Documenti di Didattica
Documenti di Professioni
Documenti di Cultura
OPPORTUNITIES
Create Action, Not Just Information To offer value to today’s children as they age,
Already well-versed in online game-play that companies across industries will need to reach Inspiration
triggers offline actions and offers tangible beyond merely delivering information to sensing Children Solve Problems, Edward de Bono
rewards (e.g. virtual currency that can be used to and organizing information—then converting it to
make “real-world” purchases), today’s kids will intelligent action automatically. “Kids’ Informal Learning with Digital Media,”
continue to break down the digital-physical University of California, Berkeley (2008)
Offer True Interactivity
divide. This generation will expect to use real-
Kids today expect interactive content
time technologies that anticipate and assist Scratch, MIT Media Lab
environments: a clear prediction that visually
action; they will demand more applications for
immersive features (like 3D-enabled home TVs)
The Internet of Things (when objects are “What Influences Children’s and Adolescents’
alone won’t sustain any audience for long.
connected to the Internet via RFID tags, sensors Understanding of the Complexity of the
and barcodes), optimized for everyday life. As such, technology and media developers Internet?,” Zheng Yan (2006)
should construct ways for people to interact not
Imagine: your car GPS knows your location and
just with the technology but with the actual story “Young Swedes: The Next Generation of
estimated travel time with traffic; when you’re 30
being told through the device. Innovators,” Snilleblixtarna (2009)
minutes from home, it turns on the air conditioner
there.
For more information on this study and its applications to your business, email Neela Sakaria (nsakaria@latd.com).
als
o
ts
ts
ity
l
fri y
de rt &
od
ds
ve
de
n
& mil
or
c
tiv
sig
im
m
en
a
fe
Fo
nn l
Vi
co ia
A
Sp
Tr
Fa
ec
Ga
ef
An
c
So
3D
METHODOLOGY (KALEIDOSCOPE™)
Using a Web-based survey environment, parents of participants aged 12 and under (n=126) from
across the globe answered a series of questions about their child’s knowledge and use of digital
devices and their engagement with various online activities. Basic demographics were also
collected. Children were then asked to imagine and pictorially represent a new technology product
or service of interest to them (see page 3 for examples):
“What would be really interesting or fun to do on your computer or the Internet that your computer
canʼt do right now? Please draw a picture of what this activity looks like.”
Images were uploaded into Kaleidoscope™, a Web application (part of Latitude’s Lumière Suite)
which allows users to contribute and interact with visual input in a behavioral environment. Latitude
developed a reliable coding scheme to delineate and quantify technology themes amongst the
submitted images (such as device interface characteristics, degree of interactivity, physical-digital
convergence, user’s desired end-goal, social characteristics, etc.).
a d
“Help Computer: it knows what you are thinking and “Being able to watch (for a fee) movies currently
does it for you—both touch and voice controlled.” being screened at the cinema.”
–Age 8, Brisbane, Australia —Age 11, Sydney, Australia