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kids & media / design analysis

kids & media /

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 3-4 era analysis
media changed how people conduct 5-6 asymmetric matrix
their lives and their relationships 7 - 10 temporal differential
with the world? these are the issues 11 symmetric matrix
we wish to address through the analysis 9 - 14 network maps
of kids activities and media separately 15 - 16 activity map
and as a function of each other. broadly, 17 - 22 compelling experiences
we see trends related to convergence, 23 - 24 use and traits
co-creation and a move from the body 25 - 28 position map to user type
being active to passive as particularly 29 - 30 user type to era analysis
relevant to kids’ lives. 31 standing in the future

design analysis . spring 2006 . kids & media . chung greathouse king paradis todd . 
era analysis / 1920 - present
1920 - 1960 1961 - 1970 1971 - 1999 2000 - 2006
New media Adoption of Extention of Interpretation of
technologies media technologies media technologies media technologies

Watching TV (alone) Going


ACTIVITIES Listening to radio as family Everything
Listening to radio (alone) playing video games at friends’
watching TV as family
Llistening to 8-tracks (alone) houses

ENVIRONMENTS Inside the home Inside the home Outside Everywhere

OBJECTS Group Entertainment Group Entertainment Few to many Many to Many

INTERACTIONS Big and Bulky Furniture Developing Handheld Integrated

USERS Kids Kids Kids Kids

Phonograph Phonograph
Comic books Beatles, Elvis, Jimi Hendrix, etc. Atari/Nintendo/Sega iPod, Google, Laptops
SUPERHITS Film theaters Star Trek ,Arcade games CD’s, Desktop Computers Internet, Digital Cameras,
Rat Pack/Rock & Roll Woodstock, Disco VHS, MTV Cell phones
era analysis
in looking at media in EFFECT ON BODY
(Source: The State of
relation to any user group, America’s Children 2003)
an era analysis is an
important consideration.
media has changed
drastically over the past MEDIA DEVICES
100 years and is certain
to change ever more
drastically in the future.

design analysis . spring 2006 . kids & media . chung greathouse king paradis todd . 
era analysis / 1920 - present
1920 - 1960 1961 - 1970 1971 - 1999 2000 - 2006
New media Adoption of Extention of Interpretation of
technologies media technologies media technologies media technologies

Watching TV (alone) Going


ACTIVITIES Listening to radio as family Everything
Listening to radio (alone) playing video games at friends’
watching TV as family
Llistening to 8-tracks (alone) houses

ENVIRONMENTS Inside the home Inside the home Outside Everywhere

OBJECTS Group
Environments forEntertainment
the use Group Entertainment Few to many Many to Many

of media have changed


drastically, moving from
public (not shown on this
INTERACTIONS Integrated
Big and Bulky Furniture Developing Handheld
era analysis), to primarily
inside the home to Obesity has become a
everywhere now. problem over time in the
USERS Kids Kids Kids US, certainly related
Kids to the
rise of rich media devices
in the home.
Phonograph Phonograph
etc. gone Atari/Nintendo/Sega iPod, Google, Laptops
SUPERHITS
Comic books Media
Beatles, Elvis,devices have
Jimi Hendrix,
CD’s, Desktop Computers Internet, Digital Cameras,
Film theaters Star Trek ,Arcade games
Rat Pack/Rock & Roll
from being few and one-
Woodstock, Disco VHS, MTV Cell phones
era analysis directional in delivery to
EFFECT ON BODY having huge variety with
in looking at media in phenomenal interactivity.
(Source: The State of
relation to any user group, America’s Children 2003)
an era analysis is an
important consideration.
media has changed
drastically over the past MEDIA DEVICES
100 years and is certain
to change ever more
drastically in the future.

design analysis . spring 2006 . kids & media . chung greathouse king paradis todd . 
asymmetric matrix / activities & media

Insight Clusters
1
1. Audio-kinetic
2. Attentive Leisure
3. Active Experimentation
4. Personal Mangement
2 5. Quick Slice
6. Personal Expression
3 7. Expanding

activities & media 5


kids use different media
for different purposes. this 6
matrix groups different
media that are used for
common purposes.

design analysis . spring 2006 . kids & media . chung greathouse king paradis todd . 
asymmetric matrix / activities & media

These groupings broadly


represent entertainment
activities related to media.

This column hints at the


convergence to come with
multi-use devices.

This group speaks


to organization and
networking.
entertainment,
organization &
creation drive use
broadly, there are three
main categories related
to a child’s use of
media: entertainment, This final grouping largely
organization and creation. revolves around self-
additionally, it is clear expression and creativity.
that the column around
mobile phone, computers
and game consoles show
correlations with many
activities hinting at a
burgeoning convergence.

design analysis . spring 2006 . kids & media . chung greathouse king paradis todd . 
1999 to 2004 / time spent using media systems
0 100 200 250
1999 2004
minutes minutes minutes minutes

Radio

Scale: minutes per day


CD/Tape/MP3

Print

Videos
(DVD/VHS/DVR)

TV

Movies

Video games

Computer

Internet
temporal differential
kids prefer some media
(based on time data in 1999 and 2004 Kaiser study)
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 . 
1999 to 2004 / time spent using media systems
0 Little
100has changed in the 200 250
1999 2004
minutes amounts
minutes of time that kids minutes minutes
have been using these
Radio media in the past 5 years.

Scale: minutes per day


CD/Tape/MP3
While time spent has not
significantly increased, the
Print amoun of time that kids
use these media remains
Videos
very strong and far more
(DVD/VHS/DVR) than other types.

TV

Movies

Video games Greatest change in amount


of time spent, - integrate
the most other media types
Computer
- most interactive.

Internet
temporal differential
kids prefer some media
(based on time data in 1999 and 2004 Kaiser study)
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 . 
1999 to 2004 / time spent with computer activities

(based on time data in 1999 and 2004 Kaiser study)

temporal differential
after 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 . 
1999 to 2004 / 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 differential
after 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
symmetrical matrix / activities

activities vs. activities


some activities that kids 3
do are similar to others. 4
the purpose of this matrix
is to create groupings, Insight Clusters
broad level categories, in
order to determine what 1. Documenting & Tracking 3. Information Exchange
kids are most interested 2. Creative Exploration 4. Mind in the Clouds
in and why they do what
they do.

design analysis . spring 2006 . kids & media . chung greathouse king paradis todd . 11
symmetrical matrix / activities

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.
activities vs. activities
some 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.

design analysis . spring 2006 . kids & media . chung greathouse king paradis todd . 12
network diagrams / activites

Creative expression is
the largest of our four
activity clusters.

