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kids & media / design analysis
design analysis . spring 2006 . kids & media . chung greathouse king paradis todd . �
what is the relationship between kids and media? we are surrounded by technology. kids today have devices of which their parents never could have dreamed. how are they using these devices to play, learn and communicate? has media changed how people conduct their lives and their relationships with the world? these are the issues we wish to address through the analysis of kids activities and media separately and as a function of each other. broadly, we see trends related to convergence, co-creation and a move from the body being active to passive as particularly relevant to kids’ lives.
kids & media /
3 - 45 - 6
7 - 1011
9 - 1415 - 1617 - 2223 - 2425 - 2829 - 30
31
era analysisasymmetric matrixtemporal differentialsymmetric matrixnetwork mapsactivity mapcompelling experiencesuse and traitsposition map to user typeuser type to era analysisstanding in the future
design analysis . spring 2006 . kids & media . chung greathouse king paradis todd . �
era analysis / 1920 - present
ACTIVITIES
ENVIRONMENTS
INTERACTIONS
OBJECTS
USERS
SUPERHITS
MEDIA DEVICES
1920 - 1960 1961 - 1970 1971 - 1999 2000 - 2006
PhonographComic booksFilm theaters
Rat Pack/Rock & Roll
iPod, Google, LaptopsInternet, Digital Cameras,
Cell phones
PhonographBeatles, Elvis, Jimi Hendrix, etc.
Star Trek ,Arcade gamesWoodstock, Disco
Atari/Nintendo/SegaCD’s, Desktop Computers
VHS, MTV
Kids Kids Kids Kids
Big and Bulky Furniture IntegratedDeveloping Handheld
Group Entertainment Many to ManyGroup Entertainment Few to many
Inside the home EverywhereInside the home Outside
Listening to radio as familywatching TV as family
EverythingWatching TV (alone)
Listening to radio (alone)Llistening to 8-tracks (alone)
Goingplaying video games at friends’
houses
New media technologies
Interpretation of media technologies
Adoption of media technologies
Extention of media technologies
EFFECT ON BODY(Source: The State of
America’s Children 2003)
era analysisin looking at media in relation to any user group, an era analysis is an important consideration. media has changed drastically over the past 100 years and is certain to change ever more drastically in the future.
design analysis . spring 2006 . kids & media . chung greathouse king paradis todd . �
ACTIVITIES
ENVIRONMENTS
INTERACTIONS
OBJECTS
USERS
SUPERHITS
MEDIA DEVICES
1920 - 1960 1961 - 1970 1971 - 1999 2000 - 2006
PhonographComic booksFilm theaters
Rat Pack/Rock & Roll
iPod, Google, LaptopsInternet, Digital Cameras,
Cell phones
PhonographBeatles, Elvis, Jimi Hendrix, etc.
Star Trek ,Arcade gamesWoodstock, Disco
Atari/Nintendo/SegaCD’s, Desktop Computers
VHS, MTV
Kids Kids Kids Kids
Big and Bulky Furniture IntegratedDeveloping Handheld
Group Entertainment Many to ManyGroup Entertainment Few to many
Inside the home EverywhereInside the home Outside
Listening to radio as familywatching TV as family
EverythingWatching TV (alone)
Listening to radio (alone)Llistening to 8-tracks (alone)
Goingplaying video games at friends’
houses
New media technologies
Interpretation of media technologies
Adoption of media technologies
Extention of media technologies
EFFECT ON BODY(Source: The State of
America’s Children 2003)
era analysis / 1920 - present
era analysisin looking at media in relation to any user group, an era analysis is an important consideration. media has changed drastically over the past 100 years and is certain to change ever more drastically in the future.
Obesity has become a problem over time in the US, certainly related to the rise of rich media devices in the home.
Environments for the use of media have changed drastically, moving from public (not shown on this era analysis), to primarily inside the home to everywhere now.
Media devices have gone from being few and one-directional in delivery to having huge variety with phenomenal interactivity.
design analysis . spring 2006 . kids & media . chung greathouse king paradis todd . �
asymmetric matrix / activities & media
activities & mediakids use different media for different purposes. this matrix groups different media that are used for common purposes.
Insight Clusters 1. Audio-kinetic2. Attentive Leisure3. Active Experimentation4. Personal Mangement5. Quick Slice6. Personal Expression7. Expanding
1
�
�
�
�
6
design analysis . spring 2006 . kids & media . chung greathouse king paradis todd . 6
asymmetric matrix / activities & media
entertainment, organization & creation drive usebroadly, there are three main categories related to a child’s use of media: entertainment, organization and creation. additionally, it is clear that the column around mobile phone, computers and game consoles show correlations with many activities hinting at a burgeoning convergence.
These groupings broadly represent entertainment activities related to media.
This group speaks to organization and networking.
This final grouping largely revolves around self-expression and creativity.
This column hints at the convergence to come with multi-use devices.
design analysis . spring 2006 . kids & media . chung greathouse king paradis todd . �
1999 to �00� / time spent using media systems
250minutes
0minutes
100minutes
200minutes
Radio
Computer
TV
CD/Tape/MP3
Internet
Video games
Movies
Videos(DVD/VHS/DVR)
20041999
Scale: minutes per day
(based on time data in 1999 and 2004 Kaiser study)
temporal differentialkids prefer some media over others. measured in minutes per day, this graph shows how much kids use various media and the difference in usage times between 1999 and 2004.
design analysis . spring 2006 . kids & media . chung greathouse king paradis todd . �
250minutes
0minutes
100minutes
200minutes
Radio
Computer
TV
CD/Tape/MP3
Internet
Video games
Movies
Videos(DVD/VHS/DVR)
20041999
Scale: minutes per day
1999 to �00� / time spent using media systems
Greatest change in amount of time spent, - integrate the most other media types - most interactive.
(based on time data in 1999 and 2004 Kaiser study)
While time spent has not significantly increased, the amoun of time that kids use these media remains very strong and far more than other types.
Little has changed in the amounts of time that kids have been using these media in the past 5 years.
temporal differentialkids prefer some media over others. measured in minutes per day, this graph shows how much kids use various media and the difference in usage times between 1999 and 2004.
design analysis . spring 2006 . kids & media . chung greathouse king paradis todd . 9
1999 to �00� / time spent with computer activities
(based on time data in 1999 and 2004 Kaiser study)
temporal differentialafter looking at the overall types of media used by kids, we narrowed in on the specific activities performed on the computer.
design analysis . spring 2006 . kids & media . chung greathouse king paradis todd . 10
1999 to �00� / time spent with computer activities
Time spent playing games and visiting web sites have nearly doubled, along with increased multiplayer games online.
Instant messaging barely existed in 1999. Now it is the second most time-consuming computer activity.
Average time devoted to various computer activities has climbed from 0:27 daily to 1:02 daily.
(based on time data in 1999 and 2004 Kaiser study)
temporal differentialafter looking at the overall types of media used by kids, we narrowed in on the specific activities performed on the computer.
design analysis . spring 2006 . kids & media . chung greathouse king paradis todd . 11
symmetrical matrix / activities
activities vs. activitiessome activities that kids do are similar to others.the purpose of this matrix is to create groupings, broad level categories, in order to determine what kids are most interested in and why they do what they do.
Insight Clusters 1. Documenting & Tracking 3. Information Exchange2. Creative Exploration 4. Mind in the Clouds
1
�
��
design analysis . spring 2006 . kids & media . chung greathouse king paradis todd . 1�
symmetrical matrix / activities
activities vs. activitiessome activities that kids do are similar to others.the purpose of this matrix is to create groupings, broad level categories, in order to determine what kids are most interested in and why they do what they do.
Documenting and tracking is a small but important activity subset.
Creative exploration is utterly essential to kids use of media.
Information exchange and networking make up a large subset of kids’ activities.
Having a “mind in the clouds” is a small but distinct subset.
design analysis . spring 2006 . kids & media . chung greathouse king paradis todd . 1�
network diagrams / activites
BEINGENTERTAINED
Passive Engagement
KILLINGTIME
SHUFFLING/RANDOMIZING
RELAXING
Creation
PROG-RAMMING
MIXING WRITING
MULTI-TASKING
BUILDINGORGANIZING
OPINING
PERSONAL-IZING
RIFFING
ROLE PLAYING PLAYING
DUELING
Takes 2 to Tango
FRAGGING
DANCINGWITH
SOMEONE
ANALYZING
Management
CHECKINGTIME
CARETAKING SCHEDULING
SAVING
Capturing Information
TAKINGPICTURE
RECORDING
Documenting & Tracking
Creative Exploration
FANTASYING/ASPIRING
LISTENINGTO MUSIC
Disengagement
Mind in the Clouds
ImprovizeExpressive
Compile
EXPLORING LEARNING
TRENDWATCHINGWAY FINDING
LOOKINGAT PICTURESREADING
SURFING SHOPPING
WATCHING
SHARING
Participatory
LISTENING
GOSSIPING/SHARING NETWORKING
CHECKING IN
Task-based
REQUESTINGINFO
GETTINGINFO
Information Exchange
Communication Absorbing Information
easier to see relationshipsderiving from the symmetric matrix, the network diagram shows large clusters of activities, as well as how they relate to each other. they allow for an easier to understand suite of activity similarities and relationships.
Creative expression is the largest of our four activity clusters.
design analysis . spring 2006 . kids & media . chung greathouse king paradis todd . 1�
BEINGENTERTAINED
Passive Engagement
KILLINGTIME
SHUFFLING/RANDOMIZING
RELAXING
Creation
PROG-RAMMING
MIXING WRITING
MULTI-TASKING
BUILDINGORGANIZING
OPINING
PERSONAL-IZING
RIFFING
ROLE PLAYING PLAYING
DUELING
Takes 2 to Tango
FRAGGING
DANCINGWITH
SOMEONE
ANALYZING
Management
CHECKINGTIME
CARETAKING SCHEDULING
SAVING
Capturing Information
TAKINGPICTURE
RECORDING
Documenting & Tracking
Creative Exploration
FANTASYING/ASPIRING
LISTENINGTO MUSIC
Disengagement
Mind in the Clouds
ImprovizeExpressive
Compile
EXPLORING LEARNING
TRENDWATCHINGWAY FINDING
LOOKINGAT PICTURESREADING
SURFING SHOPPING
WATCHING
SHARING
Participatory
LISTENING
GOSSIPING/SHARING NETWORKING
CHECKING IN
Task-based
REQUESTINGINFO
GETTINGINFO
Information Exchange
Communication Absorbing Information
network diagrams / creative exploration
exploration is importantthe field of child development focuses heavily on how children must explore to continue to grow as individuals, emotionally and intellectually. it was refreshing to see how important this cluster of activities played in referennce to others in a kid’s world.
