Kids & Media / Design Analysis
Kids & Media / Design Analysis
Kids & Media / Design Analysis
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
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
OBJECTS Group
Environments forEntertainment
the use Group Entertainment Few to many Many to Many
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
design analysis . spring 2006 . kids & media . chung greathouse king paradis todd .
asymmetric matrix / activities & media
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
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.
TV
Movies
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
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.
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
design analysis . spring 2006 . kids & media . chung greathouse king paradis todd . 11
symmetrical matrix / activities
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.
DANCING SHUFFLING/
WITH RELAXING
RANDOMIZING
SOMEONE
Information Exchange
Communication Absorbing Information
Creation
Documenting & Tracking
Expressive Improvize Task-based
relationships
ROLE
MIXING WRITING PLAYING GETTING
PLAYING
INFO
design analysis . spring 2006 . kids & media . chung greathouse king paradis todd . 13
network diagrams / creative exploration
Information Exchange
Communication Absorbing Information
Creation
Documenting & Tracking
Expressive Improvize Task-based
important TAKING
PICTURE
RECORDING
development focuses
ROLE
MIXING WRITING PLAYING GETTING
PLAYING
INFO
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.
DANCING SHUFFLING/
WITH RELAXING
RANDOMIZING
SOMEONE
Information Exchange
Communication Absorbing Information
Creation
Documenting & Tracking
Expressive Improvize Task-based
completely changed
NETWORKING
SHARING
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.
Get ready Go to
Wake up Eat breakfast Eat lunch Go to activity Eat dinner for bed sleep
design analysis . spring 2006 . kids & media . chung greathouse king paradis todd . 16
activity map / a day in the life of a kid
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
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
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
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
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
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
design analysis . spring 2006 . kids & media . chung greathouse king paradis todd . 30
user types to era analysis / broken out
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
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
to do what’s
experience that will:
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
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'
were analyzed. CD
Portable
Home Mags
Imitate
Fashion
design synthesis . spring 2006 . kids & media . bernard, king, mcgaw, paradis, tallacksen .
the concept space / media uses vs. uses
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
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
Provide entertainment.
3 2 3 3 3 2 2 2 1 1 2 1 2 1 2 1 1 2 2
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
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3
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2
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1
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2
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Exercise
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
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 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 .
7gV^chidgb^c\BVig^m
8ajhiZgZYYZh^\c^beZgVi^kZhkhideXg^iZg^V
concept generation / concept generation matrix
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» :Vgc`VgbV [dgigV^c^c\
gZejiVi^dc
ed^cih[gdb
di]ZgjhZghVh
ndjeVhhi]Zb >> GeoBlogging
i]ZWVaa
>> Livecasting: Whatever
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cZildg`^c\# you’re doing is shared »with
8dchiVcihiVijh ijgZhl]ZgZndj a^k^c\gddbl^i] bdW^aZ gZkZVahl]Vi l^i]k^gijVaVjY^" eaVnZgcVggVi^kZ
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» ÆBddYÇ\ZVg# >> NetworkedY^Zh`cdll]ZgZ
mobile devices ]ZabZi"XVb
ndjVgZ
8d"XgZVi^dc^c\ZcZgVa
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
recording
t(w)eens fat and H.C.
compensation School
stupid? Home
education
funding
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
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
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
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
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
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
(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
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
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
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
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
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
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
point concepts
62 Friend-sensing clothes 7 5 6 1 3 3 3 1 1 4 4 5 7 38.68 58.33
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
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
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
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
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
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
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