junior wants to decorate her penguin’s igloo or use other advanced features on the site, you’ll need to pay a $5.95 monthly membership. And Club Penguin is just the tip of the iceberg.</p>
<p class="body">A new site designed for the skinned-knee demographic seems to pop up nearly every day. Their potential market is huge: there are some 28.5 million kids between the ages of 8 and 14 in the United States, according to emarketer.com. A 2006 Los Angeles Times/Bloomberg survey found that an equal 38 percent of both male and female teens aged 12 to 14 use MySpace (even though the site&#8217;s age cutoff is 14) or some other social-networking site.&#8221;</p>
</blockquote>
<p class="body"><strong>Sites featured</strong>: <a href="http://www.clubpenguin.com/">Club Penguin</a>, <a href="http://www.whyville.net/">Whyville</a>, <a href="http://www.habbo.com/">Habbo</a>, <a href="https://www.imbee.com/">Imbee</a>, <a href="http://www.tweenland.com/">Tweenland</a>, <a href="http://www.webkinz.com/">Webkinz</a>, <a href="http://www.nick.com/nicktropolis/">Nicktropolis</a>, and <a href="http://disney.go.com/dxd/">Disney Xtreme Digital</a>.</p>
<p class="body"><strong><a href="http://www.msnbc.msn.com/id/17266131/site/newsweek/">Read full story</a></strong></p>
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		<title>Monocle interview with Lego CEO</title>
		<link>http://www.experientia.com/blog/monocle-interview-with-lego-ceo/</link>
		<comments>http://www.experientia.com/blog/monocle-interview-with-lego-ceo/#comments</comments>
		<pubDate>Sat, 17 Feb 2007 17:09:02 +0000</pubDate>
		<dc:creator>Experientia</dc:creator>
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<div class="post-img"><a href="http://www.experientia.com/blog/uploads/2007/02/knudstorp.jpg" target="_blank"); return false"><img src="http://www.experientia.com/blog/uploads/2007/02/knudstorp_small.jpg" title="Jørgen Vig Knudstorp" alt="Jørgen Vig Knudstorp" width="100" height="129" border="0" /></a></div>
<div class="post-body">The newly launched <a href="http://www.monocle.com/">Monocle</a> magazine features a video interview with Lego CEO Jørgen Vig Knudstorp on its home page.</p>
<p class="body">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 &#8220;the joy of building and the pride of creating things&#8221;, which is a description of an experience.</p>
<p class="body">The interview, which was conducted by Monocle editor-in-chief Tyler Brûlé and took place at the company&#8217;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.</p>
<p class="body"><strong><a href="http://www.monocle.com/business/index.php">Watch interview</a></strong><br />
<em>(Note that the actual video file seems to be huge and the streaming is not exactly smooth. I couldn&#8217;t get beyond the first half: it simply stalled. Unfortunately a download is not possible.)</em></p>
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		<title>Kids, the internet and the end of privacy: the greatest generation gap since rock and roll [New York Magazine]</title>
		<link>http://www.experientia.com/blog/kids-the-internet-and-the-end-of-piracy/</link>
		<comments>http://www.experientia.com/blog/kids-the-internet-and-the-end-of-piracy/#comments</comments>
		<pubDate>Mon, 12 Feb 2007 20:26:36 +0000</pubDate>
		<dc:creator>Experientia</dc:creator>
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<div class="post-img"><a href="http://www.experientia.com/blog/uploads/2007/02/ostapowicz.jpg" target="_blank"); return false"><img src="http://www.experientia.com/blog/uploads/2007/02/ostapowicz_small.jpg" title="Kitty Ostapowicz" alt="Kitty Ostapowicz" width="100" height="132" border="0" /></a></div>
<div class="post-body"><strong>As younger people reveal their private lives on the Internet, the older generation looks on with alarm and misapprehension not seen since the early days of rock and roll. The future belongs to the uninhibited. </strong></p>
<blockquote><p class="body">&#8220;[...] the forest of arms waving cell-phone cameras at concerts, the MySpace pages blinking pink neon revelations, Xanga and Sconex and YouTube and Lastnightsparty.com and Flickr and Facebook and del.icio.us and Wikipedia and especially, the ordinary, endless stream of daily documentation that is built into the life of anyone growing up today. You can see the evidence everywhere, from the rural 15-year-old who records videos for thousands of subscribers to the NYU students texting come-ons from beneath the bar. Even 9-year-olds have their own site, Club Penguin, to play games and plan parties. The change has rippled through pretty much every act of growing up. Go through your first big breakup and you may need to change your status on Facebook from &#8220;In a relationship&#8221; to &#8220;Single.&#8221; Everyone will see it on your &#8220;feed,&#8221; including your ex, and that’s part of the point.</p>