All other clusters tie closely to creative expression relative to each other.
design analysis . spring 2006 . kids & media . chung greathouse king paradis todd . 1�
BEINGENTERTAINED
Passive Engagement
KILLINGTIME
SHUFFLING/RANDOMIZING
RELAXING
Creation
PROG-RAMMING
MIXING WRITING
MULTI-TASKING
BUILDINGORGANIZING
OPINING
PERSONAL-IZING
RIFFING
ROLE PLAYING PLAYING
DUELING
Takes 2 to Tango
FRAGGING
DANCINGWITH
SOMEONE
ANALYZING
Management
CHECKINGTIME
CARETAKING SCHEDULING
SAVING
Capturing Information
TAKINGPICTURE
RECORDING
Documenting & Tracking
Creative Exploration
FANTASYING/ASPIRING
LISTENINGTO MUSIC
Disengagement
Mind in the Clouds
ImprovizeExpressive
Compile
EXPLORING LEARNING
TRENDWATCHINGWAY FINDING
LOOKINGAT PICTURESREADING
SURFING SHOPPING
WATCHING
SHARING
Participatory
LISTENING
GOSSIPING/SHARING NETWORKING
CHECKING IN
Task-based
REQUESTINGINFO
GETTINGINFO
Information Exchange
Communication Absorbing Information
tools can drive activityan explosion of digital tools have enabled kids to push the boundaries of creative expression and exploration. the three shown here: Apple’s iMovie, photo site flickr and myspace have completely changed the way kids document their lives in less than a generation.
creative exploration / widely available tools
There is a growing number of digital tools enabling creative exploration.
design analysis . spring 2006 . kids & media . chung greathouse king paradis todd . 16
Wake up
Get ready for school
Eat breakfast
Go to school
Schoolactivity
Eat dinner
Comehome
Dohomework
Eat lunch Go to sleep
Go to activity
Schoolactivity
Watch TV
Go to activity
Spend time with family
Play
TV / Video / Movie 4:15
Printed Media 0:43
Music 1:44
***Computer 2:10
Get dressedfor activity
Get ready for bed
Calling 0:53
TV / Video / Movie 4:15
Printed Media 0: 43
Music 1: 44
Computer 2 :10
**Calling 0:53
Relationship of when media is used during a weekday & weekend day, compare to total time spent interacting with media.
*Game 0:50
Game 0:50
*Game - Including video game , handheld console**Calling - Including landline phone, cellphone***Computer - Including Computer game, searching web , IM and etc.
MORNING MIDDLE OF THE DAY EVENING
TYPICALWEEKDAY
TYPICALWEEKEND DAY
activity map / a day in the life of a kid
activity analysisKids use media at different times of day and for different purposes. The typical day in the life of a kid was diagrammed and set against when kids use those media to determine why kids use media.
design analysis . spring 2006 . kids & media . chung greathouse king paradis todd . 1�
Wake up
Get ready for school
Eat breakfast
Go to school
Schoolactivity
Eat dinner
Comehome
Dohomework
Eat lunch Go to sleep
Go to activity
Schoolactivity
Watch TV
Go to activity
Spend time with family
Play
TV / Video / Movie 4:15
Printed Media 0:43
Music 1:44
***Computer 2:10
Get dressedfor activity
Get ready for bed
Calling 0:53
TV / Video / Movie 4:15
Printed Media 0: 43
Music 1: 44
Computer 2 :10
**Calling 0:53
Relationship of when media is used during a weekday & weekend day, compare to total time spent interacting with media.
*Game 0:50
Game 0:50
*Game - Including video game , handheld console**Calling - Including landline phone, cellphone***Computer - Including Computer game, searching web , IM and etc.
MORNING MIDDLE OF THE DAY EVENING
TYPICALWEEKDAY
TYPICALWEEKEND DAY
activity map / a day in the life of a kid
activity analysisKids use media at different times of day and for different purposes. The typical day in the life of a kid was diagrammed and set against when kids use those media to determine why kids use media.
Kids are exposed to more than 10½ hours of media per day. What time is left for physical activity?
Portable media enables kids to enjoy music and games while at school, or traveling.
Kids spend more time with interactive media then print media.
They interactive with some form of media at almost all times of the day.
Many times kids are using two or more types of media simultaneously.
design analysis . spring 2006 . kids & media . chung greathouse king paradis todd . 1�
compelling experience / a bookattraction entry engagement exit extension
defined
fresh
immersive
accessible
significant
transformative
what is compelling?Media experiences vary. Some are able to draw kids in by fulfilling their desires, while others are lacking. The most popular experiences are able to engage kids at multiple levels.
design analysis . spring 2006 . kids & media . chung greathouse king paradis todd . 19
compelling experience / media compared
defined
fresh
immersive
accessible
significant
transformative
a book
what is compelling?Media experiences vary. Some are able to draw kids in by fulfilling their desires, while others are lacking. The most popular experiences are able to engage kids at multiple levels.
Books offer a subset of a fully compelling experience and are largely focused on the column of engagement.
design analysis . spring 2006 . kids & media . chung greathouse king paradis todd . �0
compelling experience / media compared
defined
fresh
immersive
accessible
significant
transformative
the cinemaa book
The immersion of cinema broadened the significance of the experience and allowed non-literate people to consume epic tales.
what is compelling?Media experiences vary. Some are able to draw kids in by fulfilling their desires, while others are lacking. The most popular experiences are able to engage kids at multiple levels.
design analysis . spring 2006 . kids & media . chung greathouse king paradis todd . �1
compelling experience / media compared
defined
fresh
immersive
accessible
significant
transformative
the cinemaa book
console video games
what is compelling?Media experiences vary. Some are able to draw kids in by fulfilling their desires, while others are lacking. The most popular experiences are able to engage kids at multiple levels.
Console video game systems broaden the cinema experience because of their interactivity.
design analysis . spring 2006 . kids & media . chung greathouse king paradis todd . ��
compelling experience / media compared
defined
fresh
immersive
accessible
significant
transformative
the cinema
social networking sites
a book
console video games
what is compelling?media experiences vary. some are able to draw kids in by fulfilling their desires, while others are lacking. the most popular experiences are able to engage kids at multiple levels.
Social networking sites like MySpace provide a level of interaction that rivals traditional media and, increasingly, dominates kids time as generation next documents and shares their lives.
design analysis . spring 2006 . kids & media . chung greathouse king paradis todd . ��
compelling experience / media compared
defined
fresh
immersive
accessible
significant
transformative
the cinema
social networking sitesmobile phone
a book
console video games
what is compelling?media experiences vary. some are able to draw kids in by fulfilling their desires, while others are lacking. the most popular experiences are able to engage kids at multiple levels.
Messaging, talking, gaming, picture taking and media consumption drive kids to treat their phones like extensions of their very selves.
design analysis . spring 2006 . kids & media . chung greathouse king paradis todd . ��
media use / relationship to personal traits
Percentage of 7th to 12th-Graders Multitasking (most of the time) while:
28% Reading 24% Watching TV33% Listening to music33% Using a computer39% Multiple computer activities
media vs. kids traitskids watch up to nine hours of tv per day. 24% of 7th-12th graders are multitasking with other media while watching tv. more importantly 39% of kids are multitasking across a variety of media.
what types of media are kids using compared to their school grades, level of happiness and whether they seek out high sensation activies?
design analysis . spring 2006 . kids & media . chung greathouse king paradis todd . ��
media use / relationship to personal traits
Percentage of 7th to 12th-Graders Multitasking (most of the time) while:
28% Reading 24% Watching TV33% Listening to music33% Using a computer39% Multiple computer activities
media vs. kids traitspartial attention to immersive media during foundational years is more prevalent than in previous eras.
interactive and time-shifted media experiences are unpredictable and elusive enough to make kids want more and more.
creative experitise is historically a result of great amounts of time spent deeply focused on mastering a skillset.
if deep skill sets are required in the future, how might they evolve through multitasking hours spent with virtual tools, online communications andimmersive virtual entertainment?
TV accounts for nearly 1/3 the media exposure among all groups except High and Low Sensation Seekers, where Music media equals TV use.
Total media exposure is highest among1. High sensation seekers2. Low contented kids3. Grades mostly C/Ds
design analysis . spring 2006 . kids & media . chung greathouse king paradis todd . �6
position map / use and social context
why a �x�?generating a position map with axis related to the consumption or creation of media as well as the social context of use offers a compelling visualizatiion of important relationships.
group
self
cons
ume create
design analysis . spring 2006 . kids & media . chung greathouse king paradis todd . ��
position map / activities overlaid
creation in a social context is most full of activitiesmapping activities around media and social context reveals that the largest current grouping is in the upper right quadrant. this quadrant is the home of many “creative” activies.
group
self
cons
ume create
multi-tasking
listening
relaxing
killing time
relaxing
being entertained
dancing
role playingrole playingfragging
watching
playing
playingplaying
saving
saving
trend watchingaspiring
building
building
dueling
dueling
organizing
organizing
shuffling
writing
writing
mixing
mixingsurfing
surfing
recording
recording
programming
programming
shopping
shopping
trend watching
riffing
riffing
caretaking
caretaking
caretakingtaking picture
requesting info
requesting info
scheduling
scheduling
personalizing
personalizing
checking time
checking time
getting info
getting info
checking in
checking ingossiping
gossiping
opining
reading
learningexploring
exploring
exploring
analyzing
analyzingsharing
sharing
aspiring
design analysis . spring 2006 . kids & media . chung greathouse king paradis todd . ��
position map / devices, activites & social contextgroup
self
cons
ume create
multi-tasking
listening
relaxing
killing time
relaxing
being entertained
dancing
role playingrole playingfragging
watching
playing
playingplaying
saving
saving
trend watchingaspiring
building
building
dueling
dueling
organizing
organizing
shuffling
writing
writing
mixing
mixingsurfing
surfing
recording
recording
programming
programming
shopping
shopping
trend watching
riffing
riffing
caretaking
caretaking
caretakingtaking picture
requesting info
requesting info
scheduling
scheduling
personalizing
personalizing
checking time
checking time
getting info
getting info
checking in
checking ingossiping
gossiping
opining
reading
learningexploring
exploring
exploring
analyzing
analyzingsharing
sharing
aspiring
few devices map over many activitiesmapping devices over the groupings of activities reveals that fewer devices are now linked to more activities... direct evidence for convergence. in addition, there is a clear correlation to the digital tools used in this creation.
design analysis . spring 2006 . kids & media . chung greathouse king paradis todd . �9
position map to user types / possible typesgroup
self
cons
ume create
artistenerd
co-creatorpop addict
four user typeswe suggest that there are four user types related to the consumption of media. in general, each user type could be ascribed to adults or children although there are far more co-creating children then adults as a result of myspace and children’s higher comfort level with digital devices.
design analysis . spring 2006 . kids & media . chung greathouse king paradis todd . �0
user types to era analysis / broken out
artiste nerd co-creatorpop addict
how did we get here?we admit that moving from the 2x2 in the page before to this page requires somewhat of a cognitive leap. that said, we see a relationship between how types of media over time allowed for certain types of users.
design analysis . spring 2006 . kids & media . chung greathouse king paradis todd . �1
user types to era analysis / broken out
the first content creators were the sole “artistes”... these individuals were truly passionate about expressing themselves.
the first aficionados of media had to come after the “artiste”. one cannot be a conoisseur of some media if it does not yet exist. one can imagine wealthy patrons of the arts and the first book readers in this group.
