Archive for the 'Interview' Category

Scratch That: An Interview with Mitchel Resnick

Thursday, September 11th, 2008

[The following is an article I wrote for the August 2008 issue of Tech & Learning Magazine. For those unfamiliar with this monthly magazine, it's a great resource for education technology leaders. It provides helpful information on how to implement technology into schools, and is tailor-made to meet the special needs of a professional educator.]

For an audio recording of this interview, click here.

Photo of Mitchel Resnick, researcher, inventor and professor at MIT's Media Laboratory

Mitchel Resnick is a researcher, inventor and professor at MIT’s Media Laboratory in Cambrige Massachusetts and the founder of the Lifelong Kindergarten Group at MIT. He is the lead innovator behind many cutting-edge learning technologies and projects for children including the , PicoCrickets, and the wildly successful consumer product, Lego Mindstorms.

In this interview Mitchel shares his experiences about his latest online learning product for kids called Scratch. Scratch is a unique digital creativity tool for kids which helps facilitate expression, communication, concepts in interactivity and programming, presentation development, and community-based learning. It consists of an offline application used to create projects, and an online gallery for sharing those projects with other community members and the world. This interview was conducted in the Spring of 2008 and has been edited for clarity purposes.

ST: Can you tell me about the meaning behind your group name, the Lifelong Kindergarten Group?

MR: In our group we’re especially interested in how to help people develop as creative thinkers. It’s our belief that one of the keys to success in the future is going to be one’s ability to think and act creatively. We’re living in a world where things are changing quickly and because of that people need to be able to come up with innovative solutions to unexpected problems.

If our goal is to help people develop as creative thinkers, we then ask ourselves “Well, where can we draw inspiration from? What are good models of how to help people develop as creative thinkers?” As we looked around, we found lots of inspiration from the ways children learn in Kindergarten, especially with traditional Kindergarten. Kindergartens are in the process of changing, but at least in the traditional Kindergarten from its early roots almost 200 years ago, Kindergarten has been a time where kids are constantly engaged in creating things in collaboration with one another in a playful way. Whether they’re building towers out of wooden blocks to make a city, or making pictures with crayons and finger paints, kids in Kindergartens are constantly coming up with ideas, creating things playfully with one another. We’ve seen that that approach is a good way for learning some important concepts in Kindergarten, like learning about number and shape and size and color, but it’s also a very good method to help kids develop as creative thinkers.

By looking at the way children learn in Kindergarten we developed what I call the “creative learning spiral.” In many of the best creative thinking experiences you start with imagination, you come up with an idea, you create something based on your idea, you play and experiment with that idea, you share it with others, you talk about it with them, they try it out, and they give you feedback. Based on that experience, you reflect upon your idea, you think about what happened, and that gives you new ideas. Then you’re right back again at the beginning with imagining – at which point, you keep on spiraling out with new ideas based on this concept of “imagine, create, play, share, reflect, and imagine.” We can see this spiraling concept working really well in most Kindergartens. So we ask ourselves “Why cant we take this same approach to learning and bring it to learners of all ages?” Hence the name of our group, Lifelong Kindergarten.

Kindergarten has been around for a long time. Why hasn’t the Kindergarten approach to learning been adopted for learners of all ages? My thinking is that it’s been difficult to spread that Kindergarten approach through older grades in school and through the continual learning experiences as we get older because we haven’t had the right media, the right technologies, and the right tools.

Crayons, fingerpaints and wooden blocks are great for learning Kindergarten concepts like number, shape, size, and color. As you get older and you want to learn more advanced ideas, then crayons, fingerpaints and wooden blocks are not enough. People then shift to a more “transmission” approach to learning, where we try to deliver information to students in a classroom as a way of helping students learn new things.

This is where I think new technologies can make a big difference. My feeling is if we use new technologies the right way, we can extend the Kindergarten approach to learning to learners of all ages. What we want to do in our Lifelong Kindergarten group is develop new technologies that are in the spirit of crayons, fingerpaints and wooden blocks used in Kindergarten. By using these new technologies, want to allow learners of all ages to work on personally meaningful projects and to continue to learn in that Kindergarten style but to learn more advanced ideas and to work on more advanced projects.

ST: This is a recurring theme with the other projects you have been involved with. Not just Scratch, but also PicoCrickets and the Computer Clubhouse as well.

MR: Yes. The Lifelong Kindergarten Group has been the name of my research group for maybe ten or fifteen years now. We’ve worked on many different projects under that banner. The theme of Lifelong Kindergarten is our broad vision. Within that broad vision we’re always working on different projects. Sometimes its developing new technologies that will help people continue to experiment, explore and express themselves in a Kindergarten style. Sometimes its creating new sites or contexts where we can experiment with how people learn, like the after school Computer Clubhouse settings we started. We’re creating technologies, activities, and environments, both physical and online, that help support this Kindergarten style of learning. Our feeling is that you need lots of different things to support the Kindergarten style of learning. Any one technology is not going to do it.

ST: Kind of a diverse curriculum for older ages?

MR: Yes, and for us to support that approach, we need people with lots of different backgrounds. They can’t just be a bunch of technologists building the technology. It requires not just computer scientists, but also psychologists, educators, designers, and people with expertise in content areas like math and sciences. It also requires people who are not just thinking about developing technologies but who are developing activities and developing different types of real world settings to support all of this.

ST: And you would need theorists as well.

MR: Yes.

ST: I know the work of Seymour Papert has had a strong impact on your thinking and the development of the Computer Clubhouse, Crickets, and Scratch. What areas of Seymour’s work have had the biggest influence on you?

MR: Well, a few different things. It’s from Seymour that I received a real appreciation about the importance of the design experience being interwoven with the learning experience. Many of our best learning experiences come about when we’re actively engaged in designing and creating things. With almost all of our projects, we’re always thinking “How can we engage people in creating and designing?” because we feel many of the best learning experiences come about when you’re creating and designing. That’s one important thing that I’ve learned from Seymour.

A second thing that was a very big influence for me is the importance of supporting a very wide range of different learners. I find that too many toys and educational activities are designed for a very particular type of learner. They might do a good job of supporting that particular type of learner but unfortunately it means that only certain types of people are able to get engaged with important ideas. I was very influenced by Seymour’s efforts to try to broaden the range of people who would get engaged in activities. To make sure you take into account that different people have different styles of learning and that they also have lots of different interests. We really try to think about those issues as we design.

Seymour would talk about developing new technologies in terms them having a “low floor” and a “high ceiling.” A low floor means making it easy for people to get started, and a high ceiling can keep them doing more and more advanced and complex things with it. I then extend this metaphor to say it’s also important to have “wide walls.” This means that you can have many different ways of getting engaged in these activities, not just one narrow way of doing it.

