Friday, March 03, 2006

Kids' Informal Learning with Digital Media

An Ethnographic Investigation of Innovative Knowledge Cultures
(the age group in this article is a bit above our boys, but it was helpful and interesting nonetheless).

Searching for Count Whistleboy : Explorations into Collaborative Story Creation through Design Research with Kids
“Explorations into Collaborative Story Creation through Design Research with Kids”
Project staff: Dan Perkel, Sarita Yardi
Collaborators: Carrie Burgener, Nick Reid, Rachel Strickland


STORYTELLING
is a fundamental process through which children explore and make sense of the world. The act of creating and sharing a story is often social and collaborative. In this paper, we describe two months of research into the design of an online, collaborative story creation environment for kids. This work was inspired by a project called Backyard Transformations, conducted between 1988-1991 at Apple’s Vivarium Research Laboratory, which aimed to teach young children principles of narrative construction through evocative content, storytelling games, and digital storytelling tools. We conducted an after-school program with eight fifth graders to gain more insight into their media consumption and production in their everyday lives. We also conducted individual interviews to acquire more in-depth information about their personal media experiences.


RESEARCH QUESTIONS
Our main question throughout this project was: What were the primary requirements for an online, collaborative story creation system intended for kids aged 9-12 that would be used outside of the class room?

Over the course of the project, a number of other questions arose that we attempted to address including:

1. What relationship between play and storytelling could we capture in our system?
2. What are the various forms of collaboration that might occur during the storytelling process?
3. How important was it for the kids to be able to create their own media to be used in their stories? How would they react to using media provide for them by the system or by other kids?


METHODS
It was critical to our research that we took a stance that recognized that kids should be studied as active participants that have power and agency over their own lives. We borrowed and adapted methodology from the user-centered design process, specifically methods and approaches advocated by researchers and designers who had worked with kids. It was also important that we had a sense of what media and technology experiences the kids had in their daily lives so that we could make some sense of what we may find during the design process.

We set up an after-school program at a local elementary school and conducted eight weeks of “design sessions.” We met a group of eight fifth-grade kids, five boys and three girls, twice a week, for an hour and a half each session. At the halfway point, we began interviewing the kids outside of the program. We interviewed four of the kids on their own, and tried two paired interviews.

We spent the first third of the sessions evaluating ideas from Backyard Transformations using iMovie as our prototype. During the middle third, we opened up the design space somewhat by letting the kids bring in their own artifacts as media, such as physical objects, drawings, and their own photographs, but asking them to use them in very structured activities. Finally, during the last part of the class, the kids worked on final projects where they could use any kind of media that we could somehow digitize with a camera, and they could build the stories in any fashion they saw fit.

During the interviews, we asked the participants about what types of technologies they used at home, who they used them with, what they did with them, and so forth. We also asked them questions about storytelling and media production at home.

KEY FINDINGS & DESIGN IMPLICATIONS
With regard to the experiences that the kids brought to the design process, we found that it was not easy to think of some kids as more technologically proficient and others as less so. Some were savvier about how they used the software in the classroom, but we later learned did not know some computer basics that we would have assumed that they understood. Others had more experience participating in online communities such as role-playing games. Only a few had used email, but most were interested to some extent.


OUR RESULTS
have led us to consider a number of observations for the design of the system that we envision. First, while the Backyard Transformations content and activities did result in some creative characters and stories, it would not be sufficient as the foundation for a story creation environment for these kids. Second, the kids wanted agency with respect to their choice of media, control over that media, and the process of developing their stories. Third, collaboration in storytelling comes in many forms. Sometimes kids wanted to actively work with each other in the creation of stories, but other times they preferred to work alone. Collaboration also came in the form of appropriation, both from each other and from popular culture. Finally, we learned that kids benefited from coaching and help, although they sometimes needed to be approached in order to realize this.

