UCD with Kids

Just read a short conference article by Alma Leora Culeon from the Designing for Kids conference. It was a decent little case study about how they’ve been employing basic User-Centered Design (UCD) techniques for involving children in the design process of a children’s museum. The article speaks of an evolution toward more involvement by the children in the process – from basic in involvement in usability testing, to more direct involvement in the design and even early formative planning stages.

While it’s great to see the conversation about involving children in the design process, the fact that they were involved and the broad descriptions of how they were involved didn’t provide much insight in to what was different with involving the kids from general UCD best practices methods.  Usability testing, contextual inquiry, participatory design… it’s great to involve the kids in that, but those are pretty standard ways of doing good UCD.

What the authors didn’t get in to, and I would have liked to see more about, is what is different about doing these things with kids.  Can you reasonably expect kids to “think out loud” during a UT?  Probably not (especially with younger kids).  So, what do you do about that?  What kind of scaffolding might be needed to get good insights during a participatory design session with kids?  Is it more productive to involve trusted adult figures?  Would it more effective to make it a social design experience, involving many kids at once?

The best practices that we’ve established in UCD have been envisioned and refined within the context of designing user experiences for adults.  Kids aren’t just small adults.  They think, learn, and act differently.  While I wouldn’t expect to see any ground-breaking new theories or methods discussing in a conference article such as this one, I would have liked to see the potential differences mentioned.

Time to go dust off some Seymour Papert or Alan Kay or…

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Mindstorms and Mind Storms

Turtle Geometry BookYears ago (if I tried to remember how many, I’d have to do math), I taught a summer school program on “Lego Logo” to a group of 5th and 6th-grade boys.  I was working on my Ph.D. in Educational Psychology and studying how kids learned about math and science.  The research group that I was in focused a lot on things like model-based reasoning and cognitive modeling.  The programming the kids learned how to do (lots of turtles drawing lots of interesting shapes) and the robots they built were intended to help kids learn fundamental ideas about how the world we live in works – how shapes can model how nature works, how physical systems can be understood as an interaction of fundamental principles, etc.  Fun stuff.  BTW, I was put in charge of the group of 5th and 6th grade boys during this summer school class because the folks in charge (my advisors) figured I was the best one there to handle a group of kids whose mission in life was create programs and robots that would result in the biggest collisions and explosions.  You’d be surprised how much you can learn about gear ratios and acceleration by trying to make stuff blow up!

logo-fllFast forward to today.  For the past 3+ years, I’ve been coaching at least one First Lego League (FLL) team.  Things have changed a good amount since the days of turtles and wires and whatnot. Today, the kids work with Lego’s Mindstorms software, beam their programs around via Bluetooth, and figure out how to integrate various sensors (touch, light, ultrasonic, color, etc.).  The program is a natural draw for tons of kids.  Teams of 5-8 kids in grade 4-8 spend a frenetic 10 weeks building robots and writing programs to solve thematic missions and conducting real research to solve real problems about that season’s themes.  Our local program started with about 5 or 6 teams across the city a few years back.  We’ve now got 20+ teams and satellite operations springing up all over the place.  The limiting factor is not how many kids want to participate, it’s how many adults can we get to coach and mentor and how can we get the funds for the supplies.

When I first decided to run a club, I made the mistake of describing it as a “Lego” club.  Guess how many kids wanted to join?  Hint: there are over 400 kids in the elementary school where we started.  While the program is sponsored by Lego and the materials you use are made by Lego, First Lego League is not “about Legos”.  I wised up the second year and was careful to describe it as a “Lego robotics” club.  That was better.  At least folks had a clue that it wasn’t just about playing with Legos.  It was about designing and building robots and the programs that control them.  What the kids are really learning is not how to connect plastic bricks together in to interesting shapes.  It’s about the process of designing and creating something.  It’s about understanding that design is about iteratively refining an idea.  It’s about diagnosing problems and fixing them… and getting incrementally closer to a solution.  More than that, it’s (implicitly usually) about modeling.  It’s about figuring out what it means to model a process… by combining a series of instructions and commands in to a program.  It’s about modeling a machine… by building a robot to represent an idea.  It’s about modeling an idea… by using bricks and wires and other Lego bits that are controlled by a set of instructions you write on a computer to model solutions to real world problems – climate change, transportation, nanotechnology, biotechnology…

But discussing the mIMG_1909erits of model-based reasoning and the design process is not always the most accessible way of explaining the value of the program to parents and other folks :-)  So, I usually focus on the other real reason why I do this.  My new spiel to parents is that this is not about Legos.  This is not even really about building robots or writing programs, though the kids will learn a lot of really useful skills there.  What this is really about is teaching the kids (or, rather, letting them learn) how to work as a team, how to tackle large problems that are too big for any one person to handle, decision making, prioritizing, and planning.  The nature of the program is that it’s intentionally too much to do in too little time.  This is usually the first time these kids have had to work together… really work together… in a team of 5-8 kids.  Sometimes those kids already know each other, but usually not.  Sometimes they’re about the same age, but sometimes not.  Sometimes they like each other, but sometimes not.  How are you going to make decisions?  What roles are you each going to play?  What are the roles?