Creative Exploration Mind in the Clouds


Takes 2 to Tango Passive Engagement Disengagement

BEING KILLING LISTENING FANTASYING


DUELING FRAGGING
ENTERTAINED TIME TO MUSIC /ASPIRING

DANCING SHUFFLING/
WITH RELAXING
RANDOMIZING
SOMEONE

Information Exchange
Communication Absorbing Information
Creation
Documenting & Tracking
Expressive Improvize Task-based

Capturing Information EXPLORING LEARNING


PROG-
RAMMING RIFFING CHECKING IN REQUESTING
INFO
TAKING
RECORDING
PICTURE

easier to see WAY FINDING


TREND
WATCHING

relationships
ROLE
MIXING WRITING PLAYING GETTING
PLAYING
INFO

deriving from the SAVING

symmetric matrix, the Compile


WATCHING

network diagram shows Management PERSONAL-


LISTENING
large clusters of activities, IZING SHARING

as well as how they ANALYZING CHECKING


TIME
MULTI-
TASKING
OPINING
SURFING SHOPPING

relate to each other. GOSSIPING/

they allow for an easier


NETWORKING
SHARING

to understand suite of CARETAKING SCHEDULING ORGANIZING BUILDING


Participatory
READING
LOOKING
AT PICTURES

activity similarities and


relationships.

design analysis . spring 2006 . kids & media . chung greathouse king paradis todd . 13
network diagrams / creative exploration

Creative Exploration Mind in the Clouds


Takes 2 to Tango Passive Engagement Disengagement

BEING KILLING LISTENING FANTASYING


DUELING FRAGGING
ENTERTAINED TIME TO MUSIC /ASPIRING

All other clusters tie


closely to creative
expression relative to DANCING
WITH
SHUFFLING/ RELAXING
each other.
RANDOMIZING
SOMEONE

Information Exchange
Communication Absorbing Information
Creation
Documenting & Tracking
Expressive Improvize Task-based

Capturing Information EXPLORING LEARNING


PROG-

exploration is RAMMING RIFFING CHECKING IN REQUESTING


INFO

important TAKING
PICTURE
RECORDING

the field of child WAY FINDING


TREND
WATCHING

development focuses
ROLE
MIXING WRITING PLAYING GETTING
PLAYING
INFO

heavily on how children SAVING

must explore to Compile


WATCHING

continue to grow as Management PERSONAL-


LISTENING
individuals, emotionally IZING SHARING

and intellectually. it was ANALYZING CHECKING


TIME
MULTI-
TASKING
OPINING
SURFING SHOPPING

refreshing to see how GOSSIPING/

important this cluster


NETWORKING
SHARING

of activities played in CARETAKING SCHEDULING ORGANIZING BUILDING


Participatory
READING
LOOKING
AT PICTURES

referennce to others in
a kid’s world.

design analysis . spring 2006 . kids & media . chung greathouse king paradis todd . 14
creative exploration / widely available tools

There is a growing
number of digital
tools enabling
creative exploration.

Creative Exploration Mind in the Clouds


Takes 2 to Tango Passive Engagement Disengagement

BEING KILLING LISTENING FANTASYING


DUELING FRAGGING
ENTERTAINED TIME TO MUSIC /ASPIRING

DANCING SHUFFLING/
WITH RELAXING
RANDOMIZING
SOMEONE

Information Exchange
Communication Absorbing Information
Creation
Documenting & Tracking
Expressive Improvize Task-based

Capturing Information EXPLORING LEARNING


PROG-
RAMMING RIFFING CHECKING IN REQUESTING
INFO

tools can drive activity TAKING


PICTURE
RECORDING

an explosion of digital WAY FINDING


TREND
WATCHING

tools have enabled kids


ROLE
MIXING WRITING PLAYING GETTING
PLAYING
INFO

to push the boundaries SAVING

of creative expression Compile


WATCHING

and exploration. the three Management PERSONAL-


LISTENING
shown here: Apple’s IZING SHARING

iMovie, photo site flickr ANALYZING CHECKING


TIME
MULTI-
TASKING
OPINING
SURFING SHOPPING

and myspace have GOSSIPING/

completely changed
NETWORKING
SHARING

the way kids document CARETAKING SCHEDULING ORGANIZING BUILDING


Participatory
READING
LOOKING
AT PICTURES

their lives in less than


a generation.

design analysis . spring 2006 . kids & media . chung greathouse king paradis todd . 15
activity map / a day in the life of a kid

Relationship of when media is used during a weekday & weekend day, compare to total time spent interacting with media.

MORNING MIDDLE OF THE DAY EVENING


*Game 0:50
**Calling 0:53
***Computer 2:10
Printed Media 0:43
Music 1:44
TV / Video / Movie 4:15

Get ready Go to School School Come Do


TYPICAL for school school activity activity home homework
WEEKDAY

Get ready Go to
Wake up Eat breakfast Eat lunch Go to activity Eat dinner for bed sleep

activity analysis TYPICAL


Kids use media at WEEKEND DAY
different times of day Watch Get dressed Go to Play Spend time
TV for activity activity with family
and for different
TV / Video / Movie 4:15
purposes. The typical
Music 1: 44
day in the life of a kid Printed Media 0: 43
was diagrammed and Computer 2 :10
set against when kids Calling 0:53
use those media to Game 0:50
determine why kids *Game - Including video game , handheld console
use media. **Calling - Including landline phone, cellphone
***Computer - Including Computer game, searching web , IM and etc.

design analysis . spring 2006 . kids & media . chung greathouse king paradis todd . 16
activity map / a day in the life of a kid

Kids are exposed to


more than 10½ hours
of media per day. What
time is left for physical Portable media
Relationship of when media is used during a weekday & weekend day, compareenables kids
to total time tointeracting
spent enjoy with media.
activity?
MORNING MIDDLE OF THE DAY music and games EVENING
while at school,
*Game 0:50
or traveling.
**Calling 0:53
***Computer 2:10
Printed Media 0:43
Music 1:44
TV / Video / Movie 4:15

Get ready Go to School School Come Do


TYPICAL for school school activity activity home homework
WEEKDAY

Get ready Go to
Wake up Eat breakfast Eat lunch Go to activity Eat dinner for bed sleep
Many times kids
Kids spend more time
are using two or
activity analysis with interactive media
TYPICAL more types of media
Kids use media at then
WEEKEND DAYprint media.
simultaneously.
different times of day Watch Get dressed Go to Play Spend time
TV for activity activity with family
and for different
TV / Video / Movie 4:15
purposes. The typical
Music 1: 44 They interactive with
day in the life of a kid Printed Media 0: 43 some form of media
was diagrammed and Computer 2 :10 at almost all times of
set against when kids Calling 0:53 the day.
use those media to Game 0:50
determine why kids *Game - Including video game , handheld console
use media. **Calling - Including landline phone, cellphone
***Computer - Including Computer game, searching web , IM and etc.

design analysis . spring 2006 . kids & media . chung greathouse king paradis todd . 17
compelling experience / a book
attraction 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 . 18
compelling experience / media compared

defined a book Books offer a subset of a


fully compelling experience
and are largely focused on
the column of engagement.
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 a book
the cinema

fresh

immersive

The immersion of cinema


broadened the significance
accessible of the experience and
allowed non-literate people
to consume epic tales.