<p class="body">It&#8217;s been a long time since there was a true generation gap, perhaps 50 years—you have to go back to the early years of rock and roll, when old people still talked about &#8220;jungle rhythms.&#8221; Everything associated with that music and its greasy, shaggy culture felt baffling and divisive, from the crude slang to the dirty thoughts it was rumored to trigger in little girls. That musical divide has all but disappeared. But in the past ten years, a new set of values has sneaked in to take its place, erecting another barrier between young and old. And as it did in the fifties, the older generation has responded with a disgusted, dismissive squawk. It goes something like this:</p>
<p class="body"><em>Kids today. They have no sense of shame. They have no sense of privacy. They are show-offs, fame whores, pornographic little loons who post their diaries, their phone numbers, their stupid poetry—for God’s sake, their dirty photos!—online. They have virtual friends instead of real ones. They talk in illiterate instant messages. They are interested only in attention—and yet they have zero attention span, flitting like hummingbirds from one virtual stage to another.</em>&#8220;</p>
</blockquote>
<p class="body">The author, Emily Nussbaum, then goes on to describe the three main changes that define the younger generation:</p>
<ul>
<li>They think of themselves as having an audience</li>
<li>They have archived their adolescence</li>
<li>Their skin is thicker than yours</li>
</ul>
<p class="body"><strong><a href="http://nymag.com/news/features/27341/">Read full story</a></strong></p>
<p class="body">(via the <a href="http://www.designdirectory.com/blog/archives/newsletter/monday_morning_must_read_february_12th_2007_5506.asp">Design Directory newsletter</a> of Core77 and Business Week)</p>
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		<title>Toy fair becomes tech fair for kids [Wired News]</title>
		<link>http://www.experientia.com/blog/toy-fair-becomes-tech-fair-for-kids-wired-news/</link>
		<comments>http://www.experientia.com/blog/toy-fair-becomes-tech-fair-for-kids-wired-news/#comments</comments>
		<pubDate>Fri, 09 Feb 2007 08:54:22 +0000</pubDate>
		<dc:creator>Experientia</dc:creator>
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<div class="post-img"><a href="http://www.experientia.com/blog/uploads/2007/02/toyfair.jpg" target="_blank"); return false"><img src="http://www.experientia.com/blog/uploads/2007/02/toyfair_small.jpg" title="Toyfair" alt="Toyfair" width="100" height="112" border="0" /></a></div>
<div class="post-body">&#8220;If you suspect that kids today are growing up too fast, next week&#8217;s <a href="http://www.toyfairny.com/">American International Toy Fair</a> at the Jacob K. Javits Convention Center may be all the proof you need,&#8221; writes Alexander Gelfand on Wired News.</p>
<blockquote><p class="body">&#8220;In keeping with the general trend toward &#8216;age compression&#8217; or KGOY (industry shorthand for &#8220;kids getting older younger&#8221;), toy manufacturers will be introducing a host of adult technologies aimed at small children &#8212; including kid-friendly laptops, graphics tablets, digital cameras and a host of other high-tech items.</p>
<p class="body">Consumer electronics for kids is the fastest growing trend in the $22 billion toy industry. With children becoming ever more tech savvy at ever-younger ages, toymakers are scrambling to capitalize on the rapidly growing market for youth electronics.&#8221;</p>
</blockquote>
<p class="body">The article features the following products:</p>
<ul>
<li>colorful optical mice by <a href="http://www.kutoka.com/">Kutoka Interactive</a></li>
<li>digital cameras and graphics tablets by French toy giant <a href="http://www.smoby.fr/">Smoby</a></li>
<li><a href="http://www.kutoka.com/_en/products_clickandcreate.html">Click &#038; Create With Mia</a> &#8212; a kind of Photoshop for tots that teaches kids to draw, paint and animate shapes on screen, and allows them to create posters, invitations and birthday cards</li>
<li>the <a href="http://www.conceptbuy.com/smartkids/">SmartKids laptop</a> for children aged 3 to 6 that features a piano keyboard and bilingual programs in Spanish and English</li>
