Experience design

To continue to explore AR/VR for kids. I did a VR workshop at the Children's Museum of Art. The purpose of the workshop was for kids to learn while they are learning. Kids learn the information and recap those information by making. After the art section, when they wear VR, kids can see the artwork that they created.  It was wonderful to see the reaction from kids. I am excited to continue doing this kind of workshop for the future

If_I_Ride_VR_5.jpg

Words in my thesis

Digital Products = Products that has function and activate by electronic power.    

Analog Activities = Activities that does not require using digital products. In my thesis. It often references talking, playing, learning, and moving, making.

Children = My major users are kids from 8 to 10. However, depending on the project it could have a different range of age group. In that case it will be indicated. 

Engagement = First engagement is an action between people. Second engagement is an input of children when they are using digital products.  

Digital Technology = Digital technology is a transfer that involves breaking a message or form of communication between two machines down into binary code. It also includes displaying types of information on screen. 

Cognitive Development =  It is a neuroscience and psychology focusing on a child's development in terms of information processing, conceptual resources, perceptual skill, language learning.

Fear = Accepting negatively, concerned, not certain, and can’t predict future outcome. 

Experience = A moment of engaging with things. 

Addicted = Physically and mentally dependent on a particular substance, and unable to stop taking it without incurring adverse effects. Over using and doing, so it effect other things in a negative way. 

Creativity = An ability to think freely and often in an unusual way, doing things without direction, not afraid to act different from others. 

Dichotomy = a division or contrast between two things that are or are represented as being opposed or entirely different.

Social Skills = skill facilitating interaction and communication with others. Social rules and relations are created, communicated, and changed in verbal and nonverbal ways.

Analytical Thinking = critical component of visual thinking that gives one the ability to solve problems quickly and effectively. It involves a methodical step-by-step approach to thinking that allows you to break down complex problems into single and manageable components.

Communication skills = Transmitting and receiving messages clearly, and being able to read your audience.

Children/kids = a person between birth and full growth, usually below the age of 18 years.

School = an institution for educating children, any institution at which instruction is given in a particular discipline.

Educators = a person who provides instruction or education.

 

I am building a system map for my thesis. Last semester I made this map to show the dichotomy of the influences of digital technology in a child's cognitive development. Base on my research there was a complex relation between positive and negative. For example, communication skill is the area that show the clear two distinguish influence. Digital technology changed kids to communicate more on social networks than in person. As a consequence, young kids are good at exchanging information. However, the downside is that they are lack of negotiating and building a deeper friendship. 

Even if the map is symmetrical, the category of subjects are not identical side to side. So in the new map, I tagged each categories to indicate what they are representing. Also, I added the stockholder in between to let views know what is the role of stockholders. 

Methodology and Research

Interview
I interviewed many subject matter experts from a variety of stakeholders.I begin to understand the fear parents have through interviewing them.  One of my parent interviewees Adam Fujita said “We did not grow up in the digital culture. It is scary that we don’t know what digital technology is going to do our kids yet. “ One of my interviewees Wha-young Kang, is an Educator at Masuk High School.She was excited about Flipped Classroom which is a a pedagogical model where students see short video clips at home before class, so when they are in class, their time can focus on exercises or discussions. Unlike Parents, Educators see opportunity. So here is the the dichotomy between parents and educators. What about a designer? Jae Kim is a designer at Institute of Play, a company that utilizes technologies to create new learning experiences rooted in the principles of game design. She said, “If kids are addicted to learning like they are addicted to playing games, they can learn so much beyond textbooks.”

Digital technology is good for children
In my research I found professor Julie Mueller at Sir Wilfred Laurier Faculty of Education. She said a down side of using digital technology is what they are NOT doing when they are on Facebook. Kids want to be where friends are. That did not change. So they now use software program to receive immediate feedback on what they are doing, they never get tire and it is motivating them to decode and learn a part of their study. Kids can receive cognitive load to do more advanced skills of comprehension. Technology serve asa starting point. Find friend who have something in common , learn about culture across the world. They are growing up as a global citizen. Made them aware of who else are out there . It does not bring them in. It helped them to meet friends who they have never met without technology. For example Kids who have unusual hobby such as growing cactus or making miniature. They can meet through using software and have a deep relationship because of the same interest they have. Also there are a lot of article how this can be used in class. It can be used as an educational tool such as: Supplemental Teaching Tools, Motivate Students to Learn, Students Can Learn at Their Own Pace, Additional Resources for Students and Prepare Children for the Future. 