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 . 20
compelling experience / media compared

defined a book
the cinema
console video games

fresh Console video game


systems broaden the
cinema experience
because of their
immersive interactivity.

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 . 21
compelling experience / media compared

defined a book
the cinema
console video games
social networking sites

fresh

immersive
Social networking sites
like MySpace provide a
level of interaction that
accessible rivals traditional media
and, increasingly,
dominates kids time
as generation next
significant documents and shares
their lives.

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 . 22
compelling experience / media compared

defined a book
the cinema
console video games
social networking sites
mobile phone
fresh

immersive

accessible

significant

transformative

what is compelling? Messaging, talking,


media experiences vary. gaming, picture
some are able to draw kids taking and media
in by fulfilling their desires, consumption drive kids
while others are lacking. the to treat their phones
most popular experiences like extensions of their
are able to engage kids at very selves.
multiple levels.

design analysis . spring 2006 . kids & media . chung greathouse king paradis todd . 23
media use / relationship to personal traits
Percentage of 7th to 12th-Graders
Multitasking (most of the time) while:

28% Reading
24% Watching TV
33% Listening to music
33% Using a computer
39% Multiple computer activities

media vs. kids traits


kids 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 . 24
media use / relationship to personal traits
Total media exposure is
Percentage of 7th to 12th-Graders
highest among Multitasking (most of the time) while:
1. High sensation seekers
media vs. kids traits
2. Low contented kids
partial attention to 28% Reading
3. Grades mostly C/Ds
immersive media during 24% Watching TV
foundational years is 33% Listening to music
more prevalent than in
33% Using a computer
previous eras.
39% Multiple computer activities
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. TV accounts for nearly
1/3 the media exposure
if deep skill sets are among all groups except
required in the future, how High and Low Sensation
might they evolve through Seekers, where Music
multitasking hours spent media equals TV use.
with virtual tools, online
communications and
immersive virtual
entertainment?

design analysis . spring 2006 . kids & media . chung greathouse king paradis todd . 25
position map / use and social context
group

consume

create
why a 2x2?
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. self

design analysis . spring 2006 . kids & media . chung greathouse king paradis todd . 26
position map / activities overlaid
group
gossiping scheduling
checking in caretaking sharing
shopping taking picture
watching dancing checking time requesting info
personalizing programming
recording
sharing analyzing dueling
fragging role playing
exploring
role playing saving
playing building
aspiring dueling organizing
exploring gossiping writing
surfing checking in mixing
relaxing scheduling surfing
consume being entertained caretaking riffing

create
requesting info opining
killing time checking time

shopping
trend watching
aspiring
getting info listening
trend watching shuffling riffing
creation in a social getting info playing recording
context is most full reading playing mixing
of activities relaxing caretaking organizing
mapping activities around analyzing saving
learning building
media and social context exploring writing
reveals that the largest programming
current grouping is in the multi-tasking
personalizing
upper right quadrant. this
quadrant is the home of
many “creative” activies. self

design analysis . spring 2006 . kids & media . chung greathouse king paradis todd . 27
position map / devices, activites & social context
group
gossiping scheduling
checking in caretaking sharing
shopping taking picture
watching dancing checking time requesting info
personalizing programming
recording
sharing analyzing dueling
fragging role playing
exploring
role playing saving
playing building
aspiring dueling organizing
exploring gossiping writing
surfing checking in mixing
relaxing scheduling surfing
consume being entertained caretaking riffing

create
requesting info opining
killing time checking time

shopping
trend watching
aspiring
getting info listening
few devices map over trend watching shuffling riffing
many activities getting info playing recording
mapping devices over reading playing mixing
the groupings of activities relaxing caretaking organizing
reveals that fewer devices analyzing saving
learning building
are now linked to more exploring writing
activities... direct evidence programming
for convergence. in multi-tasking
personalizing
addition, there is a clear
correlation to the digital
tools used in this creation. self

design analysis . spring 2006 . kids & media . chung greathouse king paradis todd . 28
position map to user types / possible types
group

consume
pop addict co-creator

create
four user types
we 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 nerd artiste
children’s higher comfort
level with digital devices. self

design analysis . spring 2006 . kids & media . chung greathouse king paradis todd . 29
user types to era analysis / broken out

artiste nerd pop addict co-creator

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 . 30
user types to era analysis / broken out

artiste nerd pop addict co-creator


the first content creators the first aficionados of Gutenberg launched it in the release of the Macintosh
were the sole “artistes”... media had to come after the 1455 with his printing press in 1984 and the subsequent
these individuals were “artiste”. one cannot be a and the industrial revolution launch of the internet
truly passionate about conoisseur of some media powered media’s delivery several years later put
expressing themselves. if it does not yet exist. one to nearly every home in the the power of publishing
can imagine wealthy patrons world. through the mid to media into everyone’s
of the arts and the first book late-20th century popular hands. for the first time
readers in this group. acts like the Beatles and ever, creation at scale
new era = new types artists like Warhol were both was relatively easy and
as new media formats phenomenons and fodder inexpensive. the additions
were introduced, new for the popular masses. of digital still and video
user types accompanied cameras combined with the
them. older media types continued pervasiveness
haven’t entirely gone by of the “network” has made
the wayside and nor have it easy for any kid to blog,
the user types with whom film a movie, develop
they were associated. photographic ambitions and
these types are relevant share them with everyone.
for adults as well as kids.

design analysis . spring 2006 . kids & media . chung greathouse king paradis todd . 31
kids & media / standing in the future...
1971 - 1999 2000 - 2006
Extention of Interpretation of
media technologies media technologies
our analysis could be quickly summarized as:
Going

co-creation
ng video games at friends’ Everything
houses
is here and profound.

convergence
Outside Everywhere

is close.

active to passive
Few to many Many to Many

effects the body.


Handheld Integrated
we expect a relatively near future to
present a wider array of media with
Kids Kids fewer devices needed to play them.
convergence should drive kids’ access
to digital creation tools and the likes of
Atari/Nintendo/Sega
D’s, Desktop Computers
iPod, Google, Laptops Apple, MySpace and Yahoo! will allow
Internet, Digital Cameras,
VHS, MTV Cell phones them to share their lives. unfortunately,
a bi-product seems to be decreased
physical activity and resulting obesity.

design analysis . spring 2006 . kids & media . chung greathouse king paradis todd . 32
kids & media / design synthesis
spring 2006 . bernard, king, mcgaw, paradis, tallacksen
the concept space / these needs are real

T(w)eens want Our concepts are focused


on developing an immersive

to do what’s
experience that will:

1. Empower networking with


fun for them, others locally and globally.

not necessarily 2. Encourage co-creation


and consumption of

what’s good others’ contribution.

for them.
3. Facilitate physical activity
though soft and hard solutions.

design synthesis . spring 2006 . kids & media . bernard, king, mcgaw, paradis, tallacksen . 
the concept space
Frame / a value statement
Concept Space

For t(w)eens, who are The solution will incorporate:


dissatisfied with current What t(w)eens want:
options for physical • Fun
activity, yet search for • Immersive
• Connected
an enjoyable experience,
this immersive What parents want:
• Active
platform will allow a • Educational
networked and co- • Creative
created interaction that
facilitates group and
individual expression.

design synthesis . spring 2006 . kids & media . bernard, king, mcgaw, paradis, tallacksen . 
the concept space / activities mapped
E-mail

IM
Text/
SMS
Blog
Competitive Share Phone
Physical
Tech Hang
out
Meet
people Dating
Fashion
Pretend Socialize Going
Differentiation to mall

Contra-
distinction
Gossip

Form
opinions Forming
us
Express

Kissing
yourself
Boys Checking-
Unconscious
learning

Who am Communi- in
I? cating Home-
work
Dancing
Baseball
Outside Lecture
school
Basket-
ball Jackass
Identity Multi-
media
In-
Hockey forming school
Sports
Less P.E.