Also, the idea of connecting with people’s passions is also something I took away from Seymour. In his book Mindstorms, he starts with a wonderful essay about his own experiences as a child playing with gears. Playing with gears gave him a way of thinking about different mathematical ideas. An important part of this essay was Seymour saying he “fell in love with gears.” That’s the phrasing he uses and I think it’s an important one. It’s not just that he learned about gears, but he fell in love with gears. It’s all about the importance of engaging someone’s passion in what they’re learning. The lesson is not that we should be giving gears to everybody, it’s that we should find out what each person is passionate about.

ST: What insights can you share in how best to make technology more personable, more meaningful and more accessible to kids?

MR: The first thing is to make sure we think of technology in terms of a material that kids can do things with. Too often today, a lot of technology delivers something to the kid. I think too many technologies are trying to create an experience for kids or deliver information to kids. I’d rather think of technology as a material that kids can mold out of their imaginations into things. The more that you give kids control over the technology and allow kids to shape the direction of the technology then it becomes much easier to connect with their personal interests and passions. Giving kids the ability to shape, mold and direct technology allows everyone to shape the technology based on their own interests and passions. I’m always thinking about how we can make the technology in a way that kids are the ones who are deciding which ways to push it. Kids should be pushing the technology, the technology should not be pushing the kid.

ST: Do you find yourself in conversations with educators about the differences between Constructionism and Constructivism or Behaviorism or the learning approach teachers tend to use in class today?

MR: Yes, I certainly find myself in all those discussions.

First of all, the way I think about Piaget’s term Constructivism, the core idea to recognize is that learners build knowledge structures. Learning is an active process where learners are actively constructing knowledge based on their interactions with the world. In our minds we have lots of pieces of knowledge. Through our interaction with the world we’re actively making new connections and building our understanding. Building understanding is an active process where learners, through their interactions, are constantly constructing an understanding of the world. In a class of 30 students they are all going to be doing somewhat different constructions. It’s an ongoing active process.

Now Seymour Papert, who studied with and worked closely with Piaget, added to this concept with his term Constructionism. This idea says that one of the best ways to help people actively build their knowledge structures is to engage them in constructing things in the world. This can be thought of broadly. It might be constructing a tower out of wooden blocks, constructing a poem with words, or constructing a picture on the computer screen. Those are all ways of constructing in the world. When you talk about Constructionism, Seymour’s main point is that one of the best ways of building knowledge structures is by constructing things in the world. Whenever I construct things in the world, there is this constant feedback, back and forth, that helps me building new ideas. By building new ideas it gives me new ways of thinking about how to make things in the world. It’s this constant cycle of making things in the world, which enables me to make new ideas, which let’s me make new things in the world, which let’s me make new ideas. This is what I see Seymour saying with Constructionism.

I interpret Piaget’s Contructivism as more a theory of how people learn, where Seymour’s Constructionism is more of an approach to learning, it’s a strategy for education. I see them as somewhat different. It’s not that one replaces the other. Constructivism is more about the way people learn and Constructionism is more a suggested strategy, an educational approach, to help people learn.

As I look at the educational community, especially in the educational research community, over the last decade or so, everybody says they’re a Constructivists. Increasingly with teachers, they also say they’re Constructivists and that they’re drawing upon these ideas from Piaget. One thing that I sometimes find frustrating is that people often say they are Constructivists, but if you look at their practices, whether it’s the practice of a teacher in a classroom or the practice of a toy designer, or a media designer, their practices are totally at odds with what I think Constructivism is really about. I worry that it’s a buzz word being tossed around these days. I don’t think people really take it to heart in a serious way.

I should add that, although I feel I’m very influenced by and a strong believer of this Constructivist approach to learning and Seymour’s Constructionist strategies for education, it’s important to be up front about the fact that it’s not easy to carry out a Constructionists approach to learning or to set up an educational approach taking seriously Constructivist ideas. I think that’s one reason why they don’t get followed through as well as I would wish. It’s not that it’s easy to follow through on these approaches. To really respect individual learners and their learning styles and the ways that they go about constructing knowledge is a challenge. Although I think these ideas are very important, and I’m a deep believer in them, I’m also very aware that it’s a challenge to realize them.

ST: Where teachers and students are regularly tested for what they’ve learned within a week, within a month, I wonder if a Constructionists approach to learning can co-exist with all the testing that occurs in these assessment heavy days?

MR: I think it’s challenging. I think the role assessment plays in today’s classroom does make it more difficult to bring about the approach to education I would be most supportive of. I think assessment influences both what we’re helping students learn and how we’re helping students learn. First of all, some of the things I think are most important for students to learn aren’t easy to assess. If we need to have a very clear, often quantitative assessment of what students are learning, some things that I think are very important for students to be learning just don’t enter the classroom because we don’t have good ways of assessing them. But I don’t think that means we should give up on those things because they’re not easy to assess.

It’s a challenge. It is important to be accountable and to make sure what you’re doing is valued and is bringing about important change. I think it’s a dilemma.

Also, what is easiest to assess is knowledge of specific facts and specific skills. If those are the easiest things to assess then often times the curriculum drifts in that direction. If what you’re going to assess people on is specific facts and specific skills then drilling, practicing and memorizing can be a very effective way of achieving those results. Again, I don’t think that’s what the goal should be, but if that is what the goal is, then those approaches to education and learning could be effective. However, I do think this steers a lot of education away from what’s most important.

ST: Where did the inspiration for Scratch come from?

MR: A few different places. Partly it grew out of our long experience with our Computer Clubhouses. We started these after school centers for young people from low-income communities and specifically set them up for young people to learn to express themselves with new technologies.

One thing we found was that kids were very engaged with activities like designing with graphics and images. Photoshop became very popular and kids would grab images with a camera or they would scan an image and then they would put together someone’s head with someone else’s body and make all sorts of great images. But one thing we found was that it was much more difficult for Clubhouse members to create dynamic interactive projects, or to create interactive animations, or to create their own games. We thought that it was unfortunate that they couldn’t do this because a lot of them wanted to create interactive animations, interactive stories, and interactive games. They see a lot of this kind of creative work on the Internet and they want to create it as well, but they didn’t have good tools for doing it on their own. A lot of times they would see things online made with Flash, but Flash really wasn’t made for this audience. A lot of the young people would come into the Clubhouse thinking they could get started with Flash and then learn it was really hard for them to do the kinds things they wanted to do. The right tools didn’t exist out there for them to create what they wanted to create.

We also saw this as a missed learning opportunity. In the process of designing and creating interactive projects there are lots of opportunities for important learning experiences. We saw that there were two problems; kids couldn’t design what they wanted to design and there was this missed learning opportunity. The tools that are out there, like Flash, didn’t really seem to be serving the audience that we were most interested in.

