Character Based Co-Design as a tangible and understandable mechanism for communicating with children
Feb 22, 2016
Character Based Co-Design as a tangible and understandable
mechanism for communicatingwith children
Character Based Co-Design as a tangible and understandable
mechanism for communicatingStudent Project 1 : Diabetic Glucose testing for childrenBahar Mayahadin, University of Sussex
Student Project 2 : Growing Kit, Sam Hancock, University of Sussex
Student Project 3 : Device to encourage outdoor playJonno Fitzpatrick, University of Brighton
Character Based Co-Design as a tangible and understandable
mechanism for communicating•30 primary school children at St Andrews C of E Primary School, •Hove. •The studies were carried out within the classroom environment. •Both the tutor (the primary author) and the student were involved with introducing each project brief and to help with directing activities and discussions with children. •The pupil’s usual teacher and a classroom assistant were also participants in discussing work with the children. •This represented approximately one adult per table of 7 to 8 children. •The teacher and some of the children were interviewed to assess their enjoyment of the event.
Co-design is an ideal•Obtain the view of the user•Important for groups with a very different demographic, e.g. kids•Inspirational: Creative stages•Correctional: Analysis stages
Co-design is an idealElizabeth Sanders was one of the early pioneers of Co-Design techniques she invented the ‘Say, Do, Make’ model
‘Say’ represents verbal information gathering, through questionnaires and interviews. ‘Do’ represents observational techniques, like Video ethnography. ‘Make’ describes more projective methods that involve creative techniques with the user..
Make is good for children
www.maketools.com/
Co-design is an idealGarzotto suggests that children can be good Design Partners.
Druin is also a proponent of including children as designers through ‘Cooperative Inquiry’.
Creative activities rely less on language and memory, which are underdeveloped skills in early childhood:
Creative activities appeal to a child’s imagination and this is one of their main assets, according to Vaajakallio et al. investigations.
Garzotto suggests that children can be good Design Partners.
Druin is also a proponent of including children as designers through ‘Cooperative Inquiry’.
Creative activities rely less on language and memory, which are underdeveloped skills in early childhood:
Creative activities appeal to a child’s imagination and this is one of their main assets, according to Vaajakallio et al. investigations.
What are the limits to Co-Design ?
Knowledge Transfer Project with PDD Ltd 200-2002.
Time: Co-design within the constraints of a consultancy environment., Access : to children. These factors are even more extreme for individuals (including undergraduates).
Why Character Design ?
Familiar and TangibleChildren react emotionally to them Del Vechio, G., 1997, Creating Ever-Cool: A Marketer's Guide to a Kid'sHeart, Pelican Publishing.
FunMazzone et al. [7] alongside others [11] have found that fun is an important issue when dealing with children.
Characters have attributes of people and technology
Character DesignStudent Project1 : Diabetic Glucose testing for children
Bahar Mayahadin, University of Sussex
Character DesignStudent Project1 : Diabetic Glucose testing for children
Bahar Mayahadin, University of Sussex
More pictures and results
Character DesignStudent Project1 : Diabetic Glucose testing for children
Bahar Mayahadin, University of Sussex
‘I think taking my own blood would be very scary ‘Lily
‘UURgh ! ‘ General class outcry
‘Can we think of it as cranberry juice?’ Tilly
‘A game would be a fun reward but I would like to choose my character’Franklin
Character DesignStudent Project 2 : Growing Kit, Sam Hancock, University of
Sussex
Character DesignStudent Project 2 : Growing Kit, Sam Hancock, University of
Sussex
Character DesignStudent Project 2 : Growing Kit, Sam Hancock, University of
Sussex
Character DesignStudent Project 3 : Device to encourage outdoor play
Jonno Fitzpatrick, University of Brighton
Character DesignStudent Project 3 : Device to encourage outdoor play
Jonno Fitzpatrick, University of Brighton
Character DesignStudent Project 3 : Device to encourage outdoor play
Jonno Fitzpatrick, University of Brighton
Common themes:
•Communication devices with friends or parents•Recording information•Protecting themselves with shields/cloaks•Security objects like teddies and blankets•Weapons to protect themselves•Practical things like torches•games.
Conclusions:Why Character Design ?Inspiration:
Conclusions:Why Character Design ?Characters were a good talking point..
the characters attributes and possessions represent children’s preferences and they can articulate their views.
• personal qualities for the character• about feelings• likes and dislikes
Conclusions:Why Character Design ?These projects have characters as a natural part of the interface but..
Clifford Nass and Byron Reeves [8] at Stanford's Center for the Study of Language and Information revealed people treat their technology as people
Conclusions:Why Character Design ?Accessible and tangible….
Next stage:
Can they they also be used in a representational sense?
If so, can they be used as a medium for discussing sensitive design scenarios,
like the teddy bear is used by counselors for sensitive discussions.