Soccer
Hide
Physical Tweens Learning
Football
&
seek
activity
Make
movies
Snow
fights
Make
Entertaining music
Build
forts
Play
Lift
Girls music
Chillin'
weights
Creating
Paint
mind mapping Illin'

to understand the Passive


Draw

domains that t(w)eens


operate in when they use, One-way Program

or could use media, the Movies


Music
Media
Books Cooperative
relationships between TV Video
games
Non-
digital Aspiration
Rational
Journal
t(w)eens and the general Stereo games
Perform
activities they engaged in
PC
iPod Document

were analyzed. CD
Portable
Home Mags
Imitate
Fashion

D&D Cranium Risk

design synthesis . spring 2006 . kids & media . bernard, king, mcgaw, paradis, tallacksen . 
the concept space / media uses vs. uses

Support documenting and trac

Support uses at different times

Offer an escape into dreamlan


Support organization of media

Maximize interaction opportun

significant duration of each us


overwhelm other kinds of med
harmonize with other media st
Offer messaging functionality.

Support use in school environ


Network with other users and

Encourage physical activity


Offer multiple functionalties
Support social networking.
Enable co-creative activity

Support interactive media

Provide positive emotions


consumption everywhere
extend user's personality
Facilitate self-expression

Counteract obesity trend

Provide entertainment.
Engage kids deeply.
Support mobile use

Allow exploration
Feature music.
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 Management
Support 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 0
Offer 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 Messaging
Facilitate 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 Expression
Enable 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 1
harmonize 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 Socialization
Support 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 2
extend 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 2
Offer 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 Network
consumption 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 2
Maximize 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 2
Network 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 2
Support 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 3
Support 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 1
Support 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 2
symmetric matrix Encourage physical activity
Counteract obesity trend
0
0
0
0
2
1
0
1
1
1
0
2
2
2
1
1
1
3
1
0
3
0
2
0
2
2
2
2
3
3
3
3
3
3
2
3
3
3
1
0
1
2
1
2
2
1
3
2
3
3
2
1
Exercise

this symmetrical insight Engage 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 Immersion


overwhelm 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 1
matrix was used to Offer 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 Entrance
determine the primary Provide entertainment.
Support interactive media
1
1
1
1
1
2
0
2
1
2
1
3
1
2
1
2
2
3
2
2
2
3
2
1
1
1
2
2
2
1
1
1
2
2
3
3
3
3
3
3
3
2
2
3
2
2
2
2
3
2
3
1
uses (abstract) of media significant 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 1
Feature 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
and for what purpose Provide 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 2
Uplift

t(w)eens use the devices Allow 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

associated with various Key

media types. 0 1 2 3
Matis r 0,0 18R
!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 . 
extend user's

significant du
Offer multiple

Allow explora
Support uses

overwhelm ot

Provide enter
Support use i

Support mob

Provide posit
consumption

Counteract o
Encourage p

Feature musi
Support inter
Network with
Support soci

Engage kids
Maximize int

Offer an esc
the concept space / key areas of focus
1 2 1 1 1 1 1 0 0 0 0 0 0 1 1 0 0 0 2 Management
2 1 1 1 0 2 2 0 0 0 0 1 0 1 1 1 0 2 0
3 2 2 2 1 1 2 2 2 1 1 0 0 1 2 2 1 1 0 Messaging
3 3 1 3 2 2 2 1 0 1 3 1 1 0 2 2 1 2 1 Expression
2 2 3 3 2 3 1 1 1 1 1 1 0 1 2 1 3 1 1
3 2 3 3 2 2 2 1 0 2 3 0 1 1 3 3 2 2 2 Socialization

Support documenting and trac

Support uses at different times

Offer an escape into dreamlan


Support organization of media

Maximize interaction opportun

significant duration of each us


overwhelm other kinds of med
harmonize with other media st
Offer messaging functionality.

Support use in school environ


Network with other users and
3 3 3 3 3 2 1 1 2 2 3 2 2 1 2 2 1 2 2

Encourage physical activity


Offer multiple functionalties
Support social networking.
Enable co-creative activity

Support interactive media

Provide positive emotions


consumption everywhere
extend user's personality
Facilitate self-expression

Counteract obesity trend

Provide entertainment.
3 2 3 3 3 2 2 2 1 1 2 1 2 1 2 1 1 2 2

Engage kids deeply.


Support mobile use

Allow exploration
2 3 3 3 2 2 2 2 1 3 2 2 2 2 3 3 2 2 2 Network

Feature music.
3 3 3 3 3 2 3 3 1 0 1 3 3 2 2 3 2 2 2
3 3 3 3 3 3 3 3 3 0 1 1 3 2 3 3 2 2 2
3 2 3 3 3 3 3 2 2 0 organization
Support 3 3 of media 1 files.
2 1 2 3 1 3 1 11 1 21 1 1 2 1 1 1 1 1 0 0 0 0 0 0 1 1 0 0 0 2 Management
Support 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 0
2 2 2 3 3 3 3 3 2 2 messaging
Offer 1 functionality.
0 0 1 1 1 1 1 0 3 23 2 31 3 3 2 2 2 1 1 2 2 2 1 1 0 0 1 2 2 1 1 0 Messaging
Facilitate 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 Expression
2 2 3 3 3 3 3 3 2 2 co-creative
Enable 1 1activity2 2 2 2 1 1 2 2 23 3 13 2 2 2 3 3 2 3 1 1 1 1 1 1 0 1 2 1 3 1 1
harmonize 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 Socialization
2 2 3 3 2 3 3 3 3 3 social
Support 1 networking.
2 2 2 1 2 1 2 1 3 21 2 22 3 3 3 3 3 3 2 1 1 2 2 3 2 2 1 2 2 1 2 2
extend 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 2
1 1 1 3 2 2 2 3 3 3 multiple
Offer 2 functionalties
3 1 1 1 2 2 3 1 2 33 2 22 3 Exercise 2 3 3 3 2 2 2 2 1 3 2 2 2 2 3 3 2 2 2 Network
consumption 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 2
1 3 0 0 0 2 2 3 3 3 3
Maximize 3 opportunities
interaction 0 2 2 1 1 2 1 2 33 3 13 3 3 3 3 3 3 3 3 3 3 0 1 1 3 2 3 3 2 2 2
Network 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 2
2 2 1 1 3 1 1 1 2 3 use
Support 3 in school
3 environments
3 3 3 3 1 2 2 1 22 3 22 2 Immersion 2 2 2 3 3 3 3 3 2 2 1 0 0 1 1 1 1 2 3
Support 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 1
1 2 3 1 3 0 1 2 3 3 mobile
Support 3 use3 3 3 3 3 0 1 0 2 21 1 11 1 2 2 3 3 2 3 3 3 3 3 1 2 2 2 1 2 2 2 2

