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Motives and Methods for
       Participatory Web
       Design
       with At-Risk Teens
       Paul Treadwell
       Cornell Cooperative Extension


2002
What is Participatory Design?
   Participatory design represents a new approach
    towards computer system design in which the people
    destined to use the system play a critical role in
    designing it. (Schuler,D. and Namikora,A.(1993) Participatory Design. Principals
    and Practices. Erlbaum and Associates New Jersey)

   Designing with as opposed to designing for.
Participatory Design with Teens
   Working with teens we are given a spectrum of possible
    involvement. At the midpoint of this spectrum is participatory
    design. Viewed as a progression of skills and development,
    however, we can set an end goal of teens as designers.
Paper prototyping
                   Working with markers
                    and paper to rough out the
                    design of a site and pages.
                   Inexpensive
                   Allows the rapid
                    development of
                    alternative design
                    schemes
Youth Voices in New York
   Two diverse communities
    located in New York
   One rural, Jefferson county
   One urban, Erie county
Designing with…the Wabasso Experience

   A one day training session
    at a 4-H camp
   Kids from two starkly
    different settings thrown
    together in the middle of
    nowhere.
   Three sessions during the
    course of the day
The Task

  •My charge: Teach them to build a project web site.

  •Participants: Myself, Project staff from Jefferson and Erie Counties,
            and teens from both counties.

  •My Naïve Assumptions: That I could do satisfy everyone’s desires in one
  day.

  •The tools: Paper,markers, laptops, Dreamweaver and a few examples of
           Sites designed by teens.
The design session
   Unrestricted design
    parameters
   Mixed small groups of 4
    to 5 teens working to
    design a project page
   Paper based design
From paper to display
   The next step attempted to
    convert the paper based
    designs into web pages.
   Using laptops,
    Dreamweaver and grim
    determination the time
    passed.
   During the course of this
    final session success
    was…elusive.
Problems (20/20 hindsight)
In evaluating the day’s work a number of problems
 were identified, including:

   Unclear/unrealistic goal(s)
   Conflicting motives
   Not clearly knowing with whom I would be working
   Too many participants
Unexpected Results
   Design sessions resulted in a
    usable page/site design (not
    unexpected)
   Participants from erie county
    realized the paper design
    online (unexpected)
   Why? 2 teens from Erie
    working with a staff member
    after the session…mentoring
After Wabasso:            Learning from experience

   In evaluating the camp experience a number of
    shortcomings were exposed. Our work since then
    has been informed and directed by the experience
    gained on that day.
   Sometimes,in order to move forward, we have to
    step back.
     Providing templates is not necessarily a bad thing.
     Why I do something may be quite different than
      what others expect.
Motives
   How do we evaluate a
    design session?
   3 kinds of participants
    shape the session:
     Teens
     Adults (Project staff)
     Designer/Trainer

   3 different sets of motives
    for participating in
    sessions
When motives meet…

   The intersection of motives is the point of greatest
    opportunity for conducting successful design/training
    sessions.
   While this may seem obvious, revealing motives may not
    be easy.
   Mis-matched motives may be inevitable in the beginning.
    Vocabularies and understanding among or within the 3
    groups may be radically different
Negotiating a common language

   Part of the design process involves the
    development of a common language.
   This process of negotiating a common language
    clarifies motives.
   Working through this process can be
    uncomfortable.
My Motives?
   My goal in these design/training sessions is to
    spark an interest, to expose teens to tools and
    technologies that will allow them to articulate
    their stories, dreams and visions more clearly.
After Wabasso part 2
   Quarterly on-site training
    sessions have been established
   When necessary, templates
    have been used to ease into the
    on screen design.
    A survey has given a clearer
    picture of what the teens want
    from these sessions
Survey says…
   A survey of tech team members indicates that:
     More than half of the teens use a computer several
      times a day (55%)
     School is the location most often used for access
     The top 3 uses/applications used are:

