Kids Partner
with Adults to Conduct Research for Kids
Research Pattern
Spreading to Commercial TV, Toys
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KidsTeam member Zoe Jeka, left, and KidsTeam founder Allison Druin work on a new project for their International Children's Digital Library.
(Newsline photo by Jessica Shyu) |
By Jessica Shyu
Maryland Newsline
Tuesday, April 6, 2004
COLLEGE PARK, Md. - It’s 4:30 p.m., and eight University of Maryland
academics are patiently waiting around a lab table for their top researchers
to arrive.
Or more specifically, to be dropped off by their
parents.
Tucked within the university’s computer science
building is KidsTeam, a research group centered around six students between the ages of 7
and 11. The children partner with adults to design technologies that are
just right for kids—a method that is slowly catching on with public and
private research groups around the world.
“It seems to be growing every year,” said KidsTeam
Director Allison Druin, who founded the group in the university's Human-Computer Interaction Lab in 1998. While the community
of collaborative kid’s research is still small, she said it’s big enough to draw
respect from those who once called her plan radical.
Pockets of kid researchers can be found around the
world, particularly in North America and Europe, said Ben Williamson, a
researcher at NESTA Futurelab, a group from the United Kingdom studying
technology integration in education.
Several university groups work with children throughout
the design process, including researchers at the University of Tennessee,
McGill University in Canada and Eindhoven University of Technology in The
Netherlands, the researchers said.
Commercial and nonprofit researchers at the Canadian Broadcasting
Corp., PBS and Ragdoll Ltd. in the United Kingdom also employ kid
researchers, spokesmen for the businesses said.
As more successful projects and programs emerge,
Williamson and others said, researchers will realize that
children can be key players in an effective design process.
Benefits to Working with Children
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KidsTeam members cut out pictures for a research project.
(Newsline photo by Jessica Shyu) |
Zoe Jeka, Carl White, Jack Smith and Jonah Chazan plop
down on fuzzy black pillows piled on carpet in the KidsTeam lab, which
resembles a playroom. But innovative computer projects, like digital story
tellers and digital libraries, are designed here.
KidPad, one of the earliest projects developed, allows children to draw
pictures and design stories on computers. Another project, the International
Children’s Digital Library, is the world’s first digital compilation of more
than 300 children’s books. The library was
launched
online in 2000.
Involving kids from the start makes a project more
likely to succeed, Druin said. Since children design the projects, they’re
more likely to serve their peers and sustain their levels of
interest.
“Kids bring perspectives adults can’t bring,” said Andy
Large, professor of information studies from Canada’s McGill University.
Large ran a research program similar to Druin’s that had a group of third
graders and a group of sixth graders each design a Web search engine—designs
the adults never dreamed of, he said. The sites, KidSearch Canada and History Trek, are
still being tested before
launch.
In the long-run, kid-driven research is more
effective, researchers say. A 2002 study on children’s interactive media by market
research company Just Kid Inc. reported that many children’s toy products
failed because companies focused too much on new technology and not enough
on kids’ needs. The Connecticut-based group found that “almost no product
research [was] being conducted with children to inform product design.”
Many products fail because
they do not have children test them until the very end, said Alissa Antle,
former executive producer and creative director of the Canadian Broadcasting
Corp.’s project to revamp its children’s Web site. The site's design was
almost complete before kids were brought in to test it. Designers discovered
the kids couldn’t figure out how to log in, she said.
However, major companies like Mattel and Hasbro have
succeeded even though most of their research with children is limited to
using them as observation subjects, interviewees in focus groups and product
testers. Only about 5 percent to 10 percent of major companies employ kids
as designers, said Wynne Tryee, director of insights for Just Kid Inc.,
which conducts market research for Hasbro and other companies.
Hasbro does not co-design with children, said company
spokeswoman Audrey DeSimone, but its kids’ lab invites children to test out its
products.
Not all Fun and Games:
Challenges to Designing with Kids
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Jack Smith, left, and Jonah Chazan work on
a KidsTeam project.
(Newsline photo by Jessica Shyu) |
Involving children in the
research process is not always feasible for research groups and
companies that are tight on resources, said Antle. Such research demands
streams of money to maintain long-term labs with kids. It also means finding
professionals willing to collaborate with children.
Working with kids also
means taking more time for research.
“It is less efficient,” Druin agreed. “Kids get sick,
they have homework -- you have to give them snacks.”
However, once KidsTeam generates usable design ideas,
then “I can focus my energies, and then I set loose expensive programmers,”
she said.
Children can force adults to test their imaginations,
but some suggestions, like toys that finish homework, need to pass
through an adult filter, Tryee said.
Amy Branton , founder of Skybluepink
Interaction Design,
agreed that having children as designers has its limitations.
“You can’t ask a four year old to design the cell phone of the
future!” she wrote.
History of Kid-Driven
Designs
While Druin’s partnership with children is rare, the
concept is hardly new. Sesame Street made its debut in the 1970s as one of
the first TV programs with an educational mission and became one of the
first groups to host informative research sessions with day care centers.
Most children’s TV
programs back then “didn’t have to prove something, but we had a clear
educational mission so we had to figure out whether they [the programs] were
succeeding,” said Cornelia Brunner, one of the early researchers with Sesame
Street and now an associate
director at the Center for Children and Technology, a nonprofit that researches
classroom technology.
Child research has been a core component for many years
of the creative process of the United Kingdom’s Ragdoll Ltd., the TV
production company that created Teletubbies.
“It does seem that other children’s TV companies are
starting to realise [sic] the value after the much publicised [sic] role it
played in the huge success of Teletubbies,” wrote Branton, who was also a
former interaction designer at Ragdoll.
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After an afternoon of research, a KidsTeam visitor rests on Noobie, an imaginary creature with an Apple computer in its belly.
(Newsline photo by Jessica Shyu) |
Future of this research
While the number of groups collaborating with child
researchers is still small, it will continue to grow, Tryee said. “The more
power and influence kids continue to have, which is the way the market is
going, and the more money [parents] have in their pockets, the more people
are going to care what kids think or not,” she said.
Nine-year-old Zoe agrees. “It’s important for kids to
design the technology, because only kids know what kids want,.” she said. Plus, “This
isn’t like homework at all, it’s research that’s fun… and our inventions are
already all over the world,” she said.
With any luck, such collaborative research will
provide better technology for children in the future, Druin said.
"Kids don’t have to wait ’til
they’re 18 to change the world— they can change it when they’re short,”
she said.
Copyright ©
2004 University of Maryland
Philip Merrill College of
Journalism
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