2 symmetric
2 3 3 matrix 1 0 2 2 1
Encourage physical activity
0 3obesity3trend 3 3 3
Counteract 3
0 0
0 3 0
2 0
1 31
1 0
1 22
2
2 Entrance
1
1
1
3
1
0
3
0
2
0
2
2
2
2
3
3
3
3
3
3
2
3
3
3
1
0
1
2
1
2
2
1
3
2
3
3
2
1
Exercise

this symmetrical insight Engage 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 Immersion


1 2 2 2 2 1 2
matrix was used to
2 1 2 3other kinds
overwhelm 3 of 3 media 3 2 2 0 2 1 0 31 1 30 2 1 2 3 1 3 0 1 2 3 3 3 3 3 3 3 3 1 2 1
Offer 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 Entrance
2 3 2 3 the1primary
determine 1 2 1 1 2 entertainment.
Provide 3 3 3 2 3 2 1 2 1 1 20 1 11 1 1 2 2 2 2 1 2 2 1 2 3 3 3 3 2 2 2 3 3
Support 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 1
1 3 3(abstract)
uses 3 2 of 1 2
media 2 2 1 3duration3of each3use. 2 2
significant 3 0 1 1 2 12 1 13 2 1 3 3 3 2 1 2 2 2 1 3 3 3 2 2 3 1 1 1
Feature 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
1 and
2 for2 what
2 purpose
1 1 1 2 3 2 positive
Provide 2 emotions
1 3 2 2 1 0 3 2 1 22 1 12 2 Uplift 2 2 2 2 1 2 2 2 3 3 2 2 3 3 2 1 2 3 2
Uplift

2 t(w)eens
2 2 2 1 devices
use the 2 2 2 3
Allow exploration
3 2 2 3 3 2 1
2 0
2
0 1
3
1 2
2
2 2 2 2 2 2 3 1 2 2 1 2 1 2 3 1 1 1 2 3

associated with various Key


2 2 2 types.
media 2 2 3 1 2 2 1 2 1 2 3 1 1 0 1 1 2 23 3
Matis r 0,0 18R
!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 . 
the concept space / insights > principles
Insight Principle Category
Kids are exposed to more than ten hours of Operate in harmony with other media streams. Socialization
media each day.
Social networking provides interaction levels Support social networking. Socialization
like those of traditional media, and increasingly
dominate kids’ time.
Kids treat phones as extensions of Become an extension of the user’s personality. Socialization
themselves.
Media is consumed everywhere, not just Support media consumption everywhere Network
publicly or in the home.
Devices increasingly do multiple things Offer multiple functionalities Network
(convergence)
Information exchange and networking is a Network with other users and devices Network
large part of kids’ activities.
Portable media devices enable media Support mobile use Mobility
enjoyment while travelling, or at school.
insights > principles Kids interact with media throughout the day. Support uses at different times of the day. Mobility
a rigorous review of a
large set of analysis data Media are used for organization and Support organization of media files. Management
networking.
produced an enormous
number of relevant point Documenting and tracking is an important Support documenting and tracking Management
level insights which, when activity subset.
used reflexively, generated Many times, kids interact with more than one Expect to share attention with other kinds of media (or Immersion
an equal number of kind of media at a time. to overwhelm them).
design principles. these Books provide a compelling experience in the Engage kids deeply. Immersion
principles were tied “engagement” mode.
back to our key activity
areas of focus to start to Creative exploration is utterly essential to kids’ Allow exploration Hope
provide guidelines for how use of media.
systems might be built. Total media exposure is highest among Encourage contentedness by providing positive Hope
kids who are: high sensation seekers, low emotions.
contentedness, or who have lower grades.
Music media is as strong as TV exposure for
design synthesisFeature
. spring music. Hope
2006 . kids & media . bernard, king, mcgaw, paradis, tallacksen . 
both high and low sensation-seeking kids.
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concept generation / concept generation matrix
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concept matrix
a 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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>> Livecasting: Whatever
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mobile devices ]ZabZi"XVb
ndjVgZ

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concept matrix
>> Music device based on
a concept matrix was
created for framed idea your “moves”
generation which used >> Motion-capture gear >>
our three main insights >> Virtual square dancing,
fron analysis on the Y with competition and
axis and the main areas voting
of focus on the X.

design synthesis . spring 2006 . kids & media . bernard, king, mcgaw, paradis, tallacksen . 
scenario planning / trends effecting t(w)eens
High volume
= high $

Brain-
Eye-
control Voice
control
recog.
$$$$
Bad food vs. $
is cheap
Mainstream
healthy
foods
Ubiquitous New Reduction Market
Slow U.S. tech interfaces of middle explosion
Video adoption class
games/TV ER $
Tech 'Tweens more
Virtual have more $
tools
Not
Stupidity preventative
compensation
Rise in
Lack of Economics H.C. $
physical
interaction
Video Distance
games learning Low-pay
jobs
Internet
Internet
Cocooning Technology
Fast-pace Food Lobbying
Bigger
TVs
Standardized
info Trends industry
test scores
More decreasing
channels Obesity
concerns
Polarization
of body image
Lower
science
funding
Diabetes
Health Society Politics
Infant No child

is media making mortality Life


left behind

recording
t(w)eens fat and H.C.
compensation School
stupid? Home
education
funding

we asked a specific Lack of $


Convenience

question in exploring awareness


"On the
go"
trends effecting t(w)eens Fickle
Acceptance Personal
of wild Child Kidless
and were sure to consider games
porno couples
celebrity

trends in politics,
economics, society Low
attention
and technology. Ritalin

design synthesis . spring 2006 . kids & media . bernard, king, mcgaw, paradis, tallacksen . 10
scenario planning / trend ranking
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
is media making Body image vs body reality 13 3 16
t(w)eens fat and
stupid? Convenience is king 10 3 13
from our blown-out trends
mindmap we identified Tween disposable income 11 4 15
top trends which we
then ranked according to Channel of one (Om) 5 3 8
scenario planning criteria
as laid out in the book on Shared media (Lingo) 2 7 9
the topic, The Art of the
Long View. 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
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
trends for the future
in our ranking, our project Cocooning 4 9 13
team felt that we needed
to consider three rather Personal celebrity 14 3 17
than just two trends in
crafted our scenarios. Body image vs body reality 13 3 16
the funding of education,
personal celebrity and Convenience is king 10 3 13
the availability of t(w)een
disposable income were Tween disposable income 11 4 15
of particular importance.
in addition, although body Channel of one (Om) 5 3 8
image received the third
highest score we decided Shared media (Lingo) 2 7 9
to it logically fit with
personal celebrity. Getting older, younger 7 3 10

design synthesis . spring 2006 . kids & media . bernard, king, mcgaw, paradis, tallacksen . 12
scenario planning / scenario maps in 3d
everyone’s
teens spend less a celebrity