Digital technology is bad for children
The downside of the digital technology is also mentioned in a lot of research. ‘The Internet has changed the way people communicate, but some experts argue that social networking sites like Facebook and Twitter undermine social skills and the ability to read body language. Technology doesn’t provide the physical Contact that benefits wellbeing. There is a dose-response relationship, between the age at which children start watching screen media, the number of daily hours they watch and negativeeffects on physical health and well-being irrespective of the ‘quality’ of the screen material. Screen time must now be considered a major public health issue and reducing screen time must become the new priority for child health. There is nothing to be lost by children watching less screen media but potentially a great deal to be lost by allowing children to continue to watch as much as they do. By ignoring the growing body of evidence linking screen time with child health we may ultimately be responsible for the greatest health scandal of our time.

About children’s communication skill, Greenfield, a distinguished professor of psychology and director of the UCLA Children’s Digital Media Center, was most concerned about the social costs of our obsession with digital technology. She cited a recent study conducted by her center that found that sixth graders’ ability to read emotions from nonverbal cues improved significantly in just five days when they went to a camp that focused on face-to-face interactions. She also pointed to another of their studies that found that college students felt most “bonded” to their friends when they talked face to face, and most distant from them when they text-messaged. And, yet, of course, these students still most often communicated by text.

 

https://blog.kurzweiledu.com/2015/02/12/5-positive-effects-technology-has-on-teaching-learning/

http://newsroom.ucla.edu/stories/digital-technolgy-can-harm-your-health

https://blog.kurzweiledu.com/2015/02/12/5-positive-effects-technology-has-on-teaching-learning/ 

https://www.youtube.com/watch?v=vdCC5USzchY&feature=related

Definition of keywords in my thesis

Digital Products = Products that has function and activate by electronic power.    

Analog Activities = Activities that does not require using digital products. In my thesis. It often references talking, playing, learning, and moving, making.

Children = My major users are kids from 8 to 10. However, depending on the project it could have a different range of age group. In that case it will be indicated. 

Engagement= First engagement is an action between people. Second engagement is an input of children when they are using digital products.  

Digital Technology= Digital technology is a transfer that involves breaking a message or form of communication between two machines down into binary code. It also includes displaying types of information on screen. 

Cognitive Development=  It is a neuroscience and psychology focusing on a child's development in terms of information processing, conceptual resources, perceptual skill, language learning.

Fear = Accepting negatively, concerned, not certain, and can’t predict future outcome. 

Experience= A moment of engaging with things. 

Addicted = Physically and mentally dependent on a particular substance, and unable to stop taking it without incurring adverse effects. Over using and doing, so it effect other things in a negative way. 

Creativity = An ability to think freely and often in an unusual way, doing things without direction, not afraid to act different from others.   

Yesterday I finally had time to sit down and thought about the intent of my thesis. I wanted to make a professional looking thesis that is thoughtful with research and evidence. It should geared toward technology focused work because my intent is to bring this works to my job interview. I am interested in working as an interaction designer in a tech company. 

I made this map that show what I want to achieve in my thesis work. I want a make a thoughtful work that include research about the effect of digital technology in cognitive childhood development. Also I want to create work with high quality finish. In my graduate school program, I had been focusing on researching, prototyping and testing ideas more than shaping the look of the surface. However, my goal is to make a product that is repressible both inside and outside. It will show my graphic design skill. I mark down where I am now and it will move as I make progress. 

My thesis is about the benefit/opportunity of digital technology that could be utilized in a childhood development. If my main audience are the tech companies, that are influencing people’s behavior and lifestyle. I want make works that could influence people in the similar way. I made this map that shows how those company are influencing people in a positive way. 
 

So far I am down to make works that provide engaging information, discovering inspiring people and place, captivate memories. However, since my main users are children, I also want to challenge on increasing their creativity, educational knowledge and connection to their peers. 

Research Plan

My users

1. 6-8 year old kids who live in american and love playing with tablet PC. 
2. 6-8 year old kids who struggle in learning because of disorder
3. 6-8 year old kids who do not like to go to school

Research Plan

I need to find kids for many reason, interview, user test, model and experience design. Unfortunately I do not have many connection with parents and kids. I can think of 3 professors who have kids: Michael, Sinclair and Jennifer. I also need to contact with my previous interviewee who can provide me an opportunity to do work shop. I really need to make a nice introduction file and send out to private schools in NYC to seek for the opportunities. 

Products 

I want to make user test the app the I am developing which is a library app for kids 

Questions to ask them

When do like to use your tablet PC? 
How it is effecting your social life?
What is your favorite app to use?
What other activities in your daily life that enjoy?

Design for Children

For my thesis I want to design products for children. I understand that there are so many products already existing in the market now, however, if you consider that more than 20 percent of the world population are under 14 years old, there are not that many. Also, most of the existing products are made without design thinking or real research. 

When you start a new hobby, how you adjust your habits will have a tremendous affect on your future activities.  For example, how a beginner golfer learns their technique will affect the rest of one's golf life. Therefore, it is best to design for children early. I am very honored to design for them.    