Around this time another source of inspiration came to us through my interactions with Alan Kay. Alan is considered one of the grandfathers of the personal computer and the graphical user interface. He’s also been very interested in children’s learning. Alan had been working on a project called Etoys, which was built on top of a programming language his group had developed called Squeak. When I saw Etoys I was very inspired. It was a media manipulating authoring environment that allowed kids to manipulate media in creative ways.

As I looked at Etoys, I found it to be very exciting but didn’t really think it was going to work with the audience I had in mind. Using the experiences we had gathered over the years from the Computer Clubhouse, and drawing off of my work with Seymour Papert and his work with Logo, we imagined we could take some of the ideas from Alan Kay’s Etoys work and make it more accessible. We wanted to figure out how we could lower the floor and make it easier for kids to get started.

Also, from the beginning, we wanted to think about the community aspect of how people could share their projects with one another and how they could collaborate with one another. We thought this was going to be an important part of the learning process.

Using our experiences from the work of Seymour Papert and the work we had done with the Lego Company on the Lego Mindstorms product, we knew a lot about how to make a graphic programming language for kids. Rather than using this graphic programming language to control things in the physical world, as with Lego Mindstorms, the question became “How do we help kids control things on a screen and also let them share there creations?” That’s how we got started and those were our goals.

We were very lucky to receive a grant from the National Science Foundation to work on this project. We worked on what would become Scratch for about four years, trying out different things, constantly working with kids along the way to see what kids were interested in, what type of tools were intuitive for them, and what would they do with the tools we created. There are a variety of different aspects to the project. We built prototype after prototype to try out with kids and finally we publicly launched Scratch exactly one year ago. It’s been very exciting to have it out in the world and attracting a growing community.

ST: Can you tell me about Scratch’s journey since the moment you made the product available online?

MR: It had a rocky start at the very beginning because there was so much demand. On the first day our server crashed. We had a lot of learning to do in order to deal with the demand. But the problem was stabilized quickly and we’ve been able to support the community well since then.

The things I’m happiest with and most surprised about, I’ve been amazed by the sophistication of the projects that the people have done in Scratch. People created things that are beyond what I imagined could be created with the language we developed. It’s always exciting when you develop a piece of software and then people do things with it that you never imagined could be done with it. For example, people have made these incredibly accurate versions of old video games that are sophisticated in ways that I didn’t realize our software would be able to support. This level of sophistication is very impressive.

Even more so I’ve been impressed with and pleased by the diversity of projects kids have been created. From the beginning we knew we wanted to help kids make interactive games, interactive stories, interactive animations. Kids have found so many more creative ways of using the software and the related website.

Here’s one example that comes to mind. There’s a girl in England that instead of making a game, she just started to make some animated characters. She put these characters online with a message that said “I like making animated characters. Please feel free to use them in your stories or games. If you want a special character, just leave a message below and I’ll make it for you.” What she was doing was offering her consulting services on our website to make characters for others. So kids started asking her to make characters for their games and then they put their games online. Another kid offered their skills in making new features that could be added to a game. In several cases, kids would start their own online companies, the first one being a company called “Crank Inc.” which was a group of kids; one in England, one in Ireland, one in Russia and one in the United States. They started this company making games together where each member made different parts of the game.

Another great thing we saw was a project called the Scratch News Network, which was modeled after the Cable News Network. This project had a newscaster giving news about what was new on the Scratch website. As part of our own efforts running the Scratch website, we would feature certain projects on the Scratch home page. However, here was somebody who was giving a newscast of what in their opinion were the most important projects to be aware of on the website. The first time I saw this, my reaction was “Oh, that’s cute. Here’s a simulation of a newscast.” Then I stopped and realized that this was not a simulation of a newscast, this was a real newscast. It was just as much a newscast as is the evening news on CBS. It was created by someone to serve an audience by providing information about what was new in their community. This person wasn’t a fake newscaster or a simulated newscaster, this person was a real newscaster.

I mentioned that we feature certain projects on the Scratch home page. We also found a project that offered advice to the community on how to get your project featured on the home page. People are just using this tool in all sorts of different ways.

The level of collaboration with the Scratch community has also been exciting to see. Right now we’re up to about 130,000 projects on the Scratch website. [Author's note: In May 2008 there were 130,000 posted projects. In September 2008 there were over 200,000 posted projects.] Out of those 130,000 projects, more than 20,000 projects are what we call “remixes”, meaning that someone took someone else’s projects, added things to it and then uploaded it to the site as their own version.

In the early days of the website, this led to a lot of discussion. People would complain that someone else stole their project. We participated in these discussions and offered advice saying the Scratch community is a sharing community. That it was our intent that users be able to put things up on the website and encourage others to make use of it and extend it. We want kids to build upon each other’s work. That’s the way innovation comes, through people sharing their work. This discussion led to the design of new features on the Scratch site. Soon after we automated this remixing process to include information about who’s project it was based on and include a link back to the original project. Then people could trace back through a remixed project’s history to find out what projects it was based on. Our hope is to support this as the culture of the community such that people will feel pride in remixing, that you can see how many of your projects were remixed by others in the community.

ST: I remember reading in Laurence Lessig’s book Free Culture a quote he wrote that says “no future creation can exist without prior creation.” It seems that this concept easily transports to kids who are enamored by certain creative projects posted to the Scratch website and who have the ability to remix those projects.

I know from my own experiences when learning new software applications, people usually learn best by starting out with something that somebody else has already built and deconstruct that work. Instantly you jump in and learn something. You’re not thumbing through the manuals. It’s like you get a leg up by jumping into the world faster.

MR: Yes, it’s both that you can learn from the techniques other people use and be inspired by the possibilities. Both of those things happen when you look at these projects online.

I sometimes quote a line from Marvin Minsky, a professor here at MIT, and one of the fathers of artificial intelligence. When he was asked about the programming language Logo that made its way into schools in the 80’s, Marvin responded by saying that “It was a nice grammar, but there’s no literature.” By this he meant that it’s a nice programming language but there wasn’t any compelling literature to inspire you. When we learn to read, part of the reason that we learn to read and write is because we’ve read other literature and we’re inspired by what we’ve read. Children grow up reading children’s books and they see great literature and it inspires them to want to read and write. In Marvin’s words, with Logo you never saw that. What we’re hoping to do with Scratch is provide tools for great literature to be created, which in turn will help others be inspired by those works.

ST: Are there challenges you see in getting teachers to use Scratch?

MR: I see that there are challenges along several dimensions.

One is that Scratch doesn’t fit so naturally into the existing curriculum. It’s not the type of activity where you can say this is going to help students learn concept X that is part of standard Y. It doesn’t fit that neatly into existing curriculum.