Gutenberg launched it in 1455 with his printing press and the industrial revolution powered media’s delivery to nearly every home in the world. through the mid to late-20th century popular acts like the Beatles and artists like Warhol were both phenomenons and fodder for the popular masses.
the release of the Macintosh in 1984 and the subsequent launch of the internet several years later put the power of publishing media into everyone’s hands. for the first time ever, creation at scale was relatively easy and inexpensive. the additions of digital still and video cameras combined with the continued pervasiveness of the “network” has made it easy for any kid to blog, film a movie, develop photographic ambitions and share them with everyone.
new era = new typesas new media formats were introduced, new user types accompanied them. older media types haven’t entirely gone by the wayside and nor have the user types with whom they were associated. these types are relevant for adults as well as kids.
artiste nerd co-creatorpop addictartiste nerd co-creatorpop addict
design analysis . spring 2006 . kids & media . chung greathouse king paradis todd . ��
kids & media / standing in the future...
ACTIVITIES
ENVIRONMENTS
INTERACTIONS
OBJECTS
USERS
SUPERHITS
MEDIA DEVICES
1920 - 1960 1961 - 1970 1971 - 1999 2000 - 2006
PhonographComic booksFilm theaters
Rat Pack/Rock & Roll
iPod, Google, LaptopsInternet, Digital Cameras,
Cell phones
PhonographBeatles, Elvis, Jimi Hendrix, etc.
Star Trek ,Arcade gamesWoodstock, Disco
Atari/Nintendo/SegaCD’s, Desktop Computers
VHS, MTV
Kids Kids Kids Kids
Big and Bulky Furniture IntegratedDeveloping Handheld
Group Entertainment Many to ManyGroup Entertainment Few to many
Inside the home EverywhereInside the home Outside
Listening to radio as familywatching TV as family
EverythingWatching TV (alone)
Listening to radio (alone)Llistening to 8-tracks (alone)
Goingplaying video games at friends’
houses
New media technologies
Interpretation of media technologies
Adoption of media technologies
Extention of media technologies
EFFECT ON BODY
our analysis could be quickly summarized as:
co-creation is here and profound.
convergence is close.
active to passive effects the body.
we expect a relatively near future to present a wider array of media with fewer devices needed to play them. convergence should drive kids’ access to digital creation tools and the likes of Apple, MySpace and Yahoo! will allow them to share their lives. unfortunately, a bi-product seems to be decreased physical activity and resulting obesity.
kids & media / design synthesisspring 2006 . bernard, king, mcgaw, paradis, tallacksen
the concept space / these needs are real
T(w)eens want to do what’s fun for them, not necessarily what’s good for them.
Our concepts are focused on developing an immersive experience that will:
Empower networking with others locally and globally.
Encourage co-creation and consumption of others’ contribution.
Facilitate physical activity though soft and hard solutions.
1.
2.
3.
design synthesis . spring 2006 . kids & media . bernard, king, mcgaw, paradis, tallacksen . �
Frame Concept Spacethe concept space / a value statement
For t(w)eens, who are dissatisfied with current options for physical activity, yet search for an enjoyable experience, this immersive platform will allow a networked and co-created interaction that facilitates group and individual expression.
The solution will incorporate:
What t(w)eens want:• Fun• Immersive• Connected
What parents want:• Active • Educational • Creative
design synthesis . spring 2006 . kids & media . bernard, king, mcgaw, paradis, tallacksen . �
the concept space / activities mapped
Tweens
Entertaining
Passive
One-way
Aspiration
Music
Videogames
Non-digitalgames
Books
Movies
TV
FashionImitate
Mags
Stereo
PC
iPod
CD
HomePortable
Cranium RiskD&D
Chillin'
Illin'
Creating
Document
Perform
Journal
Media
Program
Draw
Paint
Playmusic
Makemusic
Makemovies
Girls
CooperativeRational
Learning
In-school
Outsideschool
Unconsciouslearning
Home-work
Lecture
Multi-media
Less P.E.
Communi-cating
Checking-in
Formingus
Gossip
Socialize
Meetpeople
Tech
ShareBlog
Phone
Goingto mall
Dating
Hangout
Text/SMS
IM
Boys
Competitive Physical
Identityforming
Who amI?
Expressyourself
Formopinions
Contra-distinction
Differentiation
PretendFashion
Kissing
Dancing
Jackass
Sports
Hide&seek
Snow�ghts
Buildforts
Liftweights
Baseball
Basket-ball
Hockey
Soccer
Football
Physicalactivity
mind mappingto understand the domains that t(w)eens operate in when they use, or could use media, the relationships between t(w)eens and the general activities they engaged in were analyzed.
design synthesis . spring 2006 . kids & media . bernard, king, mcgaw, paradis, tallacksen . �
the concept space / media uses vs. uses
Supp
ort o
rgan
izat
ion
of m
edia
Supp
ort d
ocum
entin
g an
d tra
c
Offe
r mes
sagi
ng fu
nctio
nalit
y.
Faci
litat
e se
lf-ex
pres
sion
Enab
le c
o-cr
eativ
e ac
tivity
harm
oniz
e w
ith o
ther
med
ia s
t
Supp
ort s
ocia
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Support organization of media files. 3 3 1 1 1 1 1 1 2 1 1 1 1 1 0 0 0 0 0 0 1 1 0 0 0 2 ManagementSupport documenting and tracking 3 3 0 2 2 1 1 2 1 1 1 0 2 2 0 0 0 0 1 0 1 1 1 0 2 0Offer messaging functionality. 1 0 3 3 2 1 3 3 2 2 2 1 1 2 2 2 1 1 0 0 1 2 2 1 1 0 MessagingFacilitate self-expression 1 2 3 3 3 1 1 3 3 1 3 2 2 2 1 0 1 3 1 1 0 2 2 1 2 1 ExpressionEnable co-creative activity 1 2 2 3 3 3 2 2 2 3 3 2 3 1 1 1 1 1 1 0 1 2 1 3 1 1harmonize with other media streams. 1 1 1 1 3 3 2 3 2 3 3 2 2 2 1 0 2 3 0 1 1 3 3 2 2 2 SocializationSupport social networking. 1 1 3 1 2 2 3 3 3 3 3 3 2 1 1 2 2 3 2 2 1 2 2 1 2 2extend user's personality 1 2 3 3 2 3 3 3 2 3 3 3 2 2 2 1 1 2 1 2 1 2 1 1 2 2Offer multiple functionalties 2 1 2 3 2 2 3 2 3 3 3 2 2 2 2 1 3 2 2 2 2 3 3 2 2 2 Networkconsumption everywhere 1 1 2 1 3 3 3 3 3 3 3 3 2 3 3 1 0 1 3 3 2 2 3 2 2 2Maximize interaction opportunities 1 1 2 3 3 3 3 3 3 3 3 3 3 3 3 3 0 1 1 3 2 3 3 2 2 2Network with other users and devices 1 0 1 2 2 2 3 3 2 3 3 3 3 3 2 2 0 3 3 1 2 1 2 1 1 2Support use in school environments 1 2 1 2 3 2 2 2 2 2 3 3 3 3 3 2 2 1 0 0 1 1 1 1 2 3Support uses at different times of the day. 1 2 2 2 1 2 1 2 2 3 3 3 3 3 3 2 2 1 1 2 2 2 2 1 2 1Support mobile use 0 0 2 1 1 1 1 2 2 3 3 2 3 3 3 3 3 1 2 2 2 1 2 2 2 2Encourage physical activity 0 0 2 0 1 0 2 1 1 1 3 2 2 2 3 3 3 2 3 1 1 1 2 3 3 2 ExerciseCounteract obesity trend 0 0 1 1 1 2 2 1 3 0 0 0 2 2 3 3 3 3 3 0 2 2 1 2 3 1Engage kids deeply. 0 0 1 3 1 3 3 2 2 1 1 3 1 1 1 2 3 3 3 3 3 3 3 2 2 2 Immersionoverwhelm other kinds of media 0 1 0 1 1 0 2 1 2 3 1 3 0 1 2 3 3 3 3 3 3 3 3 1 2 1Offer an escape into dreamland 0 0 0 1 0 1 2 2 2 3 3 1 0 2 2 1 0 3 3 3 3 3 3 3 3 2 EntranceProvide entertainment. 1 1 1 0 1 1 1 1 2 2 2 2 1 2 2 1 2 3 3 3 3 2 2 2 3 3Support interactive media 1 1 2 2 2 3 2 2 3 2 3 1 1 2 1 1 2 3 3 3 2 3 2 2 2 1significant duration of each use. 0 1 2 2 1 3 2 1 3 3 3 2 1 2 2 2 1 3 3 3 2 2 3 1 1 1Feature music. 0 0 1 1 3 2 1 1 2 2 2 1 1 1 2 3 2 2 1 3 2 2 1 3 2 1 UpliftProvide positive emotions 0 2 1 2 1 2 2 2 2 2 2 1 2 2 2 3 3 2 2 3 3 2 1 2 3 2Allow exploration 2 0 0 1 1 2 2 2 2 2 2 2 3 1 2 2 1 2 1 2 3 1 1 1 2 3
Key0 1 2 3
Matis r 0,018R!105,26;16,17!26,25,24,23,22,21,20,19,18,17,16;3,4,5,6,7,8,9,10,11,12,13,14,15!2,1;26,25,24,23,22,21,20,19,18,17,16,15,14
symmetric matrixthis symmetrical insight matrix was used to determine the primary uses (abstract) of media and for what purpose t(w)eens use the devices associated with various media types.