<li>the <a href="http://www.jazwares.com/animovie/">Marvel Ani-Movie Studio</a>, which allows kids to create digital stop-motion films starring Marvel Comics characters</li>
<li>Pressman Toy&#8217;s <a href="http://www.pressmantoy.com/igamez.html">iGamez</a>, which allows kids to play a digital version of Name That Tune</li>
<li><a href="http://www.fisher-price.com/">Fisher-Price</a>&#8216;s Digital Arts and Crafts Studio, a graphics tablet and software package</li>
<li><a href="http://www.fisher-price.com/u">Fisher-Price</a>&#8216;s Smart Cycle, a small stationary bike that allows kids to peddle their way through a virtual environment on a standard television set</li>
<li>Pyramat&#8217;s <a href="http://www.pyramat.com/pm440w.asp">PM440-W</a> wireless gaming chair</li>
</ul>
<p class="body"><strong><a href="http://www.wired.com/news/culture/0,72674-0.html">Read full story</a></strong></p>
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		<title>Nickelodeon begins a web site focusing on interactive play [The New York Times]</title>
		<link>http://www.experientia.com/blog/nicktropolis/</link>
		<comments>http://www.experientia.com/blog/nicktropolis/#comments</comments>
		<pubDate>Tue, 30 Jan 2007 08:58:37 +0000</pubDate>
		<dc:creator>Experientia</dc:creator>
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<div class="post-img"><a href="http://www.experientia.com/blog/uploads/2007/01/nicktropolis.jpg" target="_blank"); return false"><img src="http://www.experientia.com/blog/uploads/2007/01/nicktropolis_small.jpg" title="Nicktropolis" alt="Nicktropolis" width="100" height="65" border="0" /></a></div>
<div class="post-body">&#8220;Nickelodeon, the popular children’s cable network, is pushing hard into the online world with <a href="http://nicktropolis.com/">Nicktropolis.com</a>, a new Web site that will let its young users enter their own world of Internet activities,&#8221; writes Geraldine Fabrikant in The New York Times.</p>
<blockquote><p class="body">&#8220;The web site, which is to be activated today, is aimed at children ages 6 to 14, and plays heavily to their appetite for games, the company said yesterday.</p>
<p class="body">Nickelodeon was prompted to join the surging world of online activities for children in part by research that showed that 86 percent of 8- to 14-year-olds were playing games online, more than 51 percent were watching TV shows and videos online and 37 percent were sending instant messages, the company said.</p>
<p class="body">In virtual worlds like Nicktropolis, visitors create alter egos — termed avatars — which then interact with other avatars and the web site environment, like people do in the physical world.&#8221;</p>
</blockquote>
<p class="body"><strong><a href="http://www.nytimes.com/2007/01/30/technology/30nick.html?ex=1327813200&#038;en=d37a0cd326f7faa9&#038;ei=5090&#038;partner=rssuserland&#038;emc=rss">Read full story</a></strong></p>
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		<title>Tadam: reinventing the puppet theatre experience</title>
		<link>http://www.experientia.com/blog/tadam/</link>
		<comments>http://www.experientia.com/blog/tadam/#comments</comments>
		<pubDate>Sat, 27 Jan 2007 10:48:05 +0000</pubDate>
		<dc:creator>Experientia</dc:creator>
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<div class="post-img"><a href="http://www.experientia.com/blog/uploads/2007/01/tadam.jpg" target="_blank"); return false"><img src="http://www.experientia.com/blog/uploads/2007/01/tadam_small.jpg" title="Tadam" alt="Tadam" width="100" height="143" border="0" /></a></div>
<div class="post-body">Puppet theatre is a triple craft. It is about the crafting of the puppets and the set. It is about the skill of operating the string-suspended marionettes in a convincing and lifelike way. And it is about theatre, which means storytelling and continuous engaging interaction with the audience. It is, in short, about the making of magic.</p>
<p class="body">A few months back I was a jury member of the <a href="www.toptalent.europrix.org">EUROPRIX Top Talent Award</a>, a contest for the best in European multimedia from young producers, and was delighted to see the puppet theatre reinvented in <strong>Tadam</strong>, an entry by students of <a href="http://www.gobelins.fr/presentation-gb.htm">Gobelins</a>, a Paris school of visual communication.</p>