The second thing that makes it difficult is that in order to get the most out of Scratch it requires someone spending time getting to know the product, in a supportive environment. It’s not as simple as just booting it up and you’ll know everything about it. Some of the most important aspects of Scratch take some time and effort to learn. Providing teachers with the appropriate support to help them learn to make the most out of Scratch, not just the technical details, is certainly a big challenge.

How teachers can fit Scratch into their existing classroom activities is another challenge.

There are a few ways that I do see Scratch getting into schools. The easiest fit for Scratch is related to programming-related studies, which can be an important part of any middle school technology or high school computer-science curriculum.

Another way that Scratch is being used is in a similar manner to Powerpoint. Powerpoint is used as a general presentation tool. Whether students are doing a report on the rainforest of Costa Rica or doing a report on the presidents of the United States they might make a presentation using Powerpoint. Scratch can also be used as a presentation tool, and I think its abilities go beyond Powerpoint. First of all, you can make richer dynamic projects. It can be expanded beyond the standard image displays and bullet points of text often found in a typical Powerpoint presentation. I also think Scratch allows users to be more expressive with a richer learning experience. Teachers appreciate that, and once they become familiar with Scratch, they’ll start to use it as a tool with students for a wide range of activities. From the early adopter teachers using Scratch, there are great things happening in their classrooms.

ST: Is Scratch being used internationally?

MR: Yes. Scratch has a very big following in the United Kingdom partly because we received a lot of press coverage by the BBC. The word spread well there. It’s also being used in many different places around the world.

In the early days of Scratch, English was the primary language built into the product, so that constrained who could use it. We’ve gradually been expanding the software to include a wider range of languages. Today there’s a menu where you can choose from more than a dozen languages. There are still a few constraints. It doesn’t convert everything on the interface perfectly. Scratch initially was built to support Latin characters and characters that are in English. It doesn’t support Japanese or Chinese or Indian dialects yet.

This summer we’re coming up with a new version of Scratch that will support a number of additional languages, like Hebrew, where you read from right to left. It’s our intent that Scratch will support a much wider range of characters and the entire interface will be supported in the conversion. We’re working on getting both the website as well as the application to support more languages. Internationalization is of interest to us because we currently have users from dozens of countries around the world.

Initially we put out a call on one of the discussion boards asking people to help translate the site and we heard from lots of volunteers. Basically we sent these volunteers a spreadsheet with all of the English words in it and they just filled in the words from their language.

ST: Do you see Scratch having an equal appeal to girls as well as boys?

MR: This was certainly something we were aiming for from the very beginning. We’ve seen a lot of interest across genders. It was important to our design group that we support and encourage a wide range of projects because users have such a diverse set of interests. We didn’t want Scratch to become just a game site. In some ways it’s easy to say Scratch is great for making games, and it is great for making games, but we were worried that this would become a self-reinforcing message and could potentially turn off some of our intended audience. We’ve made an effort to provide a wide variety of projects and that approach has helped us keep a variety of people with different backgrounds interested. I don’t know what the exact percentages are, though there are more boys than girls on the site. But when we did the analysis, girls posted just as many projects on the website as do boys. They are equally active participants. We would like to improve the numbers some because it isn’t quite balanced right now.

One user’s story that speaks to diverse interests is that of one 14 year old from New Jersey who made one of the most popular projects on the Scratch site. We spoke with him and his parents. His mother referred to him as a theatre geek. He had never really done much on a computer but he loved the theatre. Scratch was his way of getting involved creating on a computer. We really like this story because we wanted to make Scratch appeal to a wide range of kids, to not just the math-science types at schools, but theatre kids and many others as well. We’re very happy that we’ve been appealing to kids with a wide range of different backgrounds.

ST: In reading through some of your published research, you describe the Digital Divide as something that’s not just tied to issues of computer access, but also issues of fluency. Could you discuss how Scratch addresses issues of fluency to help minimize the Digital Divide?

MR: The good news is the Digital Divide will narrow over time. It is already narrowing and will continue to narrow due to the rapidly declining costs of technology. I think this makes new technology more accessible to a wider range of people. There are still barriers to entry due to cost, but new technologies are becoming more widespread than have been in the past.

What I worry about is a future where everyone has access to technology but people simply use technology as a consumer. That all they’re doing is pointing, clicking and chatting. Other users will be able to design, create and invent with new technologies. That’s where there’s the risk of having a divide between those who quick browse and chat and those who design, create and invent.

In my mind there’s going to be a much richer learning experience for people who are able to design, create and invent. It will better prepare these users to be better participants in the society of the future. I think by providing tools like Scratch we’re providing opportunities for young people to grow up designing, creating and inventing so they are better prepared to be full participants in tomorrow’s society where they’re really able to use the technology to express themselves and explore things in new ways.

ST: Can you share any insights into kids’ social interactions that could lead to better online learning outcomes?

MR: The thing that’s really important to us is creating a respectful environment and a culture of respect. Not simply because we want kids to learn to be polite to each other, but because we want kids to take risks when creating and designing. If you’re part of a community where people are making insulting comments based on something that you’ve created, then you’re not going to try out new things and you’re not going to take risks. If you create something new and somebody makes an insulting comment about it you’re not going to take risks again. We think it’s really important for kids to take risks and to try new things and it’s only going to work if they are part of a respectful community. We have put a really high priority on is how can we create a community of respect.

We put a lot of emphasis on a community of respect when we were creating our after school Computer Clubhouses. There are a lot of challenges in creating an environment of respect in an after school center and we learned a lot by doing so. There’s lots more we have to learn in creating a similar community of respect in an online environment. Online we’re not working directly with the kids. They can be anonymous, we don’t know who they are, we don’t know things about their background. If we’re working directly with kids in the same room, we learn more about them and we’re able to find the appropriate feedback that will help cultivate an environment of respect. It’s tough to create that environment, but once you get a mass of the community to behave in a certain way, it soon becomes the norm. It then becomes easier to perpetuate it. This is an important goal for all online communities to establish. If online communities are concerned with the development of children’s learning, then a culture of respect is critically important.

Calling Peggy Charren – Recent Conversations with a Children’s Media Visionary

Wednesday, June 18th, 2008

Photo of Peggy Charren, founder of Action for Children's Television When I first became aware of Peggy Charren, I had been creating children’s media for only a short time. What I learned in those days was that Peggy founded a child advocacy group in 1968 called Action for Children’s Television (ACT). ACT challenged broadcasters to offer endless choices of quality television content for children. Her organization fought for content that was diverse, for all ages, and void of any censorship or hidden agenda. It advocated content rich with benefits for children and as free from the influences of advertising as possible. Ultimately Peggy and her organization pushed legislators to pass the Children’s Television Act in 1990, a law still in effect today that requires television stations to include at least 3 hours of “core” children’s educational content per week and, at the same time, limit the amount of advertising found in children’s programming. Peggy’s vision was bold, her voice strong, and her determination unstoppable.