design synthesis . spring 2006 . kids & media . bernard, king, mcgaw, paradis, tallacksen . �
the concept space / key areas of focus
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Support organization of media files. 3 3 1 1 1 1 1 1 2 1 1 1 1 1 0 0 0 0 0 0 1 1 0 0 0 2 ManagementSupport documenting and tracking 3 3 0 2 2 1 1 2 1 1 1 0 2 2 0 0 0 0 1 0 1 1 1 0 2 0Offer messaging functionality. 1 0 3 3 2 1 3 3 2 2 2 1 1 2 2 2 1 1 0 0 1 2 2 1 1 0 MessagingFacilitate self-expression 1 2 3 3 3 1 1 3 3 1 3 2 2 2 1 0 1 3 1 1 0 2 2 1 2 1 ExpressionEnable co-creative activity 1 2 2 3 3 3 2 2 2 3 3 2 3 1 1 1 1 1 1 0 1 2 1 3 1 1harmonize with other media streams. 1 1 1 1 3 3 2 3 2 3 3 2 2 2 1 0 2 3 0 1 1 3 3 2 2 2 SocializationSupport social networking. 1 1 3 1 2 2 3 3 3 3 3 3 2 1 1 2 2 3 2 2 1 2 2 1 2 2extend user's personality 1 2 3 3 2 3 3 3 2 3 3 3 2 2 2 1 1 2 1 2 1 2 1 1 2 2Offer multiple functionalties 2 1 2 3 2 2 3 2 3 3 3 2 2 2 2 1 3 2 2 2 2 3 3 2 2 2 Networkconsumption everywhere 1 1 2 1 3 3 3 3 3 3 3 3 2 3 3 1 0 1 3 3 2 2 3 2 2 2Maximize interaction opportunities 1 1 2 3 3 3 3 3 3 3 3 3 3 3 3 3 0 1 1 3 2 3 3 2 2 2Network with other users and devices 1 0 1 2 2 2 3 3 2 3 3 3 3 3 2 2 0 3 3 1 2 1 2 1 1 2Support use in school environments 1 2 1 2 3 2 2 2 2 2 3 3 3 3 3 2 2 1 0 0 1 1 1 1 2 3Support uses at different times of the day. 1 2 2 2 1 2 1 2 2 3 3 3 3 3 3 2 2 1 1 2 2 2 2 1 2 1Support mobile use 0 0 2 1 1 1 1 2 2 3 3 2 3 3 3 3 3 1 2 2 2 1 2 2 2 2Encourage physical activity 0 0 2 0 1 0 2 1 1 1 3 2 2 2 3 3 3 2 3 1 1 1 2 3 3 2 ExerciseCounteract obesity trend 0 0 1 1 1 2 2 1 3 0 0 0 2 2 3 3 3 3 3 0 2 2 1 2 3 1Engage kids deeply. 0 0 1 3 1 3 3 2 2 1 1 3 1 1 1 2 3 3 3 3 3 3 3 2 2 2 Immersionoverwhelm other kinds of media 0 1 0 1 1 0 2 1 2 3 1 3 0 1 2 3 3 3 3 3 3 3 3 1 2 1Offer an escape into dreamland 0 0 0 1 0 1 2 2 2 3 3 1 0 2 2 1 0 3 3 3 3 3 3 3 3 2 EntranceProvide entertainment. 1 1 1 0 1 1 1 1 2 2 2 2 1 2 2 1 2 3 3 3 3 2 2 2 3 3Support interactive media 1 1 2 2 2 3 2 2 3 2 3 1 1 2 1 1 2 3 3 3 2 3 2 2 2 1significant duration of each use. 0 1 2 2 1 3 2 1 3 3 3 2 1 2 2 2 1 3 3 3 2 2 3 1 1 1Feature music. 0 0 1 1 3 2 1 1 2 2 2 1 1 1 2 3 2 2 1 3 2 2 1 3 2 1 UpliftProvide positive emotions 0 2 1 2 1 2 2 2 2 2 2 1 2 2 2 3 3 2 2 3 3 2 1 2 3 2Allow exploration 2 0 0 1 1 2 2 2 2 2 2 2 3 1 2 2 1 2 1 2 3 1 1 1 2 3
Key0 1 2 3
Matis r 0,018R!105,26;16,17!26,25,24,23,22,21,20,19,18,17,16;3,4,5,6,7,8,9,10,11,12,13,14,15!2,1;26,25,24,23,22,21,20,19,18,17,16,15,14
symmetric matrixthis symmetrical insight matrix was used to determine the primary uses (abstract) of media and for what purpose t(w)eens use the devices associated with various media types.
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Support organization of media files. 3 3 1 1 1 1 1 1 2 1 1 1 1 1 0 0 0 0 0 0 1 1 0 0 0 2 ManagementSupport documenting and tracking 3 3 0 2 2 1 1 2 1 1 1 0 2 2 0 0 0 0 1 0 1 1 1 0 2 0Offer messaging functionality. 1 0 3 3 2 1 3 3 2 2 2 1 1 2 2 2 1 1 0 0 1 2 2 1 1 0 MessagingFacilitate self-expression 1 2 3 3 3 1 1 3 3 1 3 2 2 2 1 0 1 3 1 1 0 2 2 1 2 1 ExpressionEnable co-creative activity 1 2 2 3 3 3 2 2 2 3 3 2 3 1 1 1 1 1 1 0 1 2 1 3 1 1harmonize with other media streams. 1 1 1 1 3 3 2 3 2 3 3 2 2 2 1 0 2 3 0 1 1 3 3 2 2 2 SocializationSupport social networking. 1 1 3 1 2 2 3 3 3 3 3 3 2 1 1 2 2 3 2 2 1 2 2 1 2 2extend user's personality 1 2 3 3 2 3 3 3 2 3 3 3 2 2 2 1 1 2 1 2 1 2 1 1 2 2Offer multiple functionalties 2 1 2 3 2 2 3 2 3 3 3 2 2 2 2 1 3 2 2 2 2 3 3 2 2 2 Networkconsumption everywhere 1 1 2 1 3 3 3 3 3 3 3 3 2 3 3 1 0 1 3 3 2 2 3 2 2 2Maximize interaction opportunities 1 1 2 3 3 3 3 3 3 3 3 3 3 3 3 3 0 1 1 3 2 3 3 2 2 2Network with other users and devices 1 0 1 2 2 2 3 3 2 3 3 3 3 3 2 2 0 3 3 1 2 1 2 1 1 2Support use in school environments 1 2 1 2 3 2 2 2 2 2 3 3 3 3 3 2 2 1 0 0 1 1 1 1 2 3Support uses at different times of the day. 1 2 2 2 1 2 1 2 2 3 3 3 3 3 3 2 2 1 1 2 2 2 2 1 2 1Support mobile use 0 0 2 1 1 1 1 2 2 3 3 2 3 3 3 3 3 1 2 2 2 1 2 2 2 2Encourage physical activity 0 0 2 0 1 0 2 1 1 1 3 2 2 2 3 3 3 2 3 1 1 1 2 3 3 2 ExerciseCounteract obesity trend 0 0 1 1 1 2 2 1 3 0 0 0 2 2 3 3 3 3 3 0 2 2 1 2 3 1Engage kids deeply. 0 0 1 3 1 3 3 2 2 1 1 3 1 1 1 2 3 3 3 3 3 3 3 2 2 2 Immersionoverwhelm other kinds of media 0 1 0 1 1 0 2 1 2 3 1 3 0 1 2 3 3 3 3 3 3 3 3 1 2 1Offer an escape into dreamland 0 0 0 1 0 1 2 2 2 3 3 1 0 2 2 1 0 3 3 3 3 3 3 3 3 2 EntranceProvide entertainment. 1 1 1 0 1 1 1 1 2 2 2 2 1 2 2 1 2 3 3 3 3 2 2 2 3 3Support interactive media 1 1 2 2 2 3 2 2 3 2 3 1 1 2 1 1 2 3 3 3 2 3 2 2 2 1significant duration of each use. 0 1 2 2 1 3 2 1 3 3 3 2 1 2 2 2 1 3 3 3 2 2 3 1 1 1Feature music. 0 0 1 1 3 2 1 1 2 2 2 1 1 1 2 3 2 2 1 3 2 2 1 3 2 1 UpliftProvide positive emotions 0 2 1 2 1 2 2 2 2 2 2 1 2 2 2 3 3 2 2 3 3 2 1 2 3 2Allow exploration 2 0 0 1 1 2 2 2 2 2 2 2 3 1 2 2 1 2 1 2 3 1 1 1 2 3
Key0 1 2 3
Matis r 0,018R!105,26;16,17!26,25,24,23,22,21,20,19,18,17,16;3,4,5,6,7,8,9,10,11,12,13,14,15!2,1;26,25,24,23,22,21,20,19,18,17,16,15,14
design synthesis . spring 2006 . kids & media . bernard, king, mcgaw, paradis, tallacksen . �
Insight Principle CategoryKids are exposed to more than ten hours of media each day.
Operate in harmony with other media streams. Socialization
Social networking provides interaction levels like those of traditional media, and increasingly dominate kids’ time.
Support social networking. Socialization
Kids treat phones as extensions of themselves.
Become an extension of the user’s personality. Socialization
Media is consumed everywhere, not just publicly or in the home.
Support media consumption everywhere Network
Devices increasingly do multiple things (convergence)
Offer multiple functionalities Network
Information exchange and networking is a large part of kids’ activities.
Network with other users and devices Network
Portable media devices enable media enjoyment while travelling, or at school.
Support mobile use Mobility
Kids interact with media throughout the day. Support uses at different times of the day. Mobility
Media are used for organization and networking.
Support organization of media files. Management
Documenting and tracking is an important activity subset.
Support documenting and tracking Management
Many times, kids interact with more than one kind of media at a time.
Expect to share attention with other kinds of media (or to overwhelm them).
Immersion
Books provide a compelling experience in the “engagement” mode.
Engage kids deeply. Immersion
Creative exploration is utterly essential to kids’ use of media.
Allow exploration Hope
Total media exposure is highest among kids who are: high sensation seekers, low contentedness, or who have lower grades.
Encourage contentedness by providing positive emotions.
Hope
Music media is as strong as TV exposure for both high and low sensation-seeking kids.
Feature music. Hope
Media are used for self-expression and creativity.
Facilitate self-expression Expression
Co-creation is here and is profound. Enable co-creative activity Expression
Obesity has risen in parallel with the increase in home-based rich media devices.
Counteract obesity trend Exercise
Less time is spent in physical activity. Encourage physical activity Exercise
Media are used for entertainment. Provide entertainment. Enchantment
A “mind in the clouds” is a small but important activity subset.
Offer an escape into dreamland Enchantment
the concept space / insights > principles
insights > principlesa rigorous review of a large set of analysis data produced an enormous number of relevant point level insights which, when used reflexively, generated an equal number of design principles. these principles were tied back to our key activity areas of focus to start to provide guidelines for how systems might be built.
design synthesis . spring 2006 . kids & media . bernard, king, mcgaw, paradis, tallacksen . �
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concept generation / concept generation matrix
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concept matrixa concept matrix was created for framed idea generation which used our three main insights fron analysis on the Y axis and the main areas of focus on the X.
design synthesis . spring 2006 . kids & media . bernard, king, mcgaw, paradis, tallacksen . �
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concept generation / concept generation matrix
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concept matrixa concept matrix was created for framed idea generation which used our three main insights fron analysis on the Y axis and the main areas of focus on the X.
Music device based on your “moves”Motion-capture gearVirtual square dancing, with competition and voting
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GeoBloggingLivecasting: Whatever you’re doing is shared with thousandsNetworked mobile devices
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Massively multi-player narratives
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design synthesis . spring 2006 . kids & media . bernard, king, mcgaw, paradis, tallacksen . �
Trends
Economics
Bad foodis cheap
Mainstreamhealthyfoods
Reductionof middleclass
'Tweenshave more $
Rise inH.C. $
Low-payjobs
Notpreventative
ER $more
$$$$vs. $
High volume= high $
Marketexplosion
Politics
Foodindustry
Obesityconcerns
Lowersciencefunding
No childleft behind
Schoolfunding
Lobbying
Society
Cocooning
Standardizedtest scoresdecreasing
Polarizationof body image
Health
Liferecording
Homeeducation
Lack of $awareness
FickleAcceptanceof wildgames
Childporno
Kidlesscouples
Personalcelebrity
"On thego"
Convenience
Ritalin
Lowattention
H.C.compensation
Infantmortality
Diabetes
More channels
BiggerTVs
Internet
Videogames
Technology
Newinterfaces
UbiquitoustechSlow U.S.
adoptionVideogames/TV
Techtools
Stupiditycompensation
Lack ofphysicalinteraction
Internet
Fast-paceinfo
Brain-control
Eye-control Voice
recog.