<p class="body">The young team responsible for Tadam (a French onomatopoeia used to express an excited announcement) have deeply understood the fascination of this magic and the three essential aspects it implies, and created an interactive and computer-supported experience that brings delightful freshness to the old art.</p>
<p class="body">The joy of crafting is present in just about everything the project contains: from the soldering of the theatre frame out of metal tubes, to the knitting of the red and gold theatre curtains, from the careful computer rendering of the puppet faces (based on the actual faces of the project members) to the hand-sown clothes of the digital marionettes, from the intricacies of computer coding to the hand-drawn storyboards, and from the electronics-in-a-wooden-box prototypes to the sweet toy instrument music.</p>
<p class="body">The marionettes are digital and only exist on a projected screen. Yet, they are operated like any other marionette: a skilled puppeteer holds a wooden cross that manipulates their arm, leg and head movements, and brings thrilling life to the inanimate forms.</p>
<p class="body">Finally, the direct interaction between the puppeteer and the digital marionette allows for a direct dynamic with the audience, which is essential to this type of storytelling.</p>
<p class="body">As a bonus, the <strong><a href="http://tadam.uing.net/11057/making-of.html?m_op=11053-11057&#038;m_is=1">making-off video</a></strong> is a splendid presentation of the project, conveying very well the pleasure the young team felt while working on their challenge.</p>
<p class="body"><strong>Technical description</strong></p>
<blockquote><p>Tadam is a multimedia puppet show which brings computer animations to life and stages the animation film in a traditional theatre. Users initially build up a plot scene by scene through the director module and can select different well-designed graphic environments and themes. The show can be pre-cut in several parts. Using software similar to moviemaker, static sequences (e.g. transition, fade or text) or sound effects can be added, edited and saved. The puppeteers are free to manipulate 3D marionettes in real time by interacting with a wooden cross lever which is equipped with movement sensors. The puppet’s mouth can even be animated by speaking through a microphone. Once the show is performed, it can be burned on DVD. Tadam is hand-crafted and fully customisable for beginners or professionals.</p></blockquote>
<p class="body">Tadam, which was rightfully <a href="http://www.europrix.org/europrix06/en_europrix_europrix-news___45.html">selected</a> as a Europrix Top Talent Award 2006 winner in the category &#8220;Digital Video &#038; Animations&#8221;, has a <strong><a href="http://tadam.uing.net/">project website</a></strong> in French only. The <a href="http://tadam.uing.net/11053/ma_dias.html?m_op=11053&#038;m_is=1">Medias</a> section also contains a shorter presentation video (which is however not as good as the &#8220;making-of&#8221; one, due to poor music and voice choices).</p>
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		<title>Futurist John Seely Brown: To fix education, think Web 2.0</title>
		<link>http://www.experientia.com/blog/futurist-john-seely-brown-to-fix-education-think-web-20/</link>
		<comments>http://www.experientia.com/blog/futurist-john-seely-brown-to-fix-education-think-web-20/#comments</comments>
		<pubDate>Tue, 23 Jan 2007 05:59:48 +0000</pubDate>
		<dc:creator>Experientia</dc:creator>
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<div class="post-img"><a href="http://www.experientia.com/blog/uploads/2007/01/seely_brown.gif" target="_blank"); return false"><img src="http://www.experientia.com/blog/uploads/2007/01/seely_brown.jpg" title="John Seely Brown" alt="John Seely Brown" width="100" height="137" border="0" /></a></div>
<div class="post-body">Universities and employers concerned with the state of engineering education should steal a page from popular Internet culture, visionary <a href="http://www.johnseelybrown.com/">John Seely Brown</a> said at a conference Friday, writes Martin LaMonica on CNET News.com.</p>
<blockquote><p class="body">A consultant and former chief scientist at Palo Alto Research Center, Seely Brown spoke at a conference on technology and education at the Massachusetts Institute of Technology. The conference was organized to mark the end next year of an eight-year <a href="http://icampus.mit.edu/">partnership between Microsoft and MIT</a> [<a href="http://news.zdnet.com/2100-3513_22-5096702.html?tag=nl">article</a>] to explore the use of technology in learning.</p>