I remember the moment I first spoke with Peggy many years ago. I searched online for a day or two to find her phone number, took a guess out of a handful of possibilities, and called her out of the blue. I introduced myself, told her I ran a company that creates learning products for children, and listed a handful of client names to demonstrate the quality of our work. Peggy immediately responded, “Are you one of those religious producers?” I was caught off guard. I didn’t expect her response. One of the clients I mentioned had often been misinterpreted as having religious leanings. “No, that’s not really what our organization is about” I replied. Peggy was sharp, quick, and to the point. I quickly learned that Peggy would tell it like it is, and she would be direct, and sometimes blunt, with me in our discussions. I realized these just might be the qualities needed to change the landscape of children’s media for the better.

Over the years I learned that Peggy loves the theater, that she developed arts programs for school children before ACT, that a member of her family was blacklisted during the McCarthy Era, that her organization had fought off attacks from religious organizations, and that Peggy was awarded the Presidential Medal of Freedom under the Clinton Administration, the highest government honor that can be awarded to a civilian.

After the passing of the Children’s Television Act, Peggy closed down ACT, saying the organization had fulfilled its mission. In the thirteen years since it closed, a lot has changed within the media landscape for children. Today there are 24-hour channels dedicated to children’s content, online videos, screened technology toys, iPods and family cars with individual screens. Having recently read Dade Hayes’ new book, Anytime Playdate, a book that examines the development, research and production of children’s preschool content, it prompted me to check in with Peggy about her views on today’s media landscape. Unlike my first call with her, this time I scheduled an appointment for our conversation.

Scott Traylor: Looking back on the passing of the Children’s Television Act of 1990, do you think it was a success?

Peggy Charren: Fifty-fifty, because that kind of change in how things work is never completely successful.

ST: Do you say fifty-fifty because of the negotiating necessary to pass the Children’s Television Act, that it resulted in making the law weaker than you had hoped?

PC: No, I never expect things to be perfect.

ST: Have the Children’s Television Act and subsequent amendments and rulings been effective?

PC: I think the answer is pretty much ‘no’. In a funny way they’ve been more effective than most people would give them credit for. There are some who think it had no effect at all. A lot of people feel it was better than nothing. When push comes to shove, I don’t think it was really very effective. In a lot of ways it had zero effect.

ST: Do you have any thoughts on how it could become more effective?

PC: Yes, I suppose that the major way to change it is to focus on what we haven’t thought about before. Some people in industry are thinking about how it could be more effective. I think technology may be part of the answer. We haven’t spent enough time thinking about how we could use technology in this regard. When we do the world is going to be more interesting.

ST: ACT was always an advocate for more media choices for kids.

PC: Yes, that’s absolutely true.

ST: Today there are multiple round-the-clock channels dedicated to children as well as video on demand, online offerings, and technology-based games and toys that have screens. What are your thoughts on the degree of choice and the quality of choices today?

PC: I think there’s never enough choice. I think the sense of choice is just very important and we’re not doing enough for kids with that priority. We’ll get along fine anyway but I think the world of children’s media would be more beneficial if we devoted more time to the kind of issues that ACT worried about in the old days. We don’t do that anymore.

ST: What changes have you seen in media advertising to children?

PC: Well, I think it would be nice if there weren’t any media advertising to children. I’ve always thought that and it’s a little hard to just accept the fact that advertising to kids is a reasonable thing to do. I never thought it was reasonable. I’m not a big one on advertising to children. I think that the goal of advertising to kids is wrong and I don’t like it, I never did like it, and I don’t like it now. It’s not that I worry about it being the end of the world, its just that I think it’s an inappropriate goal.

ST: Can you speak to the pros and cons of advertising regulation for broadcasters?

PC: I’m a big one for advertising regulations. I’ve always been focused that way when it comes to advertising. I think advertising doesn’t hurt kids as much as it sounds like it does but I think it’s manipulative and we keep doing it. It’s amazing how little it has changed actually.

ST: How little has changed over the years with regulation?

PC: No, with children’s advertising. In terms of regulation there’s a limit to how much regulation we’re going to see. I think advertising by itself is nauseating… she says mildly.

ST: Let’s continue with this question. It’s said that young children under the age of seven are not capable of understanding the difference between ads and programs, or the persuasive intent of ads.

PC: That’s right, they can’t tell the difference. This must have been the first thing I ever said in my life.

ST: So should the FCC forbid advertising to children?

PC: I think it wouldn’t be a bad idea. Just get rid of it entirely. We almost did it you know. We almost had it. It’s a real shame that it just sort of vanished into the quiet part of everyone’s life. I mean advertising to children is so dumb. It’s just a dumb thing to do.

ST: How do you think changes in ad requirements would impact the range of media available to young children?

PC: Oh I think it could have a big effect actually. I think there’s an opportunity for an enormous effect relating to not selling to children and I don’t know why it’s taken so long. It’s probably my fault.

ST: What do you think of the baby video phenomenon and the Kaiser Family Foundation report that one quarter of children under the age of two have a TV in their bedroom?

PC: Oh I’ve always thought that was idiotic. To set up a baby’s room with a television set in it says more about the parents than it does about anything else. Some day we may find that children will really suffer because of this.

ST: What advice would you offer parents today for making positive media choices for their children?

PC: Let’s see. Let me turn this back to you. What do you think is the most difficult question parents have to answer regarding media and their child?

ST: Lately I’ve been thinking a parent might ask, “Is viewing media hurting my child?”

PC: I think parents have to pay close attention to what’s helping and hurting their child. If parents care enough about their child in terms of their media viewing choices, I think it’s probably not a terribly serious issue.

Peggy and I talked about a number of related topics in the children’s media world. During our conversation we discussed noteworthy figures in the industry. Vicki Rideout, VP of the Kaiser Family Foundation was a strong favorite. Alice Cahn, VP of Social Responsibility for Cartoon Network received high praise for her smarts as well as humor. We also discussed the work of Henry Jenkins, Director of the Comparative Media Studies program at MIT for his thoughts on society and media. Peggy didn’t share her thoughts about who are the leading child advocate voices of today, but it was clear she was on top of the conversations and the people involved in shaping the discussion. Thinking about the challenges of quality media for children today I asked:

ST: Maybe we’re just missing those strong voices today that can fight for children?

PC: I don’t think so. I think that there are other kinds of voices we just let happen. It may never get fixed. People just aren’t upset enough.

Special thanks to Joe Blatt, Alice Cahn, Sue Edelman, David Kleeman, and Ellen Wartella for their help in preparing questions for Peggy. The ACT archives can be viewed at Harvard University’s School of Education in Cambridge, Massachusetts.

