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From 2002 - Motives and Methods forParticipatory Web Designwith 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