<p class="body">Seely Brown argued that education is going through a large-scale transformation toward a more participatory form of learning.</p>
<p class="body">Rather than treat pedagogy as the transfer of knowledge from teachers who are experts to students who are receptacles, educators should consider more hands-on and informal types of learning. These methods are closer to an apprenticeship, a farther-reaching, more multilayered approach than traditional formal education, he said.</p>
<p class="body">In particular, he praised situations where students who are passionate about specific topics study in groups and participate in online communities.</p>
<p class="body">&#8220;We are learning in and through our interactions with others while doing real things,&#8221; Seely Brown said. &#8220;I&#8217;m not saying that knowledge is socially constructed, but our understanding of that knowledge is socially constructed.&#8221; [...]</p>
<p class="body">The evolution of the Internet can facilitate this approach, he said. Web 2.0 tools, such as wikis and blogs, make information sharing and content creation easier. [...]</p>
<p class="body">The Internet is also helping drive a transformation from a mass media model&#8211;where information is delivered from experts to consumers&#8211;to a situation that allows people to create content online, often by using existing content, he said.</p>
</blockquote>
<p class="body"><strong><a href="http://news.zdnet.com/2100-9588_22-6140175.html">Read full story</a></strong></p>
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		<title>Experience designers work in the retail industry, says Fast Company</title>
		<link>http://www.experientia.com/blog/experience-designers-work-in-the-retail-industry-says-fast-company/</link>
		<comments>http://www.experientia.com/blog/experience-designers-work-in-the-retail-industry-says-fast-company/#comments</comments>
		<pubDate>Fri, 19 Jan 2007 10:34:29 +0000</pubDate>
		<dc:creator>Experientia</dc:creator>
				<category><![CDATA[Americas]]></category>
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		<description><![CDATA[Experience designers are top of the list in Fast Company&#8217;s overview of the &#8220;10 Hot Jobs for 2007&#8243;. We are also positioned as people who work in the retail industry. The list, which has been compiled with trend forecasters, &#8220;takes a look at 10 of the most sought-after positions in some of the fastest growing [...]]]></description>
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<div class="post-img"><a href="http://www.experientia.com/blog/uploads/2007/01/american_girl.jpg" target="_blank"><img src="http://www.experientia.com/blog/uploads/2007/01/american_girl_small.jpg" style="margin-top: 0px; margin-right: 10px; margin-bottom: 5px; margin-left: 0px" border="0" height="45" width="100" alt="American Girl" title="American Girl" /></a></div>
<div class="post-body">Experience designers are top of the list in Fast Company&#8217;s overview of the &#8220;10 Hot Jobs for 2007&#8243;. We are also positioned as people who work in the retail industry.
<p class="body">The list, which has been compiled with trend forecasters, &#8220;takes a look at 10 of the most sought-after positions in some of the fastest growing U.S. industries&#8221;.</p>
<blockquote><p>&#8220;<strong>Experience designer</strong>: These talented individuals work in the retail industry, creating the essence and aura of a store. Experience designers go beyond the look of a place, creating a unique experience in which shoppers can immerse themselves. From cellular boutiques to the American Girl doll store on New York&#8217;s Fifth Avenue, the shops created by an experience designer are often considered works of art; mini universes unto themselves. Experience designers are involved in every aspect of creation &#8212; from choosing accent colors on walls to slanting the windows in the right direction. The next time you go into a boutique and you feel as if you&#8217;ve just had an &#8220;experience&#8221; &#8212; you have, and someone went to a lot of trouble to make you feel at home.&#8221;</p></blockquote>
<p class="body">For further reading on our profession, consult <a href="http://www.fastcompany.com/magazine/108/open_customers-american-girl.html">this article</a>.</p>
<p class="body"><strong><a href="http://www.fastcompany.com/articles/2007/01/top_jobs_2007.html">Read full story</a></strong></p>
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