Interview with Lisa Guernsey, Author of Into the Minds of Babes

Tuesday, February 26th, 2008

In 2004, the American Academy of Pediatrics announced that all screen-based viewing for children ages two or under should be avoided completely. At the same time dozens of “brain boosting” DVDs, videos, and interactive products hit the marketplace with claims of being beneficial to child’s cognitive development. Many parents are torn. What is the right thing to do for their child?

Lisa Guernsey's book Into the Minds of Babes - How Screen Time Affects ChildrenIn Lisa Guernsey’s book, Into the Minds of Babes – How Screen Time Affects Children From Birth to Age Five, she explores many of the media claims about screen time and young children. She digs deep into the world of child research and not only investigates which research is credible and which is not, but she also makes the material accessible for the everyday parent along the way.

After reading her book I’ve had the opportunity to see Lisa speak a couple of times at conferences that focus on children. At a recent conference I spoke with Lisa about her book.

Scott Traylor: Lisa, let me start by asking you a little bit about yourself – who you are and how you came to writing your book.

Lisa Guernsey: I’m an education technology reporter. I was writing for the New York Times Circuits section about online media and other technologies, then I had kids. The story I tell in the book is that I had a colicky baby and I couldn’t get her to stop crying or fussing. I was completely lost. My eyes were opened to the trying routine of having and caring for a baby. Friends suggested trying the Baby Mozart videos to calm her. They referred to these videos as baby crack. I wasn’t fully considering what I was doing; I was still a bit overwhelmed by being a new parent. I was trying to figure it all out. It wasn’t until later, when I had my second child who was not colicky, that I was able to start seeing how babies respond to different types of stimuli, screen-based or not. I started to ask myself: Which videos do my children understand and which ones do they not understand? Are they able to remember what they see? Do some parts make sense to them because it’s part of their world? I had so many questions about how they respond to media that it led me to search for related research on the subject.

It was in April of 2004 when the American Academy of Pediatrics released a report in its journal by Dimitri Christakis and other researchers that had linked attention deficit problems (not ADHD) to television viewing at early ages. I remember being struck by this article, asking myself, What do we know about the brain and how it’s wired? As a parent, I should really know this information.

A few months after the release of this report, I wrote a piece for The Washington Post which took a deeper look into this issue through the eyes of a parent. Screen media is all around us, and to be told your babys brain is going to be rewired as a result of watching something on-screen is a very scary thing to a lot of parents.

After my article was published I received a lot of response from parents who wanted to know more about the papers findings. I also heard from a publisher who was interested in having me write a longer treatment on the topic. I started contacting more researchers who have been part of studies about children and their ability to learn from watching videos. It was a real eye opener because theres so much information that parents arent being told about media and kids. What they hear tends to be two polar opposite messages: The first message says screen time is really bad for your child and parents should do everything they can to eliminate it. The second message says cognitive stimulation is good for your baby and that these baby videos can help in achieving that stimulation. Parents arent hearing any answers to basic questions like What is good for a 2 year old? Is it possible my child really did learn the word backpack at 16 months from watching Dora the Explorer? While what I saw as a parent led to me think that it is possible that learning can occur through watching screen media, some researchers were saying it’s just not possible to get anything from screen media.

ST: So after writing The Washington Post article, you found a publisher interested in having you write your book.

LG: Yes, a publisher contacted me. I went through the process of writing a proposal and doing all the research. But ultimately they decided not to run with my proposal. It was disappointing. Even though this publisher wasn’t interested in my idea, I was finding so much interesting information I thought someone would find it compelling. My husband encouraged me to continue shopping it around. Some time later I found an agent who was interested in taking on my project and my agent found the right publisher interested in the idea.

ST: How did you prepare for writing your book? Theres a lot of research out there, especially related to television viewing and children. I imagine it was hard to know just where to begin.

LG: I wanted to make sure that I hit all the big journals and looked at what was peer reviewed research. I wanted the information I was reading to be based in the scientific method. I didnt want to focus only on surveys of how children spend their time. The material I was looking for had to be peer-reviewed research on how children are learning and when theyre learning. I also wanted this research to include randomized controls when possible. First I looked at the medical establishment journals like Pediatrics and JAMA. The American Behavioral Scientist (ABS) journal led me to a lot of great information. Also, Dan Anderson of the University of Massachusetts had assembled a lot of interesting research from psychologists looking into how children learn and how they remember things at very young ages. The ABS released a special journal in January 2005 on the topic. I read through the journals looking for articles from the educational research community that dealt with developmental psychology. I also looked for related information in the neuropsychology field and ADHD research, but didnt find much. I went from footnote to footnote to footnote. Then I would call the researchers who wrote the papers.

ST: To check out the researchers methodologies and conclusions?

LG: To get their story. There are so many great research experiments going on out there and so many smart people doing them. The researchers I spoke with have fascinating insights and I would ask them about their “aha” moment. They shared insights into what occurred early on in their experiments and discussed how experiments would change to explore new questions they encountered during their research. By hearing the stories of psychologists I was able to get a good handle on how to write the narrative of how these researchers began to understand these things.

ST: One of the things that really struck me about your book was the volume of interviews you conducted. It seemed with every page I turned there were an additional three or four new interviews. Then I thought each interview must have been a two-hour conversation, not including the prep time needed to read multiple studies before your call. You must have had hundreds, if not more, interviews.

LG: Well certainly hundreds. What made it possible was the openness of a lot of these researchers. They usually dont get calls from folks interested in their research. They were very happy to share what theyve found. Many researchers know one another within their community of developmental psychologists and educational researchers and communicate this research in short hand with one another. It’s not common to have someone call to ask for the laymans point of view of it all. Everyone I spoke with was just so responsive and incredibly helpful.

ST: While I read a lot of research, I’m not a researcher myself. I find it can be challenging sometimes to read some studies and fully understand the nuances.

LG: Me too. I still feel like I need to take a class in statistics. Theres so much more I could learn by reading these journal articles again. Speaking with the researchers over the phone was a great way to come to a deeper understanding of the research. Id say Im looking at this chart in your study, am I interpreting your findings correctly? Does this finding correlate to that finding? It was a great help.

ST: While you were writing your book, what surprised you the most?

LG: There were so many things. The biggest surprise for me was with the studies of background television noise and the fact that were not talking enough about foreground and background noise with television, with computers, with media devices. Were also not talking enough about screen content that is created specifically for children under the age of five, and yet media is all around them.

ST: You mean like with a television being left on all day in the home with the news playing?

LG: Exactly. Many homes have the news on straight through the morning hours. There are 53% of families out there with children under the age of six who report that they have the TV on almost half the time, most of the time, or all of the time. The majority of kids are growing up in houses where the television is on more than half the time. And yet, we keep hearing about studies that say TV is bad. I think it would be fascinating to look at the context of TV time.