Distancelearning
Virtual
scenario planning / trends effecting t(w)eens
is media making t(w)eens fat and stupid?we asked a specific question in exploring trends effecting t(w)eens and were sure to consider trends in politics, economics, society and technology.
design synthesis . spring 2006 . kids & media . bernard, king, mcgaw, paradis, tallacksen . 10
scenario planning / trend ranking
is media making t(w)eens fat and stupid?from our blown-out trends mindmap we identified top trends which we then ranked according to scenario planning criteria as laid out in the book on the topic, The Art of the Long View.
Top Trends Significance Uncertainty Total
Funding of education 12 7 19
Lobbying (of health issues) 0 1 1
Increasing health care costs 3 3 6
From physical to virtual 6 7 13
Increasing ubiquity of technology 8 4 12
Increasing network availability 9 4 13
Lagging technology and science in US 1 9 10
Cocooning 4 9 13
Personal celebrity 14 3 17
Body image vs body reality 13 3 16
Convenience is king 10 3 13
Tween disposable income 11 4 15
Channel of one (Om) 5 3 8
Shared media (Lingo) 2 7 9
Getting older, younger 7 3 10
design synthesis . spring 2006 . kids & media . bernard, king, mcgaw, paradis, tallacksen . 11
scenario planning / 3 key trends to consider
trends for the futurein our ranking, our project team felt that we needed to consider three rather than just two trends in crafted our scenarios. the funding of education, personal celebrity and the availability of t(w)een disposable income were of particular importance. in addition, although body image received the third highest score we decided to it logically fit with personal celebrity.
Top Trends Significance Uncertainty Total
Funding of education 12 7 19
Lobbying (of health issues) 0 1 1
Increasing health care costs 3 3 6
From physical to virtual 6 7 13
Increasing ubiquity of technology 8 4 12
Increasing network availability 9 4 13
Lagging technology and science in US 1 9 10
Cocooning 4 9 13
Personal celebrity 14 3 17
Body image vs body reality 13 3 16
Convenience is king 10 3 13
Tween disposable income 11 4 15
Channel of one (Om) 5 3 8
Shared media (Lingo) 2 7 9
Getting older, younger 7 3 10
design synthesis . spring 2006 . kids & media . bernard, king, mcgaw, paradis, tallacksen . 1�
The Real World*
Kids Rule
The New Renaissance
A Hyperstar is Born
more funding for schools
less funding for schools
few celebrities
teens spend more
New Britannia
Socialist Paradise
Teacher is King
Depression Redux
everyone’s a celebrity
teens spend less
more funding for schools
less funding for schools
few celebrities
everyone’s a celebrity
scenario planning / scenario maps in 3d
three main trends translates to eight scenariosplacing our three key trends on position maps generated eight distince possible futures to consider. in our mapping, we went about naming the futures to help the team create stories of what each might be like.
design synthesis . spring 2006 . kids & media . bernard, king, mcgaw, paradis, tallacksen . 1�
future scenario 1 / new britannia
new britanniatweens spend less • less funding for schools • everybody’s a celebrity
As expected, the European Union, India, China and the rest of industrialized Asia surpass the US as masters of the global zeitgeist. Tweens in the US have less disposable income and funding for schools is on a downward trend. However, the countries technical infrastructure still drives the culture’s obsession with celebrity, and becoming famous. Reality television and competitive shows derived of American Idol, Fear Factor and Jackass dominate the airwaves. Sites that support the viral transformation of tweens into internet celebrities thrive. Major media outlets mine social networking sites for the next big ‘star.’
conceptsA Star is Born: Major media outlets conduct ‘a star is born’ grand challenges for
sports, entertainment, or people just willing to be plain stupid in exchange for being famous. To be cool is to be aligned with fads and trends that are globally relevant and not US Centric. US brands leverage foreign celebrities and design language in the promotion of products, brands and services.
Low-end Theory: Since high bandwidth mobile technology is out of reach of most tweens consumer devices operate on a principle of low-end theory. Consumer devices for tweens are cheap, poorly designed and trendy and they are designed to take advantage of the convergence of the group.
Multimedia Physical Centers: Tweens still strive for a community and a way to connect. Much like video arcades drove this interaction in the early 80’s the next generation of community centers provide the same environment for tweens to make connections globally and locally but making technology accessible via a limited pay as you go model ala an internet-café model.
design synthesis . spring 2006 . kids & media . bernard, king, mcgaw, paradis, tallacksen . 1�
future scenario � / socialist paradise
socialist paradisetweens spend less • more funding for schools • everyone’s a celebrity
Nonplussed by a culture of excess and individualism, parents across the country rein in the cash provided to tweens, encouraging them to live more simply. At the same time, voters also force government to spend more on education. The result is a society where children are well taken care of, and contribute to their community. The ubiquity of technology and leveling media is used to celebrate each person’s contribution to the whole. Public schools have the money they need to develop successful children and become a place where residents come together for volunteer events like Habitat for Humanity.
conceptsKid Composed Media Hits: Middle School media club puts together a weekly 30-
minute cable TV show that highlights the achievements of local tweens: athletes, singers, actors, volunteers, mathletes, etc. And it’s the hit of the local cable system.
Sharecast: As a way of celebrating the uniqueness of each individual, school begin providing gear to kids that stream a video and audio feed whenever they are in public spaces (software and location tagging locks the system down in private spaces). What started as “Reality TV Meets Contemporary Anthropology” class project becomes a live, ongoing blog allowing people to share in each others’ experiences as they happen.
Altruistic / Reality-Based MMPORGs: Tweens flock to a new breed of online games with a much more realistic focus—helping in their community. Instead of playing “Sim Family”, tweens become interested in “Sim FEMA”, where they have to work together to respond to natural disasters. The game is self-consciously positioned as real-world training for skills that tweens can use to help their communities later, in the real world.
design synthesis . spring 2006 . kids & media . bernard, king, mcgaw, paradis, tallacksen . 1�
future scenario � / depression redux
depression reduxtweens spend less • less funding for schools • few celebrities
The excesses of the United States’ past and current state catch up to it as China and India race past to become economic, technological and cultural leaders of the world. The US economy is sorely depressed and funding for schools is hard to come by. At the same time, a few media stars rise up to be the royalty of this time, allowing adults and kids alike a mental escape from the reality of their current state.
conceptsHigh-Tech Movie Theaters: super über movie theaters with full virtual reality and
access to the latest Chinese and Indian content
Video Serials (Pass-around media): inexpensive video serials (kind of like the comics of old) that play on cheap portable media devices
Virtual Space Travel: virtual trip to the moon and space... the Chinese kids get to do it for real
design synthesis . spring 2006 . kids & media . bernard, king, mcgaw, paradis, tallacksen . 1�
future scenario � / teacher is king
teacher is kingtweens spend less • more funding for schools • few celebrities
In a time when there is more money, people have begun to understand its value. Parents encourage tweens to spend less money and save it. This important demographic, which usually fuels adoption of new technology, therefore is spending less on gadgets for recreational use. However, the influx of new cash has led to increased funding for schools, both from public and private sources, instigating the use of technology primarily for educational purposes.
conceptsSponsored Educational Tools: Companies subsidize schools in the form of
inexpensive laptop computers to be used as portable teaching/learning tools
Teaching for the 21st Century: Teachers give assignments using new technologies, such as teaching physics with interactive games
High Touch Tech: Since kids are primarily focused on those around them, technologies that facilitate face-to-face interaction are important (ex. sharing mp3 music through telephone network)
design synthesis . spring 2006 . kids & media . bernard, king, mcgaw, paradis, tallacksen . 1�
future scenario � / the real world aka pop media
the real world aka pop mediatweens spend more • less funding for education • everyone’s a celebrity
Continuing fully with current trends, tweens are older faster, have more money than ever while public educational funding decreases. Luckily, in this world, everyone has access to extremely inexpensive tools for content creation and a way to sell it through the “network”, a global construct for storing, finding and paying for media. In this world, everyone’s lives are like a TV show ready to be watched.
conceptsAvatar Assist: a small device carried as a pendant or bracelet that allows cameras
capturing images of you to know who you are, etc.
Movie Camp: tweens learns how to make movies as good as the rest
Auteurship SAT’s: media is king so learning how to test creators has value
design synthesis . spring 2006 . kids & media . bernard, king, mcgaw, paradis, tallacksen . 1�
future scenario � / kids rule
kids ruletweens spend more • more funding for schools • everyone’s a celebrity
The trend toward only 1-- and 2-child families has accelerated and spread. Much like the “Little Emperor” syndrom in China, children are highly catered to, receiving much disposable income from their parents. Additionally education is better funded. Entertainment and leisure industries refocus on attracting spending by tweens and their doting parents. Converting to smoke and alcohol-free establishments is not out of the question. Because of the kid-centered culture, media channels provide more and more ways for kids to express themselves. the kid-centered culture
conceptsChild Broadcasters: youthful commentators are featured on the evening news,
because the general public places a high value on kids’ views and opinions. As a result, broadcast journalism classes become standard in high schools and even some middle schools. Marketers find success selling “studio in a box” kits that help kids practice being a TV spokesperson.
FacebookVideo: Children in middle school use FacebookVideo to compile a semi-public portfolio (resume + scrapbook) documenting their school and extracurricular activities. Relatives, friends, and neighbors enjoy following FacebookVideo entries of the kids they know, because it provides a connection to youth that adults crave more and more.
VideoFfitti: Video-equipped mobile phones become the tools for tweens to use in dissing (or praising) anything and anyone around them. Like a mobile version of Google Earth tagging, this system allows tweens to point a phone’s camera at an object and then record their opinions about it. Anyone else with a similarly-equipped phone can play back sassy video clips.
design synthesis . spring 2006 . kids & media . bernard, king, mcgaw, paradis, tallacksen . 1�
future scenario � / a hyperstar is born
a hyperstar is borntweens spend more • less funding for schools • few celebrities
Tweens, more and more, seek affirmation and self-expression through aligning themselves with the popular celebrities of the times. They will work and spend slavishly to support their public personas. Companies align their brands to these celebrities to gain the loyalty of this lucrative market. The brands promote these hyperstars while the stars in turn provide power to the brands. Their super power allows brands take over services that are traditionally regarded as the responsibility of the public sector or government, in turn increasing their profits and the celebrity of their stars.
coceptsCommercialized Learning Centers: Companies develop learning technology centers or
even sponsor outright educational institutions to make up for gaps in public spending on education.
Personalized Tech: Personalization of technology products based on the personality of the hyperstar becomes the easiest way to capture the tween market. Scarcity, or perceived scarcity heightens the adoption of new products.