We incorporated these lessons into our design ideas in order to introduce an INITIAL SET OF GUIDELINES FOR DESIGNING AN ONLINE, COLLABORATIVE STORYTELLING SYSTEM. These include:

1. Design for an open, flexible story construction process. The blurring of the boundaries between exploration, inspiration, production, and presentation was evident throughout the session.

2. Provide ways for kids to contribute their own media or media that they may appropriate (such as media from the Web). In turn, provide mechanisms for identifying media source and attribution of original content creators in order to address concern of credit and recognitions.

3. Allow kids to customize their environment to best facilitate gaining inspiration from others in a non-public manner. We believe that the contrast between the participants’ attitudes towards working each other versus the social behavior in the design sessions suggests that the pre-existing social dynamics, the playing out of gender roles, and the physical co-presence of each other had some negative impacts on collaboration and story production. The virtual environment would allow participants to “lurk” without being noticed.

4. Provide a way for kids to seek help from others, but also to receive help when they may not know they need it. In turn, provide kids a way to become helpers and offer assistance to each other.

5. Provide ways for kids to formally collaborate, but without enforcing a particular model of collaboration. Let kids be the ones to decide at what point in their storytelling they wish to actively work with others and let them have a number of ways to work with others.


IMPLICATIONS FOR FUTURE RESEARCH
If we were to continue with the design process, our next steps would be to begin to prototype and design various aspects of the system that we began to envision towards the end of the process. However, we would want to make sure that we continue to have kids help design the system, perhaps even have more of a role in explicitly generating concrete feature ideas and how they should function in the interface. Methodologically speaking, however, we believe that it would be important to design more in the perceived context of use. A computer lab at school is one possible environment of use, but we would also want to design at the kids’ homes. Our interviews revealed that the kids have unique circumstances and degrees of access to computers and digital technologies at home. A successful, usable storytelling environment for these kids would have to take all of these into account.

Another aspect of the spatial and social context of the design process that we need to consider is the gender make up of the group of participants and also the their previous social dynamics. We found that we had very little sense of how they kids interacted with each other before and after they left our sessions. However, previous friendships and prior conflicts did have some felt impact on our ability to create a successful environment.

We observed that the research team was an integral part of what was going on in the classroom. We played a number of roles throughout the process, not only as “researchers” but also as teachers, coaches, and facilitators, and researchers. As it turns out, our diverse engagement with the participants in all of these roles led us to insights that have shaped our thinking. Future projects like these would do well to consider, perhaps systematically, how the roles of the research team (from the point of view of the researcher and the participant) influence and shape the research.

Overall, the interviews and session observations emphasized the necessity of more insight into the diverse experiences of the participants. However, how to gain more insight into their lives and media experience is still an important question for us. We feel that the interviews and observations raised as many questions than they answered. However, we also realize that after spending this much time with the kids in an experience that they have found meaningful and fun we may have a unique opportunity to gain greater access to these kids’ lives.

http://groups.sims.berkeley.edu/digitalyouth/1_projects/searching_for_count_whistleboy.html

Common Stereotypes of Men in Media

Various media analysts and researchers argue that media portrayals of male characters fall within a range of stereotypes. The report Boys to Men: Media Messages About Masculinity, identifies the most popular stereotypes of male characters as the Joker, the Jock, the Strong Silent Type, the Big Shot and the Action Hero.

THE JOKER is a very popular character with boys, perhaps because laughter is part of their own "mask of masculinity." A potential negative consequence of this stereotype is the assumption that boys and men should not be serious or emotional. However, researchers have also argued that humorous roles can be used to expand definitions of masculinity.

THE JOCK is always willing to "compromise his own long-term health; he must fight other men when necessary; he must avoid being soft; and he must be aggressive." By demonstrating his power and strength, the jock wins the approval of other men and the adoration of women.

THE STRONG SILENT TYPE focuses on "being in charge, acting decisively, containing emotion, and succeeding with women." This stereotype reinforces the assumption that men and boys should always be in control, and that talking about one’s feelings is a sign of weakness.