New Socialist
Britannia Paradise
less more
funding for funding for
schools schools
Depression Teacher
Redux is King

few
celebrities
everyone’s
teens spend more a celebrity

three main trends The Real Kids


translates to eight World* Rule
scenarios less more
placing our three key funding for funding for
trends on position maps schools schools
generated eight distince A Hyperstar The New
possible futures to is Born Renaissance
consider. in our mapping,
we went about naming
the futures to help the
team create stories of few
what each might be like. celebrities

design synthesis . spring 2006 . kids & media . bernard, king, mcgaw, paradis, tallacksen . 13
future scenario 1 / new britannia
new britannia
tweens 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.’

concepts
A 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 . 14
future scenario 2 / socialist paradise
socialist paradise
tweens 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.
concepts
Kid 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 . 15
future scenario 3 / depression redux
depression redux
tweens 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.

concepts
High-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 . 16
future scenario 4 / teacher is king
teacher is king
tweens 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.

concepts
Sponsored 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 . 17
future scenario 5 / the real world aka pop media
the real world aka pop media
tweens 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.

concepts
Avatar 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 . 18
future scenario 6 / kids rule
kids rule
tweens 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

concepts
Child 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 . 19
future scenario 7 / a hyperstar is born
a hyperstar is born
tweens 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.

cocepts
Commercialized 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 . 20
future scenario 8 / the new renaissance
the new renaissance
tweens 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.

concepts
Closed-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 . 21
concept generation ii / focus on collaboration
insights principles ideas-product ideas-system ideas-strategic
Tweens collaborate differently Collaboration from home Wireless computer family pack Multi-computer kits (like a cell-phone Product bundling and service integration
family plan) across devices
Collaboration in public Mood gear Ambient devices that indicate your Merging of social networking and
'mood' through physical and virtual physical worlds in realtime
channels based on biometric feedback

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 The ability to create physical
group are in a similar space, city, town 'clickstreams' that can be shared with
or mall. 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 Avatar assist A inference-base search system that
'know 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 Where you at' location devices Passive presence awareness devices
geography
Collaboration with people outside their LiveCasting Live streaming of content caputured via Realtime, user designed, contextually
geography a 'life recorder' aware entertainment experiences

focus on collaboration
the 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 . 22
concept generation / focus on security
Insight Principles Ideas-Product
Any service or product must incorporate Virtual security Spheres
security measures Background check at initial sign-in
Insight Principles Ideas-Product
Any service or product must incorporate Virtual security
Parental log-in
Spheres
security measures Key-wordBackground
flagging check at initial sign-in
Emergency button
Parental log-in
Key-word flagging
Emergency button

Physical security Supervised meetings


Physical security Supervised
Child-safety agentsmeetings
Child-safety agents
Parents lounge
Parents lounge
High-school cool kids
High-school cool kids

Descriptions
Descriptions
Spheres Layers of familiarity that parents set up for 'tween that can be
Spheres Layers
turned on and off of familiarity that parents
Background check set up
Everyone signing for 'tween
up must that caninformation
provide personal be that allows
turned
network to do onbackground
a simple and off check
Background
Parental log-in check Only parentsEveryone
can log-in tosigning
network up must
for their 'tweens

Key-word flagging When certainprovide personal


words are used, theyinformation thatflagged and
are automatically
checked by allows
network network to do a simple
Emergency button Button incorporated into the check
background system that a 'tween can press if they
Parental log-in believe they Only parents
are speaking can log-in
to someone that to
could cause them harm.
Network checks on the person
network for their 'tweens
Supervised meetings
Key-word flagging Space whereWhen
face-to-face interaction
certain wordsisare
supported.
used, Responsible
adults are always present
they are automatically flagged
Child-safety agents Network of adults who are certified agents that 'tweens could call
and checked by network
to help in a situation where they are uncomfortable
Emergency button Button incorporated into the
Parents lounge Adult-friendly area within a physical space where parents can
focus on security system that a 'tween can press if
accompany their kids
they believe they are speaking to
in addition, the project High school cool kids Kids who volunteer (or are paid) to be watchdogs
someone that could cause them
team felt like we had harm. Network checks on the
missed a big area of person
concern for parents by Supervised meetings Space where face-to-face
not more specifically interaction is supported.
addressing security so we Responsible adults are always
explored this area as well. present
Child-safety agents Network of adults who are
certified agents that 'tweens
could call to help in a situation
design synthesis .where
springthey are. kids
2006 & media . bernard, king, mcgaw, paradis, tallacksen . 23
uncomfortable
Parents lounge Adult-friendly area within a
physical space where parents
concept clustering / first level groupings
physical objects responding to media group development • Use GPS know, when you’ve come home, to
• Clothing that reveals what you’re listening to • Flash Mob Fob replay where you’ve been.
• “Mood” gear. • TeamEngine (supports sports teams) • Geo-aware helmet-cam

capturing life digitally • Skillz guild personalized products


• Avatar assist (wearable device to capture life) • Platform for league generation • Personalized tech - celebrity, scarcity
• Cheap digital charm bracelet broadcast me celebrity • NIKE ID shoes—customized.
• MeTube / Flickr Video • Perceived Choice (Corporate Skinning)
media responding to life
• Music device based on your “moves” • Upload your own skate video (You-Tube) Low-end theory (cheap devices)
• Automatic soundtrack generated from what • Helmet-cams (for skiers) • Low-end theory (cheap devices)
you’re doing in real life • LiveCasting: Whatever you’re doing is shared
tapping tweens for public good
with thousands
media responding to physical • Altruistic/Reality-based MMPORGs
•  hysical throw of media content to another
P kid-produced media • Grid exploration
person. • Kid-produced media shows (broadcasting in a
box) rewards
• Gestural recall of media. • KidCredit
• Physical inputs to avatar creation (performance • Movie Camp (a store? for birthdays?)
• Earn karma (reputation) points from other users
capture) cocreative networks as you pass them the ball
• Motion-capture gear. • Multimedia contests • Real world performance gives virtual-world credit
networked physical activities • Online multimedia mashups. (eg: pedometer gives you points in a game)
•  irtual square dancing, with competition and
V • Massively multiplayer narrative
enhancing education with media
voting. • Collaborative social networking
• Commercial learning centers
• Kendo in your living room with others • Tribute events
• Companies subsidized schools (e.g. inexpensive
• DDR “zoolander” dance-off. proximity networks for communication w/ tween-centered software)
• Virtual “he shoots, he scores” • Proximity-aware networking. • P.E. Pros (outsourced, multimedia PE for schools)
• Network play with virtual audience (that can • Where you at? Constant status updater so you • media sharing
heckle) can let your buddies know where you are • Live sharing of media.
• Trivial pursuit frisbee • Bonjour for mobile • Vide3o serials (comics, pass-around media)
• Virtual space travel • Friend-sensing clothes
high-tech public gathering places
exercise communities & support • Group telematics
• Face-to-face local media interaction
• Support network for (physical) training • Telematics in sports equipment
• Multimedia physical centers for collaboration
• Virtual personal trainer. mapping media to geography • New high-tech movie theatres
• Shared virtual personal assistant • Zonetag—captures where you are
• Submit your exercise too general
• VideoFfitti - tagging physical locations w/ video
• Shoes congratulate you when you finish working • Nike gear for participation
• GeoBlogging
out • Nike gear for contribution