“Perceived Choice”: Tweens personify their own values through the shorthand of brands. Social networking sites are branded across multiple dimensions and segments even though they may all be ultimately owned by one multinational.
design synthesis . spring 2006 . kids & media . bernard, king, mcgaw, paradis, tallacksen . �0
future scenario � / the new renaissance
the new renaissancetweens spend more • more funding for schools • few celebrities
People have more money and are spending more. Tweens continue to be an extremely important demographic, as they are seen as the early adopters of new technologies...and they have the money to buy them. There has been an explosion of new devices that make leisure and learning easier and more fun, prompting the explosion of media devices and networks. Self-promotion has become passe, new technologies are used to foster learning and skill-development.
conceptsClosed-Loop Gaming: For groups of tweens gaming together, systems for head to head
video gaming in large co-located groups
Generation C Web Service: Through these online communities, appreciation of the modern arts is fostered. Artists and authors post their works for critique. Budding artists and authors are encouraged, while accomplished ones are praised and made famous.
design synthesis . spring 2006 . kids & media . bernard, king, mcgaw, paradis, tallacksen . �1
concept generation ii / focus on collaborationinsights principles ideas-product ideas-system ideas-strategicTweens collaborate differently Collaboration from home Wireless computer family pack Multi-computer kits (like a cell-phone
family plan)Product bundling and service integration across devices
Collaboration in public Mood gear Ambient devices that indicate your 'mood' through physical and virtual channels based on biometric feedback
Merging of social networking and physical worlds in realtime
Flash mob fob Affinity seeking devices that can be used to find people in your immediate area with your interests
Digital charm bracelet A bracelet with RFID or flash-media enabled 'charms' that users can give to friends
Collaboration with people they 'know' Proximity aware networking Indicates when friends or people in your group are in a similar space, city, town or mall.
The ability to create physical 'clickstreams' that can be shared with others in your network.
Zone tag The ability to 'mark' areas you visit and have other people in your network be 'notified' when they pass through the same space.
Collaboration with people they don't 'know
Avatar assist A inference-base search system that auto-tags your media, profile and current location to surface information about people, things or trends that may be of interest to you in the context of your immediate environment
Collaboration with people in physical geography
Where you at' location devices Passive presence awareness devices
Collaboration with people outside their geography
LiveCasting Live streaming of content caputured via a 'life recorder'
Realtime, user designed, contextually aware entertainment experiences
focus on collaborationthe project team thought that our first round of concept generation including scenario planning didn’t pay enough heed to collaboration so we did a brief exploration of just this space.
design synthesis . spring 2006 . kids & media . bernard, king, mcgaw, paradis, tallacksen . ��
concept generation / focus on securityInsight Principles Ideas-ProductAny service or product must incorporate Virtual security Spheressecurity measures Background check at initial sign-in
Parental log-inKey-word flaggingEmergency button
Physical security Supervised meetingsChild-safety agentsParents loungeHigh-school cool kids
DescriptionsSpheres Layers of familiarity that parents
set up for 'tween that can be turned on and off
Background check Everyone signing up must provide personal information that allows network to do a simple background check
Parental log-in Only parents can log-in to network for their 'tweens
Key-word flagging When certain words are used, they are automatically flagged and checked by network
Emergency button Button incorporated into the system that a 'tween can press if they believe they are speaking to someone that could cause them harm. Network checks on the person
Supervised meetings Space where face-to-face interaction is supported. Responsible adults are always present
Child-safety agents Network of adults who are certified agents that 'tweens could call to help in a situation where they are uncomfortable
Parents lounge Adult-friendly area within a physical space where parents can accompany their kids
High school cool kids Kids who volunteer (or are paid) to be watchdogs
Insight Principles Ideas-ProductAny service or product must incorporate Virtual security Spheressecurity measures Background check at initial sign-in
Parental log-inKey-word flaggingEmergency button
Physical security Supervised meetingsChild-safety agentsParents loungeHigh-school cool kids
DescriptionsSpheres Layers of familiarity that parents set up for 'tween that can be
turned on and off
Background check Everyone signing up must provide personal information that allows network to do a simple background check
Parental log-in Only parents can log-in to network for their 'tweens
Key-word flagging When certain words are used, they are automatically flagged and checked by network
Emergency button Button incorporated into the system that a 'tween can press if they believe they are speaking to someone that could cause them harm. Network checks on the person
Supervised meetings Space where face-to-face interaction is supported. Responsible adults are always present
Child-safety agents Network of adults who are certified agents that 'tweens could call to help in a situation where they are uncomfortable
Parents lounge Adult-friendly area within a physical space where parents can accompany their kids
High school cool kids Kids who volunteer (or are paid) to be watchdogs
focus on securityin addition, the project team felt like we had missed a big area of concern for parents by not more specifically addressing security so we explored this area as well.
design synthesis . spring 2006 . kids & media . bernard, king, mcgaw, paradis, tallacksen . ��
physical objects responding to mediaClothing that reveals what you’re listening to“Mood” gear.
capturing life digitallyAvatar assist (wearable device to capture life)Cheap digital charm bracelet
media responding to lifeMusic device based on your “moves” Automatic soundtrack generated from what you’re doing in real life
media responding to physical Physical throw of media content to another person.Gestural recall of media. Physical inputs to avatar creation (performance capture)Motion-capture gear.
networked physical activities Virtual square dancing, with competition and voting.Kendo in your living room with othersDDR “zoolander” dance-off.Virtual “he shoots, he scores” Network play with virtual audience (that can heckle)Trivial pursuit frisbeeVirtual space travel
exercise communities & supportSupport network for (physical) trainingVirtual personal trainer.Shared virtual personal assistantSubmit your exercise Shoes congratulate you when you finish working out
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group developmentFlash Mob FobTeamEngine (supports sports teams)Skillz guildPlatform for league generation
broadcast me celebrityMeTube / Flickr VideoUpload your own skate video (You-Tube)Helmet-cams (for skiers)LiveCasting: Whatever you’re doing is shared with thousands
kid-produced mediaKid-produced media shows (broadcasting in a box)Movie Camp (a store? for birthdays?)
cocreative networksMultimedia contestsOnline multimedia mashups.Massively multiplayer narrativeCollaborative social networkingTribute events
proximity networks for communicationProximity-aware networking.Where you at? Constant status updater so you can let your buddies know where you areBonjour for mobileFriend-sensing clothesGroup telematicsTelematics in sports equipment
mapping media to geographyZonetag—captures where you areVideoFfitti - tagging physical locations w/ videoGeoBlogging
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Use GPS know, when you’ve come home, to replay where you’ve been.Geo-aware helmet-cam
personalized productsPersonalized tech - celebrity, scarcityNIKE ID shoes—customized.Perceived Choice (Corporate Skinning)
Low-end theory (cheap devices)Low-end theory (cheap devices)
tapping tweens for public goodAltruistic/Reality-based MMPORGsGrid exploration
rewardsKidCreditEarn karma (reputation) points from other users as you pass them the ballReal world performance gives virtual-world credit (eg: pedometer gives you points in a game)
enhancing education with mediaCommercial learning centersCompanies subsidized schools (e.g. inexpensive w/ tween-centered software)P.E. Pros (outsourced, multimedia PE for schools)media sharingLive sharing of media.Vide3o serials (comics, pass-around media)
high-tech public gathering placesFace-to-face local media interactionMultimedia physical centers for collaborationNew high-tech movie theatres
too generalNike gear for participationNike gear for contribution
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concept clustering / first level groupings
design synthesis . spring 2006 . kids & media . bernard, king, mcgaw, paradis, tallacksen . ��
concept clustering / affinity groupings
proximitynetworks for
communication(6)
co-creativenetworks (5)
mapping media to geography (5)
groupdevelopmentservices (4)
enhancingeducation with
media (4)
exercisecommunities
and support (7)
networkedphysical
activities (11)
networkedphysical activity
(19)
media sharing (2)
tapping tweens for public good
(2)
high-tech public gathering places
(3)
mediaresponding to
the life (2)
physicalresponding to
media (2)
media-realityaugmentation
(11)
kid-producedmedia (2)
mediaresponding to physical (4)
broadcast me celebrity (4)
too general (2)rewards (3)
personalizedproducts (3)
low-end theory (1)
geographicnetworks and
media (11)
communicationand cocreation networks (11)
capturing life digitally (3)
communitysupport for
physical activity (8)
tech products (4)
producing media (11)
encouraginggood behavior
(9)
shared media experiences (9)
physical media (15)
affinity groupingswe took all of those first level groupings and reduced clustered them by affinity. this process was partially formalized and rigorous and partially intuitiive based on our prior learnings and experience.
design synthesis . spring 2006 . kids & media . bernard, king, mcgaw, paradis, tallacksen . ��
evaluation / point concepts
evaluation of point conceptswe scored each of the 68 point concepts we had generated against both user and business value and scaled each score to 100 for easy comparison.