Ok, now you’ve got 18 missions that you could try to do with your robot.  Do you think you can do all 18?  Probably not.  Ok, which missions are you going to try?  Which one first?  Are any of them similar to each other?  Do any of them “go together?”  Who’s going to work on which ones?  In short, the kids have to learn how to do real science, real engineering.  They need to learn what it takes to solve problems in a “real life” situation.

I’m having a blast.

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Designing for Kids Conference

Well, the good news is that I ran across an interesting international conferenceDesign-for-children-logo-200 on designing for kids. The bad news for me is that it’s just about over… and in India. I should have planned my next trip to India this week!

Well, at least the PDFs of the submissions are available. I’ll be trolling.

If anyone was at the conference or has any info on it, holler!

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Kids & Media

Keiser CoverThe Keiser Family Foundation recently released the third round of their reports on US children’s use of media.  It’s an impressively comprehensive report which delves in to how US kids, age 8-18, use various forms of media such as tv, computers, video games, music players, and more.  They also explore many interacting factors such as age, race, gender, school grades, usage rules, etc. to see how those elements interact with use.  A lot of the report didn’t surprise me (and probably wouldn’t surprise you either).  For example, kids’ media use has almost universally increased from 1999 through 2004 and now in to 2009 (when the report was done).  Or, that kids from families which place limits on the amount or type of media use tend to use less media.  There were, however, a number of items that caught my eye:

On the surprising side, there was no relationship between amount of media use and amount of physical activity.  This is counter to the popular wisdom that kids who want to spend time surfing the web, playing video games, or whatnot are just couch potatoes.  In fact, as some forms of media (e.g., Wii video games) become more physically interactive, the concern becomes even less convincing.

IMG_0734While the average total time per day of media use was about 7.5 hours (wow!), the number grows to about 11 hours when you factor in the time splitting that kids do by using more than one form of media at a time (e.g., listening to music on their iPod while surfing the Web).  Eleven hours is a staggering number, but the notion that kids are time splitting is not surprising.  What’s interesting to think about, though, is how that time splitting is affecting how the kids consume and use the information they’re getting.  Today’s kids have been called the “ADD generation” because of the pervasiveness of media that delivers content in bite-sized chunks and the ease with which they can bounce from one piece of content to another.  The study lends credence to the notion that kids are juggling lots of pieces of info.  There’s been a lot of concern that this kind of content consumption is detrimental (”they never get a chance to think deeply about any one topic”), but I think you could certainly also make the argument that they are getting good at managing the increasing flow/flood of info and becoming more literate in an evolving information ecosystem.

On the flip side, I’ve seen a lot of “kid splitting” in time :-)   My crew of 8-11 year olds (my sons and their gaggle of friends) are commonly huddled around a computer screen, two and three deep, all multi-playing the same game and tagging each other in and out.  So, rather than one kid splitting their attention over multiple streams, we have have multiple kids all focusing on the same stream.  Of course, this is due to the practical limits of access (we don’t have ten laptops in our house!) and the rules we establish in our house about use (”you can each have a turn for 15 minutes!”).

IMG_0336Other than these interesting finds, there were a few methodological things that caught my attention.  For example, the study works off the premise that the delivery format for the media is the most interesting way to break up the info – tv, computer, video game, music player, etc.  However, I would argue that the content format might be a better way of looking at things… or is, at least, a different and equally interesting way of looking at it.  The authors go to some length to explain that kids may be watching a television show on the computer but that time would count as computer use, not tv use.  Why?  If a kid visits a web site on their iPhone (lucky kid), that would count as “cell phone” use, not computer use.  Why?  To me, an equally interesting differentiation is that the kids are watching “pre-programmed entertainment” or “visiting a web site”… no matter the medium (though medium will clearly affect some things).  In today’s media world, it becomes increasingly difficult to split hairs about media format and content type anyway. If a kid visits a web site via her Nintendo DSi, is that playing a video game?  If they read a New York Times article on their Kindle, is that using a computer?

Another methodological concern I had was the fact that the authors only counted “recreational” use.  Any use for school purposes or similar needs was not counted.  Nor was talking on a phone or text messaging.  The intent is presumably to get at what kids choose, rather than the broader question of what they use as a whole – an interesting question, but the broader question of use as a whole is also interesting to me.  The authors also chose to count time with social media as computer use.  Is there really that much difference between interacting with a friend on Facebook or sending a tweet via Twitter and sending a text message?  Should one count and the other not?

Having said all of that, I fully acknowledge that doing a report like this is trying to hit a moving target – especially given that they were trying to replicate a study that started in 1999.  So, there is great value in the data in the report, but I hope to find equally rich information that addresses some of the methodological issues that I mentioned.  Anyone have a pointer or up to the task? :-)

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