         Playing games
         Listening to music

         Surfing the web
Survey
   When asked “what would you like to learn to do
    with computers” the top three choices were:
     Create and Edit video
     Create and edit pictures
     Create web pages
After Wabasso part 3
   The introduction of digital
    photography and video is
    being used as a “hook” to
    capture the interest and
    enthusiasm of the teens.
   Digital photography and
    video can be used to
    address some of the
    literacy challenges we
    face.
Digital photography
                   There is a fluidity and
                    playfulness around digital
                    photography.
                     A known object
                      (camera)
                     Immediate results
                     Printable and shareable
                      with friends
Fluidity, relevance and progress

   In order to be successful,we must be able to
    answer and illustrate how:
       The technology relates to their (the teens) situation
            Is web design the most direct path to answering that ?
Fluidity,relevance and focus




   If we take self expression as immediately relevant to their
    situation/experience, we can build a spectrum of focus.
     Digital photography is easily introduced and adopted.
     Web design is more demanding, but can be seen as a final
      goal, integrating what is learned through the use of
      photography and video.
What has been learned-The Big
Picture
   Introducing technology cannot be abstracted from
    the social and cultural milieu.
     Technology alters relationships and makes
      demands.
     Variables/factors impacting the teens experience:

         Access to technology
         Access to ‘mentors”
               Scaffolding, peer partnerships/mentoring
Variables/factors (continued)

   Exposure to content relevant to their situation.
   Understanding of the technology
   Playfulness
   Perceived value in what is being taught or offered
Defining and Measuring success

   Developing a Skills assessment tool which gives a
    clear picture of where the teens are at will lead to
    more realistic goal setting.
   Success can mean 3 different things during any
    design session. Negotating a common goal at the
    outset is essential.
What’s next
   During the next 12 months we will be working
    more intensively with digital photography and
    video as a method of drawing the tech teams into
    web development.
   A skills assessment tool needs to be developed.
   Tools for collaboration will be explored and used
    as skills develop.
Contact Information
   Paul Treadwell
   CCE Web Administrator
   CYFAR Community Project Connectivity Contact
   B09 MVR
   Cornell University
   Ithaca, New York
   14853
   pt36@cornell.edu
   http://treadwell.cce.cornell.edu/
   Discussion Board for Motives and Methods @
    http://treadwell.cce.cornell.edu/youthvoices/phpBB2/index.php

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From 2002 - Motives and Methods for Participatory Web Design with At-Risk Teens