Concept Evaluation Worksheet Big Questions. Rate on a scale of 1 to 9
No. Description Socialization Network Mobility Management Immersion Hope Expression Exercise Enchantment Security
Low Risk (likely will suc- ceed)
Profit Potential
Ease of Implementation
User Value Score (scaled to 100 pts)
Business Score (scaled to 100 pts)
Weight > 1.5 1 1.5 1 1 1 1.5 2 1 2 1 2 1 121.50 36
1 Collaborative social networking 8 7 6 2 7 4 6 1 4 3 5 3 4 51.03 41.67
2 Multimedia contests 5 4 2 3 3 5 7 1 5 7 3 4 6 46.91 47.22
3 Low-end theory (cheap devices) 3 3 5 4 2 1 3 3 1 1 7 6 4 29.22 63.89
4 Multimedia physical centers for collaboration 7 3 2 1 2 3 8 3 4 8 4 5 3 49.79 47.22
5 Commercial learning centers 6 2 2 1 1 4 5 2 3 9 8 6 4 43.21 66.67
6 Personalized tech 5 4 1 2 4 2 3 3 3 3 7 7 8 33.33 80.56
7 Perceived Choice (Corporate Skinning) 2 2 1 1 4 3 2 1 1 1 4 5 7 18.52 58.33
8 Kid-produced media shows (broadcasting in a box) 5 2 3 3 5 5 8 1 4 5 8 6 7 45.27 75.00
9 Altruistic/Reality-based MMPORGs 7 7 1 2 8 5 5 1 8 4 8 8 7 48.97 86.11
10 New high-tech movie theatres 2 1 1 1 7 4 1 1 9 5 3 3 8 32.92 47.22
11 Video serials (comics, pass-around media) 4 4 1 5 6 3 2 1 7 4 7 4 8 37.45 63.89
12 Virtual space travel 3 6 2 2 7 6 3 2 8 5 7 4 5 45.27 55.56
13 Grid exploration 5 7 6 1 5 5 4 3 6 6 6 3 7 53.09 52.78
14Companies subsidized schools (e.g. inexpensive w/ tween-centered software)
5 1 4 1 1 2 3 1 3 8 5 3 7 36.21 50.00
15 Face-to-face media interaction 6 1 3 4 5 2 4 3 5 6 4 3 9 44.86 52.78
16 Flash Mob Fob 7 6 7 1 4 1 3 5 4 2 6 6 8 45.68 72.22
17 Cheap digital charm bracelet 7 3 6 7 2 2 5 1 4 3 5 5 7 43.62 61.11
18 Avatar assist (wearable device to capture life) 5 3 7 1 2 1 3 3 2 3 4 6 5 35.80 58.33
19 Movie Camp (a store? for birthdays?) 7 1 1 1 5 1 7 4 6 7 4 8 6 48.15 72.22
20 MeTube / Flickr Video 3 5 3 7 4 5 7 1 5 3 9 3 9 44.03 66.67
21 VideoFfitti 7 7 9 7 3 6 9 4 4 6 6 7 7 69.55 75.00
22 KidCredit 2 1 5 1 1 1 1 1 1 8 7 7 4 28.81 69.44
23 TeamEngine (supports sports teams) 8 5 3 4 3 5 3 9 3 7 8 7 8 60.08 83.33
24 P.E. Pros (outsourced, multimedia PE for schools) 5 1 4 1 2 2 1 8 1 9 7 3 9 46.09 61.11
25 Upload your own skate video (You-Tube) 5 4 2 7 4 4 5 4 3 4 6 3 9 46.09 58.33
26 Physical inputs to avatar creation (performance capture) 6 3 1 1 2 2 5 4 4 4 5 4 6 37.86 52.78
27Earn karma (reputation) points from other users as you pass them the ball
8 4 5 1 3 2 1 6 2 4 3 3 3 43.62 33.33
28 Proximity-aware networking. 4 7 6 1 1 1 1 5 1 2 8 6 9 34.16 80.56
29 Live sharing of media. 5 5 2 6 2 4 4 1 3 3 6 4 8 36.63 61.11
30 “Mood” gear. 6 2 4 1 3 3 5 1 3 4 5 4 8 36.63 58.33
31 Music device based on your “moves” 5 2 2 1 4 7 6 4 4 3 6 5 8 42.39 66.67
32 Motion-capture gear. 4 1 1 1 3 2 5 5 3 4 4 6 5 35.39 58.33
33 Virtual squaredancing, with competition and voting. 7 7 1 3 6 2 5 6 3 6 7 5 7 53.09 66.67
34 NIKE ID shoes—customized. 4 1 1 1 1 1 3 4 2 5 4 7 9 29.63 75.00
35 Online multimedia mashups. 3 6 2 4 5 5 6 1 5 5 6 4 9 44.03 63.89
36 Skillz guild. 5 4 2 1 4 2 4 2 1 3 4 2 8 31.69 44.44
37 Group telematics 6 7 4 1 6 3 1 5 1 5 4 3 6 44.86 44.44
38 Physical throw of media content to another person. 6 4 5 6 1 3 3 2 2 3 4 3 7 38.68 47.22
39 Gestural recall of media. 2 1 2 8 2 3 1 2 1 3 3 3 4 26.75 36.11
40 GeoBlogging 4 6 5 3 3 1 4 5 3 2 7 4 8 40.74 63.89
41LiveCasting: Whatever you’re doing is shared with thousands
6 7 6 3 4 2 6 3 3 1 6 4 6 44.44 55.56
42 Networked 5 8 4 2 3 5 4 3 4 3 8 2 8 44.03 55.56
43Where you at? Constant status updater so you can let your buddies know where you are
6 5 7 1 3 3 3 5 2 4 6 6 9 46.09 75.00
44 Telematics in sports equipment 3 4 4 1 2 1 2 5 1 6 8 5 8 36.63 72.22
45 Platform for league generation 4 4 2 4 1 1 3 6 1 4 8 8 8 36.63 88.89
46 Shared virtual personal assistant 2 3 1 5 1 1 1 1 3 3 3 4 8 22.22 52.78
47 Support network for training 2 1 1 4 1 1 2 5 1 3 5 6 8 25.93 69.44
48 Zonetag—captures where you are 4 2 5 3 2 1 3 4 2 1 5 3 8 31.28 52.78
49Use GPS know, when you’ve come home, to replay where you’ve been.
2 2 2 5 2 2 2 3 1 6 4 4 8 32.10 55.56
50 Virtual personal trainer. 1 2 1 1 3 1 1 6 1 3 5 6 8 25.10 69.44
51 Helmet-cams (for skiers) 4 2 6 3 2 2 4 5 2 4 6 3 7 41.15 52.78
52 Kendo in your living room with others 5 5 2 2 4 1 4 6 5 3 4 4 5 42.39 47.22
53 Geo-aware helmet-cam 1 3 6 3 2 1 4 5 2 4 6 3 6 37.45 50.00
54Real world performance gives virtual-world credit (eg: pedometer gives you points in a game)
3 4 4 2 2 1 4 6 3 4 3 3 4 39.92 36.11
55 Nike gear for contribution 1 1 3 1 1 1 1 5 1 5 7 4 8 26.75 63.89
56 Bonjour for mobile 4 6 7 3 2 3 3 2 3 2 8 3 9 37.86 63.89
57 Nike gear for participation 4 2 3 1 1 3 1 5 1 4 7 3 8 31.28 58.33
58Automatic soundtrack generated from what you’re doing in real life
5 2 2 3 4 8 5 3 5 4 5 5 5 44.44 55.56
59 Shoes congratulate you when you finish working out 1 1 3 1 1 2 1 4 1 5 3 2 9 25.93 44.44
60 Clothing that reveals what you’re listening to 4 3 3 3 3 1 5 1 3 3 4 4 6 32.10 50.00
61 Trivial pursuit frisbee 5 1 4 1 4 1 1 6 2 4 7 7 7 36.21 77.78
62 Friend-sensing clothes 7 5 6 1 3 3 3 1 1 4 4 5 7 38.68 58.33
63 Submit your exercise 3 3 2 1 2 1 5 5 1 5 4 2 8 35.39 44.44
64 DDR “zoolander” dance-off. 7 5 2 2 4 3 8 7 3 5 8 4 9 54.73 69.44
65 Network play with virtual audience (that can heckle) 5 6 3 1 5 1 6 1 4 3 7 4 8 37.86 63.89
66 Tribute events 5 4 1 1 5 5 3 1 6 5 7 7 8 38.27 80.56
67 Massively multiplayer narrative 5 7 3 3 7 3 9 1 9 3 5 6 7 51.44 66.67
68 Virtual “he shoots, he scores”—kinda lick 3 2 4 1 2 4 1 3 2 2 4 2 5 27.16 36.11
Concept Evaluation Worksheet Big Questions. Rate on a scale of 1 to 9
No. Description Socialization Network Mobility Management Immersion Hope Expression Exercise Enchantment Security
Low Risk (likely will suc- ceed)
Profit Potential
Ease of Implementation
User Value Score (scaled to 100 pts)
Business Score (scaled to 100 pts)
Weight > 1.5 1 1.5 1 1 1 1.5 2 1 2 1 2 1 121.50 36
1 Collaborative social networking 8 7 6 2 7 4 6 1 4 3 5 3 4 51.03 41.67
2 Multimedia contests 5 4 2 3 3 5 7 1 5 7 3 4 6 46.91 47.22
3 Low-end theory (cheap devices) 3 3 5 4 2 1 3 3 1 1 7 6 4 29.22 63.89
4 Multimedia physical centers for collaboration 7 3 2 1 2 3 8 3 4 8 4 5 3 49.79 47.22
5 Commercial learning centers 6 2 2 1 1 4 5 2 3 9 8 6 4 43.21 66.67
6 Personalized tech 5 4 1 2 4 2 3 3 3 3 7 7 8 33.33 80.56
7 Perceived Choice (Corporate Skinning) 2 2 1 1 4 3 2 1 1 1 4 5 7 18.52 58.33
8 Kid-produced media shows (broadcasting in a box) 5 2 3 3 5 5 8 1 4 5 8 6 7 45.27 75.00
9 Altruistic/Reality-based MMPORGs 7 7 1 2 8 5 5 1 8 4 8 8 7 48.97 86.11
10 New high-tech movie theatres 2 1 1 1 7 4 1 1 9 5 3 3 8 32.92 47.22
11 Video serials (comics, pass-around media) 4 4 1 5 6 3 2 1 7 4 7 4 8 37.45 63.89
12 Virtual space travel 3 6 2 2 7 6 3 2 8 5 7 4 5 45.27 55.56
13 Grid exploration 5 7 6 1 5 5 4 3 6 6 6 3 7 53.09 52.78
14Companies subsidized schools (e.g. inexpensive w/ tween-centered software)
5 1 4 1 1 2 3 1 3 8 5 3 7 36.21 50.00
15 Face-to-face media interaction 6 1 3 4 5 2 4 3 5 6 4 3 9 44.86 52.78
16 Flash Mob Fob 7 6 7 1 4 1 3 5 4 2 6 6 8 45.68 72.22
17 Cheap digital charm bracelet 7 3 6 7 2 2 5 1 4 3 5 5 7 43.62 61.11
18 Avatar assist (wearable device to capture life) 5 3 7 1 2 1 3 3 2 3 4 6 5 35.80 58.33
19 Movie Camp (a store? for birthdays?) 7 1 1 1 5 1 7 4 6 7 4 8 6 48.15 72.22
20 MeTube / Flickr Video 3 5 3 7 4 5 7 1 5 3 9 3 9 44.03 66.67
21 VideoFfitti 7 7 9 7 3 6 9 4 4 6 6 7 7 69.55 75.00
22 KidCredit 2 1 5 1 1 1 1 1 1 8 7 7 4 28.81 69.44
23 TeamEngine (supports sports teams) 8 5 3 4 3 5 3 9 3 7 8 7 8 60.08 83.33
24 P.E. Pros (outsourced, multimedia PE for schools) 5 1 4 1 2 2 1 8 1 9 7 3 9 46.09 61.11
25 Upload your own skate video (You-Tube) 5 4 2 7 4 4 5 4 3 4 6 3 9 46.09 58.33
26 Physical inputs to avatar creation (performance capture) 6 3 1 1 2 2 5 4 4 4 5 4 6 37.86 52.78
27Earn karma (reputation) points from other users as you pass them the ball
8 4 5 1 3 2 1 6 2 4 3 3 3 43.62 33.33
28 Proximity-aware networking. 4 7 6 1 1 1 1 5 1 2 8 6 9 34.16 80.56
29 Live sharing of media. 5 5 2 6 2 4 4 1 3 3 6 4 8 36.63 61.11
30 “Mood” gear. 6 2 4 1 3 3 5 1 3 4 5 4 8 36.63 58.33
31 Music device based on your “moves” 5 2 2 1 4 7 6 4 4 3 6 5 8 42.39 66.67
32 Motion-capture gear. 4 1 1 1 3 2 5 5 3 4 4 6 5 35.39 58.33
33 Virtual squaredancing, with competition and voting. 7 7 1 3 6 2 5 6 3 6 7 5 7 53.09 66.67
34 NIKE ID shoes—customized. 4 1 1 1 1 1 3 4 2 5 4 7 9 29.63 75.00
35 Online multimedia mashups. 3 6 2 4 5 5 6 1 5 5 6 4 9 44.03 63.89
36 Skillz guild. 5 4 2 1 4 2 4 2 1 3 4 2 8 31.69 44.44
37 Group telematics 6 7 4 1 6 3 1 5 1 5 4 3 6 44.86 44.44
38 Physical throw of media content to another person. 6 4 5 6 1 3 3 2 2 3 4 3 7 38.68 47.22
39 Gestural recall of media. 2 1 2 8 2 3 1 2 1 3 3 3 4 26.75 36.11
40 GeoBlogging 4 6 5 3 3 1 4 5 3 2 7 4 8 40.74 63.89
41LiveCasting: Whatever you’re doing is shared with thousands
6 7 6 3 4 2 6 3 3 1 6 4 6 44.44 55.56
42 Networked 5 8 4 2 3 5 4 3 4 3 8 2 8 44.03 55.56
43Where you at? Constant status updater so you can let your buddies know where you are
6 5 7 1 3 3 3 5 2 4 6 6 9 46.09 75.00
44 Telematics in sports equipment 3 4 4 1 2 1 2 5 1 6 8 5 8 36.63 72.22
45 Platform for league generation 4 4 2 4 1 1 3 6 1 4 8 8 8 36.63 88.89
46 Shared virtual personal assistant 2 3 1 5 1 1 1 1 3 3 3 4 8 22.22 52.78
47 Support network for training 2 1 1 4 1 1 2 5 1 3 5 6 8 25.93 69.44
48 Zonetag—captures where you are 4 2 5 3 2 1 3 4 2 1 5 3 8 31.28 52.78
49Use GPS know, when you’ve come home, to replay where you’ve been.