THE BIG SHOT is defined by his professional status. He is the "epitome of success, embodying the characteristics and acquiring the possessions that society deems valuable." This stereotype suggests that a real man must be economically powerful and socially successful.

THE ACTION HERO is "strong, but not necessarily silent. He is often angry. Above all, he is aggressive in the extreme and, increasingly over the past several decades, he engages in violent behavior."

Another common stereotype...

THE BUFFOON commonly appears as a bungling father figure in TV ads and sitcoms. Usually well-intentioned and light-hearted, these characters range from slightly inept to completely hopeless when it comes to parenting their children or dealing with domestic (or workplace) issues.


http://www.media-awareness.ca/english/issues/stereotyping/men_and_masculinity/masculinity_stereotypes.cfm

Children's Perceptions of Male Stereotypes

http://www.media-awareness.ca/english/issues/stereotyping/men_and_masculinity/masculinity_children.cfm


In 1999, the research group Children Now asked boys between the ages of 10 and 17 about how their perceptions of the male characters they saw on television, in music videos and in movies. From the study, the group concluded that the media do not reflect the changing work and family experiences of most men today—and that this fact is not lost on the boys, who noticed the discrepancies between the media portrayals and the reality they knew...

...The study also revealed that the boys were quite aware that these male characters on television differed from their own friends and fathers, and from themselves. They had also noticed that media portrayals of success do not necessarily reflect their own ideas of real-life success....

...This research, and the Children Now study, both suggest that the media should take the opportunity to reach beyond these stereotypes—and to present a fuller and more realistic picture of the lives, experiences and identities of men and boys today...

HEALTHY MEDIA FOR CHILDREN

John K. Burton, M.D.

Healthy media for children is about identifying the potential benefits to children from the various forms of media. Media can include television, radio, and the movies, as well as the internet, video games, and even toys. All of these forms of media are a part of the modern child's world. It is impossible, and probably not even desirable, to prevent children from being exposed to these aspects of their world. Instead, parents, teachers, and other adults can use principles of healthy media to make the child's media experience one that enriches the imagination, fosters the child's social and moral development, and helps build a secure sense of self.

Monday, February 20, 2006

Intersections of Art, Technology, Science & Culture

This is an archive of artists who are working with technologies, science, culture, etc. There are specific links for categories such as Microbiology, Animals & Plants, Ecology...might be useful.

http://userwww.sfsu.edu/~infoarts/links/wilson.artlinks2.html

Friday, February 17, 2006

the language of light

Miya and I were chatting and started riffing on the idea of light being a language or a translation of various inputs - including emotions in a metaphorical way. Wondering if it's an idea we could take further into a narrative either for our process or for the actual identity of bLux. I edited the chat and pasted it below. Read and comment...


9:30 PM
james clar also has music turn into light http://www.jamesclar.com/product/2003/pkemeter/index.html

i like how that music project uses music without actually producing music...it's like translation

yes - translation... that is a great concept, for us too
using light as the new language for different inputs

exactly!
that way we aren't really building in simple bells and whistles
but really thinking about interactions and stuff

can that somehow go back to the new language for expressing emotions. funny how the term came up in two different contexts

you are RIGHT!
that's so great

maybe not literally, but it could be useful to think in those terms

yeah, ithink it might help us think through how to express interactions visually

hmmm... there is something that could be very cool, combining personality, ambience, and environmental interactions. wonder if the medium is the message... if we can make the blocks charged or soothing depending on the elements. hmmmm

that's really nice!

save that thought

yeah, for sure...qusai, linda and peter need to get wind of that

almost like the blocks are brains

emotional barometers

yea!
for both the weather and the boys

it even throws in some of the saber ideas i really liked the way the saber could measure an emotional threshold

yeah - that's right. and if the blocks are brains of a sort, there is a narrative element that at least could help us work through the project. and maybe be an element of the marketing

brain waves are electric

yeah, light illustrating the flow

i was thinking about how plants do this same process
of photosynthesis like solar panels
it's a nice metaphor too...like giving emotions to plants