  • 1. Motives and Methods for Participatory Web Design with At-Risk Teens Paul Treadwell Cornell Cooperative Extension 2002
  • 2. What is Participatory Design?  Participatory design represents a new approach towards computer system design in which the people destined to use the system play a critical role in designing it. (Schuler,D. and Namikora,A.(1993) Participatory Design. Principals and Practices. Erlbaum and Associates New Jersey)  Designing with as opposed to designing for.
  • 3. Participatory Design with Teens  Working with teens we are given a spectrum of possible involvement. At the midpoint of this spectrum is participatory design. Viewed as a progression of skills and development, however, we can set an end goal of teens as designers.
  • 4. Paper prototyping  Working with markers and paper to rough out the design of a site and pages.  Inexpensive  Allows the rapid development of alternative design schemes
  • 5. Youth Voices in New York  Two diverse communities located in New York  One rural, Jefferson county  One urban, Erie county
  • 6. Designing with…the Wabasso Experience  A one day training session at a 4-H camp  Kids from two starkly different settings thrown together in the middle of nowhere.  Three sessions during the course of the day
  • 7. The Task •My charge: Teach them to build a project web site. •Participants: Myself, Project staff from Jefferson and Erie Counties, and teens from both counties. •My Naïve Assumptions: That I could do satisfy everyone’s desires in one day. •The tools: Paper,markers, laptops, Dreamweaver and a few examples of Sites designed by teens.
  • 8. The design session  Unrestricted design parameters  Mixed small groups of 4 to 5 teens working to design a project page  Paper based design
  • 9. From paper to display  The next step attempted to convert the paper based designs into web pages.  Using laptops, Dreamweaver and grim determination the time passed.  During the course of this final session success was…elusive.
  • 10. Problems (20/20 hindsight) In evaluating the day’s work a number of problems were identified, including:  Unclear/unrealistic goal(s)  Conflicting motives  Not clearly knowing with whom I would be working  Too many participants
  • 11. Unexpected Results  Design sessions resulted in a usable page/site design (not unexpected)  Participants from erie county realized the paper design online (unexpected)  Why? 2 teens from Erie working with a staff member after the session…mentoring
  • 12. After Wabasso: Learning from experience  In evaluating the camp experience a number of shortcomings were exposed. Our work since then has been informed and directed by the experience gained on that day.  Sometimes,in order to move forward, we have to step back.  Providing templates is not necessarily a bad thing.  Why I do something may be quite different than what others expect.
  • 13. Motives  How do we evaluate a design session?  3 kinds of participants shape the session:  Teens  Adults (Project staff)  Designer/Trainer  3 different sets of motives for participating in sessions
  • 14. When motives meet…  The intersection of motives is the point of greatest opportunity for conducting successful design/training sessions.  While this may seem obvious, revealing motives may not be easy.  Mis-matched motives may be inevitable in the beginning. Vocabularies and understanding among or within the 3 groups may be radically different
  • 15. Negotiating a common language  Part of the design process involves the development of a common language.  This process of negotiating a common language clarifies motives.  Working through this process can be uncomfortable.
  • 16. My Motives?  My goal in these design/training sessions is to spark an interest, to expose teens to tools and technologies that will allow them to articulate their stories, dreams and visions more clearly.
  • 17. After Wabasso part 2  Quarterly on-site training sessions have been established  When necessary, templates have been used to ease into the on screen design.  A survey has given a clearer picture of what the teens want from these sessions
  • 18. Survey says…  A survey of tech team members indicates that:  More than half of the teens use a computer several times a day (55%)  School is the location most often used for access  The top 3 uses/applications used are:  Playing games  Listening to music  Surfing the web
  • 19. Survey  When asked “what would you like to learn to do with computers” the top three choices were:  Create and Edit video  Create and edit pictures  Create web pages
  • 20. After Wabasso part 3  The introduction of digital photography and video is being used as a “hook” to capture the interest and enthusiasm of the teens.  Digital photography and video can be used to address some of the literacy challenges we face.
  • 21. Digital photography  There is a fluidity and playfulness around digital photography.  A known object (camera)  Immediate results  Printable and shareable with friends
  • 22. Fluidity, relevance and progress  In order to be successful,we must be able to answer and illustrate how:  The technology relates to their (the teens) situation  Is web design the most direct path to answering that ?
  • 23. Fluidity,relevance and focus  If we take self expression as immediately relevant to their situation/experience, we can build a spectrum of focus.  Digital photography is easily introduced and adopted.  Web design is more demanding, but can be seen as a final goal, integrating what is learned through the use of photography and video.
  • 24. What has been learned-The Big Picture  Introducing technology cannot be abstracted from the social and cultural milieu.  Technology alters relationships and makes demands.  Variables/factors impacting the teens experience:  Access to technology  Access to ‘mentors”  Scaffolding, peer partnerships/mentoring
  • 25. Variables/factors (continued)  Exposure to content relevant to their situation.  Understanding of the technology  Playfulness  Perceived value in what is being taught or offered
  • 26. Defining and Measuring success  Developing a Skills assessment tool which gives a clear picture of where the teens are at will lead to more realistic goal setting.  Success can mean 3 different things during any design session. Negotating a common goal at the outset is essential.
  • 27. What’s next  During the next 12 months we will be working more intensively with digital photography and video as a method of drawing the tech teams into web development.  A skills assessment tool needs to be developed.  Tools for collaboration will be explored and used as skills develop.
  • 28. Contact Information  Paul Treadwell  CCE Web Administrator  CYFAR Community Project Connectivity Contact  B09 MVR  Cornell University  Ithaca, New York  14853  pt36@cornell.edu  http://treadwell.cce.cornell.edu/  Discussion Board for Motives and Methods @ http://treadwell.cce.cornell.edu/youthvoices/phpBB2/index.php