2 2 2 5 2 2 2 3 1 6 4 4 8 32.10 55.56
50 Virtual personal trainer. 1 2 1 1 3 1 1 6 1 3 5 6 8 25.10 69.44
51 Helmet-cams (for skiers) 4 2 6 3 2 2 4 5 2 4 6 3 7 41.15 52.78
52 Kendo in your living room with others 5 5 2 2 4 1 4 6 5 3 4 4 5 42.39 47.22
53 Geo-aware helmet-cam 1 3 6 3 2 1 4 5 2 4 6 3 6 37.45 50.00
54Real world performance gives virtual-world credit (eg: pedometer gives you points in a game)
3 4 4 2 2 1 4 6 3 4 3 3 4 39.92 36.11
55 Nike gear for contribution 1 1 3 1 1 1 1 5 1 5 7 4 8 26.75 63.89
56 Bonjour for mobile 4 6 7 3 2 3 3 2 3 2 8 3 9 37.86 63.89
57 Nike gear for participation 4 2 3 1 1 3 1 5 1 4 7 3 8 31.28 58.33
58Automatic soundtrack generated from what you’re doing in real life
5 2 2 3 4 8 5 3 5 4 5 5 5 44.44 55.56
59 Shoes congratulate you when you finish working out 1 1 3 1 1 2 1 4 1 5 3 2 9 25.93 44.44
60 Clothing that reveals what you’re listening to 4 3 3 3 3 1 5 1 3 3 4 4 6 32.10 50.00
61 Trivial pursuit frisbee 5 1 4 1 4 1 1 6 2 4 7 7 7 36.21 77.78
62 Friend-sensing clothes 7 5 6 1 3 3 3 1 1 4 4 5 7 38.68 58.33
63 Submit your exercise 3 3 2 1 2 1 5 5 1 5 4 2 8 35.39 44.44
64 DDR “zoolander” dance-off. 7 5 2 2 4 3 8 7 3 5 8 4 9 54.73 69.44
65 Network play with virtual audience (that can heckle) 5 6 3 1 5 1 6 1 4 3 7 4 8 37.86 63.89
66 Tribute events 5 4 1 1 5 5 3 1 6 5 7 7 8 38.27 80.56
67 Massively multiplayer narrative 5 7 3 3 7 3 9 1 9 3 5 6 7 51.44 66.67
68 Virtual “he shoots, he scores”—kinda lick 3 2 4 1 2 4 1 3 2 2 4 2 5 27.16 36.11
design synthesis . spring 2006 . kids & media . bernard, king, mcgaw, paradis, tallacksen . ��
evaluation / point concepts mapped
Concept Viability
User Value
Bus
ines
s Va
lue
concept mappingtaking these scores, we mapped each point concept in terms of viability based on user and business value. we thought this might give us some idea of where to start creating our systems.
design synthesis . spring 2006 . kids & media . bernard, king, mcgaw, paradis, tallacksen . ��
system DNA / creative.collective
Concept Viability
User Value
Bus
ines
s Va
lue
Multimedia contests
Social Network
MotionGrabz
creative.collectivewe took a suite of point concepts that fit well together to create systems level concepts. we dubbed this the system “DNA” and generated three separate system level concepts. this particular DNA represents a concept known as creative collective.
design synthesis . spring 2006 . kids & media . bernard, king, mcgaw, paradis, tallacksen . ��
system concept / creative.collective
creative.collective
creative.collective creative.collective
aaaa
create & edityour media at home or in c� ’s studio space.
upload your media to the c� network.
your media is peer reviewed like American Idol with a heavy dose of social networking.
media is available in various media formats.
MTV hands out awards to the best rated.
creative.collectiveis a virtual and physical space aimed at tweens - teens built by MTV Viacom Group. The venture looks to capitalize on tween’s growing savy with media creation combined with social networking and self-celebrity trends.
design synthesis . spring 2006 . kids & media . bernard, king, mcgaw, paradis, tallacksen . ��
concept evaluation / nike leaguemaster
Concept Viability
User Value
Bus
ines
s Va
lue
leaguemasterwe took a suite of point concepts that fit well together to create systems level concepts. we dubbed this the system “DNA” and generated three separate system level concepts. this second concept was called leaguemaster.
design synthesis . spring 2006 . kids & media . bernard, king, mcgaw, paradis, tallacksen . �0
system concept / nike leaguemaster
competition management
• creation of “leagues”• frameworkes for many kinds of athletic competitions• “season” scheduling assistant, calendars, etc.• build & share your own competition “framework”
social networking
• social filtering: private, family, friend type, public• karma points for involvement and getting well rated• allows for quick “pick-up game” activities• allows for finding others with similar interests
media enabling
• build “your” team and league site• livecasting from events via phone or Wi-Fi• video, audio, photos, blogging, etc.• hooked up with ESPN broadcaster school• tutorials showing how to use the tools
personalizing
• NikeID driven uniforms, shoes and other gear (see above left)• “skinning” for team and league site• pick a famous athelete or star to message you
leaguemaster leaguemaster
leaguemasteris an online venture run by Nike to enable league management and development. Tweens would be the lowest age group to be targeted and offerings would support social networking in the real and virtual world.
leaguemaster
design synthesis . spring 2006 . kids & media . bernard, king, mcgaw, paradis, tallacksen . �1
concept evaluation / massively multiplayer narrative
Concept Viability
User Value
Bus
ines
s Va
lue
SweatPoints
Multimedia Center
Social Network
mmnwe took a suite of point concepts that fit well together to create systems level concepts. we dubbed this the system “DNA” and generated three separate system level concepts. this third concept became known as massively multiplayer narrative.
design synthesis . spring 2006 . kids & media . bernard, king, mcgaw, paradis, tallacksen . ��
system concept / massively multiplayer live
play now!
capture content in the real world...
sign up to play...
interact with your, others and PBS content online...
consume content on PBS, via the web and iPodlearn about the world in
the process...
MMLis produced by LucasArts for PBS to both entertain and teach tweens about real world issues. By developing role playing games, parts of which occur both online and in real life, it offers a compelling and active eductional experience.
design synthesis . spring 2006 . kids & media . bernard, king, mcgaw, paradis, tallacksen . ��
creative.collective
design synthesis . spring 2006 . kids & media . bernard, king, mcgaw, paradis, tallacksen . ��
creative.collective / one concept developed
creative.collective will provide t(w)eens who have Hollywood aspirations with compelling and integrated experiences, both virtual and real-world, inspiring them to:
learn.create.shareand author the next-generation of media.
T(w)eens live in a media saturated society, yet too many of the options available to them are
passive experiences.
past future
design synthesis . spring 2006 . kids & media . bernard, king, mcgaw, paradis, tallacksen . ��
BrowsersLearners
Contributors
Stars
creative.collective / one concept developed
ContributorsLearners=Browsers=
Stars
past future
design synthesis . spring 2006 . kids & media . bernard, king, mcgaw, paradis, tallacksen . ��
creative.collective / creative.cafe
creative.collective
creative.cafeis a physical space aimed at tweens - teens built by Apple Computer & Disney. These would be expansions of current and future flagship Apple stores and would only exist in major cities. The cafe would feature classes, snacks and physical networking.
design synthesis . spring 2006 . kids & media . bernard, king, mcgaw, paradis, tallacksen . ��
musicians
creative.collective / creative.virtual
my.page creative.collective
top rated videos genrestop stars
best actors
best animators
best directors
best musicians
creative.virtualis a virtual space where tweens can publish and browse videos and animations. Creation tools and tutorials, celebrity-hosted events, social networking and peer reviews keep the space lively, engaging and valuable to content creators and viewers.
design synthesis . spring 2006 . kids & media . bernard, king, mcgaw, paradis, tallacksen . ��
creative.collective / creative.idol
create & edit your media at home or in c� ’s studio space within Select Apple stores.
upload your media to the c� network on Quicktime.com.
your media is peer and expert reviewed like American Idol with a heavy dose of social networking. you also review other’s contributions.
media is available in various media formats through Quicktime.com and ABC.
Apple and Disney hand out awards to the best rated.
creative.idolis a process for recognizing t(w)een content creators. Expert judges combine opinions with users to rate and award selections in various cateogories in multiple medias: music, drama, comedy, sport clip, best director, editor, actor, etc.
creative.collective creative.collective
aaaa
design synthesis . spring 2006 . kids & media . bernard, king, mcgaw, paradis, tallacksen . ��
creative.collective / a multiview roadmap
a multiview roadmapour project team considered a suite of implementation variables in building a roadmap for creative.collective. included in this roadmap, we list product and feature elements above with human resources and systems capabilities below. this plan would obviously be flexible and highly dependent on Apple’s goals.
Long TermBeachhead Near Term Mid Term
Begin Program Development
Begin Technology Development
Program Development
Celebrity RepsEducators
Real EstateIT
Store StaffStaff Trainers
Media Managers
ProductionOnline ManagersStore DesignManufacturing,Fulfillment
Human Resources
Systems
Viral LaunchProgram Refinement
Early Adopters
Sign Lonely Islandor other youth communicators
WebsiteLaunch
ProductLaunches
Marketing& Media
ClassesOnline
Cable AwardsShow Launch
NetworkDebut
Tutorials OnlineContent Managemnet & Filters
Online Editing Tools
Online Editing Tools
Curriculum development Online Training Reality ShowDevelopment
Theme Park“Movie Camp”
Studio-in-a-BoxCo-branded movie gear
Home Digital Studio
Pop-up locations
Outreach to Media Schools (for staff); other educators for student partnerships
Stores in major cities; Disney locationsSmoothies & food products
BeginResearch &New MarketPlanning
BeginLocation Scouting& Design
Pop Culture Phenomenon
Brick & MortarLocation Launch
design synthesis . spring 2006 . kids & media . bernard, king, mcgaw, paradis, tallacksen . �0
haveagoodsummer
design synthesis . spring 2006 . kids & media . bernard, king, mcgaw, paradis, tallacksen . �1