design synthesis . spring 2006 . kids & media . bernard, king, mcgaw, paradis, tallacksen . 24
concept clustering / affinity groupings
community
media-reality networked
physical media support for
augmentation physical activity
(15) physical activity
(11) (19)
(8)

physical media media networked exercise group


capturing life
responding to responding to responding to physical communities development
digitally (3)
media (2) the life (2) physical (4) activities (11) and support (7) services (4)

communication geographic
producing media
and cocreation networks and tech products
(11)
networks (11) media (11) (4)

proximity
broadcast me kid-produced co-creative networks for mapping media personalized low-end theory
celebrity (4) media (2) networks (5) communication to geography (5) products (3) (1)
(6)

encouraging
shared media
good behavior
affinity groupings (9)
experiences (9)
we took all of those
first level groupings and
reduced clustered them
by affinity. this process tapping tweens enhancing
media sharing
high-tech public
for public good rewards (3) education with gathering places too general (2)
was partially formalized (2) media (4)
(2)
(3)
and rigorous and partially
intuitiive based on our
prior learnings and
experience.

design synthesis . spring 2006 . kids & media . bernard, king, mcgaw, paradis, tallacksen . 25
evaluation / point concepts Concept Evaluation Worksheet Big Questions. Rate on a scale of 1 to 9

Low Risk
(likely Ease of User Value Business S
will suc- Profit Impleme Score (scaled to (scaled to 1
No. Description Socialization Network Mobility Management Immersion Hope Expression Exercise Enchantment Security ceed) Potential ntation 100 pts) 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

Concept Evaluation Worksheet Big Questions. Rate on a scale of 1 to 9 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

Low Risk 5 Commercial learning centers 6 2 2 1 1 4 5 2 3 9 8 6 4 43.21 66.67

(likely Ease of User Value Business Score 6 Personalized tech 5 4 1 2 4 2 3 3 3 3 7 7 8 33.33 80.56

will suc- Profit Impleme Score (scaled to (scaled to 100 7 Perceived Choice (Corporate Skinning) 2 2 1 1 4 3 2 1 1 1 4 5 7 18.52 58.33

No. Description Socialization Network Mobility Management Immersion Hope Expression Exercise Enchantment Security ceed) Potential ntation 100 pts) pts) 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

Weight > 1.5 1 1.5 1 1 1 1.5 2 1 2 1 2 1 121.50 36


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

1 Collaborative social networking 8 7 6 2 7 4 6 1 4 3 5 3 4 51.03 41.67 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

Companies subsidized schools (e.g. inexpensive w/


14 5 1 4 1 1 2 3 1 3 8 5 3 7 36.21 50.00
tween-centered software)

2 Multimedia contests 5 4 2 3 3 5 7 1 5 7 3 4 6 46.91 47.22


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

3 Low-end theory (cheap devices) 3 3 5 4 2 1 3 3 1 1 7 6 4 29.22 63.89 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

4 Multimedia physical centers for collaboration 7 3 2 1 2 3 8 3 4 8 4 5 3 49.79 47.22


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

5 Commercial learning centers 6 2 2 1 1 4 5 2 3 9 8 6 4 43.21 66.67 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

Earn karma (reputation) points from other users as you


27 8 4 5 1 3 2 1 6 2 4 3 3 3 43.62 33.33
pass them the ball

28 Proximity-aware networking. 4 7 6 1 1 1 1 5 1 2 8 6 9 34.16 80.56

6 Personalized tech 5 4 1 2 4 2 3 3 3 3 7 7 8 33.33 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

7 Perceived Choice (Corporate Skinning) 2 2 1 1 4 3 2 1 1 1 4 5 7 18.52 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

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


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

9 Altruistic/Reality-based MMPORGs 7 7 1 2 8 5 5 1 8 4 8 8 7 48.97 86.11 40 GeoBlogging 4 6 5 3 3 1 4 5 3 2 7 4 8 40.74 63.89

LiveCasting: Whatever you’re doing is shared with


41 6 7 6 3 4 2 6 3 3 1 6 4 6 44.44 55.56
thousands

42 Networked 5 8 4 2 3 5 4 3 4 3 8 2 8 44.03 55.56

Where you at? Constant status updater so you can let

10 New high-tech movie theatres 2 1 1 1 7 4 1 1 9 5 3 3 8 32.92 47.22


43 6 5 7 1 3 3 3 5 2 4 6 6 9 46.09 75.00
your buddies know where you are

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

11 Video serials (comics, pass-around media) 4 4 1 5 6 3 2 1 7 4 7 4 8 37.45 63.89 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

Use GPS know, when you’ve come home, to replay


49 2 2 2 5 2 2 2 3 1 6 4 4 8 32.10 55.56
where you’ve been.

12 Virtual space travel 3 6 2 2 7 6 3 2 8 5 7 4 5 45.27 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

13 Grid exploration 5 7 6 1 5 5 4 3 6 6 6 3 7 53.09 52.78 54


Real 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

Companies subsidized schools (e.g. inexpensive w/


14 5 1 4 1 1 2 3 1 3 8 5 3 7 36.21 50.00
57 Nike gear for participation 4 2 3 1 1 3 1 5 1 4 7 3 8 31.28 58.33

tween-centered software) 58
Automatic 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

evaluation
15 Face-to-face media of
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

interaction 6 1 3 4 5 2 4 3 5 6 4 3 9 44.86 52.78 61 Trivial pursuit frisbee 5 1 4 1 4 1 1 6 2 4 7 7 7 36.21 77.78

point concepts
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

16 Flash Mob Fob 7 6 7 1 4 1 3 5 4 2 6 6 8 45.68 72.22


64 DDR “zoolander” dance-off. 7 5 2 2 4 3 8 7 3 5 8 4 9 54.73 69.44

we scored each of the 68 65

66
Network play with virtual audience (that can heckle)

Tribute events
5

5
6

4
3

1
1

1
5

5
1

5
6

3
1

1
4

6
3

5
7

7
4

7
8

8
37.86

38.27
63.89

80.56

point concepts
digital charm braceletwe had
67 Massively multiplayer narrative 5 7 3 3 7 3 9 1 9 3 5 6 7 51.44 66.67

17 Cheap 7 3 6 7 2 2 5 1 4 3 5 5 7 43.62 61.11 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

generated against both


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

user and business value


and scaled each score to
19 Movie Camp (a store? for birthdays?) 7 1 1 1 5 1 7 4 6 7 4 8 6 48.15 72.22

100 for easy comparison.