This week I did ideation in this early stage of my thesis. I categorized my ideas into 5 different directions. 

1. Support needs of working parents. 2. Raise your kids to be successful. 3. Educate children to have a practical mentality. 4. Utilize technology to foster imagination.  5. Break boundary between adults and kids.

1. Support needs of working parents.
2. Raise your kids to be successful.
3. Educate children to have a practical mentality.
4. Utilize technology to foster imagination. 
5. Break boundary between adults and kids.

 

Donation Box

When I started researching about children I found overloaded articles, books, and blogs about how to make children successful. The content of those articles are all similar. The problem is that those articles don’t give specific instructions. I want to design products for parents to use in order to achieve the goal of making a kid successful. (Article) One of the keys to make kids successful is to give them chores. This donation box encourages kids to have responsibility for their chores. It invites children to be part of the donation process. When parents are donating, kids also need to finish their chores to complete the donation.

When I started researching about children I found overloaded articles, books, and blogs about how to make children successful. The content of those articles are all similar. The problem is that those articles don’t give specific instructions. I want to design products for parents to use in order to achieve the goal of making a kid successful. (Article)

One of the keys to make kids successful is to give them chores. This donation box encourages kids to have responsibility for their chores. It invites children to be part of the donation process. When parents are donating, kids also need to finish their chores to complete the donation.

Self Sticker Board

Another key to raise kids to be successful is to help them build a strong self-esteem. This topic is so popular in parents' blogs. Parents want their children to have a strong self-esteem and self-affection. 

Using a token reward system, a commonly used method to incentivize children, I made a sticker board. When I was young I behaved well to get stickers. I felt proud when I collected those stickers. This method is encouraging kids to do things to get a prize. Also, I think about how those kids who did not get enough stickers would feel. It will disrupt kids ability to build self-esteem.

Using a token reward system, a commonly used method to incentivize children, I made a sticker board. When I was young I behaved well to get stickers. I felt proud when I collected those stickers. This method is encouraging kids to do things to get a prize. Also, I think about how those kids who did not get enough stickers would feel. It will disrupt kids ability to build self-esteem.

Instead of this old fashion sticker board, I designed a new sticker board. It shaped like a kid itself and a kid can put as many stickers on the board as they want. While kids are giving stickers to themselves, they will build self-affection and self-esteem.

Instead of this old fashion sticker board, I designed a new sticker board. It shaped like a kid itself and a kid can put as many stickers on the board as they want. While kids are giving stickers to themselves, they will build self-affection and self-esteem.

 

Family Meeting Counseling in the Car. 

Bruce Feiler talks about parenting on TED. (View his lecture)

He says "It turns out there's only 10 minutes of productive time in any family meal. The rest of it's taken up with "take your elbows off the table" and "pass the ketchup." You can take that 10 minutes and move it to any part of the day and have the same benefit." 

His talk inspired me to design an app or counseling service for families to have a short and productive family meeting in the car as parents are taking children to schools. 

His talk inspired me to design an app or counseling service for families to have a short and productive family meeting in the car as parents are taking children to schools. 

 

Practical Biography  

I was surrounded by stories of historical heroes as I grew up. We listen to their legacies, how they changed the world with their passions like Steve Jobs. I thought I have to live like those heroes. I realized most of people work to have money and be happy. It made me feel l am not a good person once my goal became small like having a garden. It took a lot of time to make me understand that it is okay to be happy with not being a hero. I think schools need to teach children how to make practical plans for their lives.

This Biography introduces a story of a mainstream person who enjoy small things in his life but has something to learn.  

Window Traveling

Everyone has a memory of playing as a kid. Children play with a full imagination because they are young and pure. Now impossible things are possible with technology. I want to challenge to maximize children's imagination by using technology, such as augmented reality, virtual reality, sensors and reactive devices.

This window is designed with augmented glass. Children can see a different world through the window. They can travel to different cities, countries and planets. 

This window is designed with augmented glass. Children can see a different world through the window. They can travel to different cities, countries and planets. 

Applying augmented glass has a huge potential to be used for educational purposes. For example, the United Nations made a virtual reality experience of a refugee camp in Syria to generate greater empathy and new perspectives on people living in vulnerable conditions. Now children have easy access to learn the world.  (View more information)

Applying augmented glass has a huge potential to be used for educational purposes. For example, the United Nations made a virtual reality experience of a refugee camp in Syria to generate greater empathy and new perspectives on people living in vulnerable conditions. Now children have easy access to learn the world.  (View more information)

 

 

Some feedback I received from the class include:
1. Potential path: Encourage children to use smart phones. Change perception that smart phones are bad for children by using good design.
2. Think about other relationships between stakeholders around children (Example, parents to parent, children to educators)
3. Research unique education systems and parenting styles
4. Children make rules instead of commanding.