So I started finding reports on background noise and children, particularly infants, and the impact background noise can have on learning language. I was blown away by the findings and thought, “How come were not hearing about this?” After reading this body of research, Im surprised that more attention isnt paid to it. I was interested in giving this topic a lot more attention in my book.

ST: Tell me about the three C’s you describe in your book.

LG: The concept of the three C’s didnt come to me right away. I was going through journal article after journal article looking for a way to give an umbrella name to all of this. At first I was looking at studies on time and screen use and thought, “Should I be telling parents that one hour of screen time a day is okay? Or an hour and a half? Or less than an hour for certain ages?” But all of the research wasn’t pointing me to length of time being the most important item. What studies were pointing me to was the content and the context of the media being viewed along with consideration of the uniqueness of the individual child.

I interviewed many families and each would describe how their child would respond to using media. I was hearing how different each child would respond. One child loves it and another child doesn’t. One is captivated by a program and another is not. One gets energized, and another is hyperactive watching TV, while another falls asleep after watching. So it was a happy day when I discovered it’s all about the three C’s Content, context, and the individual child. After I had this concept in my head I started seeing it everywhere. Every research report I came across would point to the three C’s in one way or another.

ST: So while the three C’s werent specifically called out in the research you were reading, it was a reoccurring theme in every report.

LG: Exactly.

ST: Did you come across any research that you wanted to include in your book but didnt?

LG: Theres some research out there about how media can have an impact on childrens sleep patterns. I didnt include much of that in my book. It’s worth looking at because there may be something connected to having a television in the bedroom or watching particular types of content before falling asleep that may make it hard to fall asleep. It’s an area that we should be looking at more.

Theres also a lot more to write about when it comes to the topic of a “social partner.” There are some great questions to address — like how important is it in screen media that toddlers at 24 months have a social partner to introduce them to language? How important is that social partner on screen helping a toddler understand language? Theres a lot of fascinating research on social partners that doesnt have anything to do with media that could be really helpful to parents.

ST: At the time when Mr. Roger’s passed away, I remember there being a lot of conversation about the possible benefits of having a social partner on TV that was a person as opposed to a cartoon character. Since hearing those discussions, I’ve been very aware of number of shows available to children that do not have a person speaking to the child, but see many more animated characters as social partners. When it comes to young children and social partners, what research are you coming across? Can you expand a little more on social partners in childrens media?

LG: I think it’s a great area for more research. Theres a lot of research that came out of Vanderbilt University related to the topic. In those studies, there was always a human being on screen communicating with children as if they were standing next to them, and the children who talked back to those on-screen faces were the same ones who demonstrated that they learned something from what they saw. Along the same vein, I think characters like Dora the Explorer and Elmo are completely captivating to young children in a way thats very surprising. Children display an affinity for those characters and sometimes see them as their peers. So these characters are not real people, but they are friends in a kind of imaginary, fantasy world. Sandra Calvert at Georgetown University is researching how important these relationships can be to kids. I dont think we should discount non-human characters if children really relate to these characters. If characters help with modeling, help solve a problem, assist in good eating choices, whatever the topic, there can be an incredibly powerful connection for the child.

ST: What research are you watching that wasn’t published at the time you were writing your book?

LG: The University of Massachusetts is on top of some wonderful stuff in many ways. Theyre currently underway with eye tracking studies with babies. This research should be really interesting in terms of the great baby video debate. At the University of Washington where Dimitri Christakis and Frederick Zimmerman are working, theyre still doing a lot of correlation work to slice data from pre-existing studies in more fine-grained ways. For example, in a recent issue of Pediatrics, they came out with a report that looks at certain kinds of television content as either educational, noneducational, or violent. Once they sliced media up in this way, they discovered that attention deficit problems actually dropped out of the picture with children who were watching educational TV. But, they did find a continued association between attention deficit problems and violent content. In a related study, they also discovered anti-social behavior exhibited with younger children after viewing violent content. I think it’s very promising that researchers are starting to look at content in this way. I think looking at content brings up much harder questions, as do issues of context, like how television is being used in the home, how is a computer being used, who is there with the child, what are those people saying, how is time valued, are kids modeling how parents use media. These questions are all missing from research.

ST: Your book provides a great overview of some important studies parents should be aware of. Were you finding any holes in the research world which need to be filled?

LG: There are holes, particularly with scary media. I have a chapter titled “Whats too scary for my child?” and that was a much harder chapter to write. It was hard to find any solid answers in this area. Parents would ask me really detailed questions related to nightmares their children would have. They would want to know, was it something they watched on TV yesterday? Was it a movie we watched? What is the research saying? What upsets young children and are there any long-term effects from these upsetting experiences?

ST: What did you discover in terms of research related to interactive technologies?

LG: There’s a huge difference between interactive technologies for babies versus that for preschoolers. Only recently have we started to see interactive screen-based technologies that are targeting babies. Theres very little research using the scientific method that looks at the messages babies are receiving from interactive media. It’s also unclear just how many families are using interactive products with babies or with toddlers. In many cases, there are too many hurdles to get over with just setting up the interactive media products themselves. Do parents have the time to deal with this?

Then theres a huge question of fine motor control and the ability to manipulate things happening on the screen with a remote control or a joystick or a mouse. There is research out that has led me to believe that joysticks are incredibly difficult for children under the age of six. Theres also the question of when children are even ready to start using a mouse. How can digital information be presented to young children on-screen who are non-readers in a way that would allow them to feel that they are in control? I think it’s important if children are going to use interactive technologies that its done in an empowering way for them. I’ve seen a range of different experiences with my own children and those of the families I’ve interviewed, but again, all of this is based on observations and very little of it is based on scientific research.

The research I’ve found is pretty sparse. Most of what I’ve found is looking at the question of control over their experience and how frustrated theyre being directed by a family member watching over their shoulder and how frustrated they can get when they have to wait for something onscreen. Warren Buckleitner has done some research in this area.

Theres also the question of story — the difference between stories that are played in a linear format on video as opposed to those that can be manipulated in an interactive format. Theres a study out of Georgetown that looks at different types of Dora the Explorer content, comparing both linear and interactive media, and found that the interactive experience can lead children to recall just as much as, but no more than, the linear experience.

These are all important issues for designers of interactive media to keep in mind and understand as they create new content for young children. All of that said, theres still a lot of opportunity with interactive content for preschoolers, with the right features in place to give them an experience where they are in control and can create something unique that they can share with others. Something like Scratch or Kerpoof. Creating a feeling of mastery for the child, that they can see their own progress. To achieve this it’s all about interface.

ST: Whats your next project?

LG: Theres a couple of avenues I’d like to take. Im interested in a similar approach to reviewing research and talking to researchers while also watching families to see how it relates to children at home. I’m interested in exploring how children learn to read and the science of reading. Partly because I’m following my own kids but also because I’m really interested in the learning that takes place. My oldest child is learning to read and it’s fascinating to see when it clicks for her and when it doesn’t, when it’s easy and when it’s frustrating. I’m interested in seeing how the science of reading is being applied to real world household settings.