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 design
1 synthesis
1 1 . spring
8 2006
7 . 7kids4 & media
28.81 . bernard,
69.44 king, mcgaw, paradis, tallacksen . 26

23 TeamEngine (supports sports teams) 8 5 3 4 3 5 3 9 3 7 8 7 8 60.08 83.33


evaluation / point concepts mapped
Concept Viability

Business Value

concept mapping
taking 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.
User Value
design synthesis . spring 2006 . kids & media . bernard, king, mcgaw, paradis, tallacksen . 27
system DNA / creative.collective
Concept Viability

Business Value
MotionGrabz

Multimedia contests

Social Network
creative.collective
we 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.
User Value
design synthesis . spring 2006 . kids & media . bernard, king, mcgaw, paradis, tallacksen . 28
system concept / creative.collective

creative.collective

creative.collective creative.collective

aaaa
creative.collective
is a virtual and physical
space aimed at tweens create & edit upload your your media is media is MTV hands out
- teens built by MTV your media at media to the peer reviewed available in awards to the
Viacom Group. The home or in c ’s
2 ­­­­­
c network.
2
like American various media best rated.
venture looks to capitalize studio space. Idol with a formats.
on tween’s growing savy heavy dose
with media creation of social
combined with social networking.
networking and self-
celebrity trends.

design synthesis . spring 2006 . kids & media . bernard, king, mcgaw, paradis, tallacksen . 29
concept evaluation / nike leaguemaster
Concept Viability

Business Value

leaguemaster
we 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.
User Value
design synthesis . spring 2006 . kids & media . bernard, king, mcgaw, paradis, tallacksen . 30
system concept / nike leaguemaster

leaguemaster leaguemaster

competition social networking media enabling personalizing


management
• social filtering: private, • build “your” team and • NikeID driven uniforms,
leaguemaster • creation of “leagues” family, friend type, public league site shoes and other gear
leaguemaster • frameworkes for • karma points for • livecasting from events (see above left)
is an online venture many kinds of athletic involvement and getting via phone or Wi-Fi • “skinning” for team and
competitions well rated • video, audio, photos, league site
run by Nike to enable • “season” scheduling • allows for quick “pick- blogging, etc. • pick a famous athelete
league management and assistant, calendars, etc. up game” activities • hooked up with ESPN or star to message you
development. Tweens • build & share your own • allows for finding broadcaster school
would be the lowest age competition “framework” others with similar • tutorials showing how
group to be targeted and interests to use the tools
offerings would support
social networking in the
real and virtual world.

design synthesis . spring 2006 . kids & media . bernard, king, mcgaw, paradis, tallacksen . 31
concept evaluation / massively multiplayer narrative
Concept Viability

Business Value

Multimedia Center

Social Network

SweatPoints
mmn
we 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.
User Value
design synthesis . spring 2006 . kids & media . bernard, king, mcgaw, paradis, tallacksen . 32
system concept / massively multiplayer live

play now!
capture content in
the real world... interact with your, others
and PBS content online...

consume content
sign up to play... on PBS, via the
learn about the world in web and iPod
the process...

MML
is 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 . 33
creative.collective

design synthesis . spring 2006 . kids & media . bernard, king, mcgaw, paradis, tallacksen . 34
creative.collective / one concept developed

past future

T(w)eens live in a media creative.collective will provide t(w)eens who


saturated society, yet have Hollywood aspirations with compelling
too many of the options and integrated experiences, both virtual and
available to them are real-world, inspiring them to:
passive experiences.
learn.create.share
and author the next-generation of media.

design synthesis . spring 2006 . kids & media . bernard, king, mcgaw, paradis, tallacksen . 35
creative.collective / one concept developed

past future

Browsers Browsers=Learners=Contributors
Learners
Contributors

Stars Stars

design synthesis . spring 2006 . kids & media . bernard, king, mcgaw, paradis, tallacksen . 36
creative.collective / creative.cafe

creative.collective

creative.cafe
is 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 . 37
creative.collective / creative.virtual
creative.collective my.page

top rated videos top stars genres

best actors

best animators

best directors

best musicians

musicians

creative.virtual
is 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 . 38
creative.collective / creative.idol
creative.collective creative.collective

aaaa

create & edit your upload your your media is media is Apple and Disney
media at home media to the peer and expert available in hand out awards
or in c ’s studio
2 ­­­­­
c network on
2
reviewed like various media to the best rated.
space within Quicktime.com. American Idol with formats through
Select Apple a heavy dose Quicktime.com
stores. of social and ABC.
networking. you
also review other’s
contributions.

creative.idol
is 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.

design synthesis . spring 2006 . kids & media . bernard, king, mcgaw, paradis, tallacksen . 39
creative.collective / a multiview roadmap
Beachhead Near Term Mid Term Long Term
Program Development Viral Launch Early Adopters Pop Culture Phenomenon
Program Refinement

Classes Cable Awards Reality Show Network Theme Park


Curriculum development Online Training
Online Show Launch Development Debut “Movie Camp”

Online Editing Tools


Tutorials Online
Website Content Managemnet & Filters
Sign Lonely Island Launch Online Editing Tools
or other youth communicators

Studio-in-a-Box Home Digital Studio


Co-branded movie gear
Product
Begin Program Development
Launches
Begin Technology Development

Begin Begin
Research & Location
Brick & Mortar
New Market Scouting
Planning & Design Location Launch
Marketing
& Media
a multiview roadmap
our project team Pop-up locations

considered a suite of
implementation variables
in building a roadmap Stores in major cities; Disney locations
Smoothies & food products
for creative.collective.
included in this roadmap,
we list product and
Outreach to Media Schools (for staff); other educators for student partnerships
feature elements above
with human resources
Human Resources Celebrity Reps Production Store Staff
and systems capabilities Educators Online Managers Staff Trainers
below. this plan would Systems Real Estate
Store Design
Manufacturing, Media Managers
obviously be flexible and IT Fulfillment
highly dependent on
Apple’s goals.

design synthesis . spring 2006 . kids & media . bernard, king, mcgaw, paradis, tallacksen . 40
haveagoodsummer

design synthesis . spring 2006 . kids & media . bernard, king, mcgaw, paradis, tallacksen . 41

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