ST: As it relates to media?

LG: As it relates to media. How can media be harnessed to help children who are learning how to read.

Im also interested in the creativity question How can we help children be more open in their thinking and not feel boxed in. These are two areas that I’m going to focus on in the next year and see if anything comes out of them.

ST: I’m excited to hear that. Your book is a great road map to important issues with screened media for parents and caregivers. Youve made the content really accessible to them without having to be a clinical psychologist.

LG: I certainly was aware the whole time while writing this book that I don’t have a masters or doctorate in child developmental but theres nothing out there for parents. I really resisted ending each chapter with a “to do” list or a bullet point list of items that were important to remember. I thought that if I could just tell these stories parents could figure it out based on their own experiences with their kids at home. Let’s hope that the narrative comes out.

ST: It does indeed. Lisa, thank you for writing this great book. It’s an important piece of work on many different levels. I wish you continued success with all your future projects.

Video links:
To see video of Lisa Guernsey presenting at a special event sponsored by the American Center for Children and Media click below for video segment 1 of 2:

Click here for video 2 of 2.

Interview with Club Penguin Founder Lane Merrifield

Monday, November 26th, 2007

Every year about this time in a beautiful and artistic section of Lambertville, New Jersey, I attend a unique technology conference called Dust or Magic. This inspiring and often eclectic event brings together experts from the fields of research, education, software, toys, and gaming with one common goal in mind- to share ideas and experiences towards the successful design of interactive products for children. This year’s keynote speaker that kicked off the three day event was Lane Merrifield who, until recently, was the CEO and Founder of the successful children’s social networking website Club Penguin. With the recent acquisition of Club Penguin by Disney, Lane moves into his new role as the EVP of the Walt Disney Internet Group, the interactive arm of Disney responsible for children’s online content.

After Lane delivered his presentation to a packed room, I had the opportunity to ask him about his experiences in creating and developing the Club Penguin service.

Scott Traylor: When you were a teen you lived in southern California and worked for Disney. What do you remember about working at Disney?

Lane Merrifield: What I remember most is being in the park and being with the entertainment in the park. It really was a premiere experience. I had great managers and I really felt privileged to have started in Disneyland. A lot of our customer service is modeled after the park. We are very liberal with customer requests. The same way if you spill your drink in a theme park and you go up to someone with your empty cup, whether you drank it or spilled it, the concession stand will give you a brand new cup and fill it back up. They’re going to give you the benefit of the doubt, and this kind of premium service left a strong impression on me. It’s good business to have that level of quality, and seeing it play out from behind the scenes as an employee of Disney; seeing that it was genuine, that it was more than just a show was a pretty fascinating experience.

ST: How did your experience of working at Disney shape how you built Club Penguin?

LM: Those experiences have shaped Club Penguin throughout, from the way we built our world to be an imaginary exclusive place, free from outside influence, to the level of customer service which was modeled exactly after Disney. In fact, a lot of Disney executives who come through our offices and hear our story comment on how much of our thinking is already in step with Disney. We’re told we already “get it” and we know what Disney is looking for.

ST: What other influences have helped shape Club Penguin?

LM: Really bad customer service from tech companies. It’s so frustrating navigating through a maze of phone calls and emails, and crossing your fingers that you’ll get a reply, even if it’s an automated one. It’s one area we keep very close tabs on. If a parent or a child writes to us, it’s our goal to get back to them the same day. Customer service is an area that has me knocking my head against the wall. How is it that so many good service companies have it figured out? I can go into a Starbucks and get great customer service. I can go into Disneyland and get great customer service. Why is it that the technology sector is so bad at this? I know that customer service is labor intensive and expensive. For us, if we can build a scalable model that includes good customer service, it’s worth it. Club Penguin was our own baby. It was our own thing. We had to make the customer service part of our business work. Disney has not even thought twice about whether we should shave cost in this area, not at all. They’ve said “You guys keep doing what you’re doing and keep it working.” Steve Wadsworth, the President of the Disney Internet Group, has been very good in noting how we’ve done this differently. I think Disney has done a good job compared to most other companies, and with its help we’re learning how we can do it even better.

ST: That;s quite a responsibility.

LM: It’s heavy for sure. It’s what keeps me up at night.

ST: What have you come to learn about children through Club Penguin?

LM: This is going to sound cliché, but among the lessons I’ve learned is that we tend to underestimate kids and their creative potential. There’s so much role playing involved in Club Penguin. There’s so much imagination at play. For the Halloween party in Club Penguin, for example, we developed a movie theater that played “Night of the Living Sled.” It was all about an electrical storm that lights up this sled that then goes chasing after penguins. It was just a 10-second Flash short because we were playing around with shorts at the time. Around the movie theater we purposely put in a concession stand, a popcorn machine; all sorts of stuff, totally unmanned, with no agenda. We just let the kids use it and role play with it. It’s no different than when I was a kid and had a toy cooking set or a toy tool set, and I would pretend to fix everything. That’s the kind of play we try and build into Club Penguin but you have to look beneath the surface to see it.

ST: What has surprised you about your audience?

LM: A lot. One big thing that has surprised me is how forgiving our audience is when there’s a brief period of down time or a technical glitch. The more honest we are with our users, the more forgiving and patient they are with us, and it’s been a great reciprocal relationship. We also don’t take advantage of that good will and think we have more time to fix the problem. Part of that reciprocal relationship is knowing our users trust us and that makes us try even harder.

ST: Do you see differences in how Club Penguin members from different parts of the world use Club Penguin?

LM: Yes. Obviously if there are language barriers, there are certain elements of the game that these users are not participating in. It’s something we’re trying to learn a lot about right now, especially as we’re looking to dive into some of these markets. Because we don’t ask our users what country they’re from it’s hard to get a fine degree of detail on non-English users. People are always asking us about our metrics, but because we have such a strict privacy policy, there’s a lot that we can’t track.

ST: Speaking of metrics, are there things about your web metrics which appear in the press that drive you crazy?

LM: To be honest we’re quite indifferent to it all. I don’t like it when reports are so off the mark, but because we’re not playing the same game that many other sites play for advertising reasons, we’re just as well to let them report whatever they want to report.

ST: Good point. Because Club Penguin is not ad driven, it doesn’t really impact your business in the same way as it would other online services.

LM: Exactly. I would just as soon not play the numbers game. We don’t need to play the numbers game. Even in our office, we don’t talk numbers. We don’t want the focus to be on bumping this number up or bringing this number down.

ST: If you were to do so, you’d be driving for the wrong measurement.

LM: Totally. It’s about how can we make the site more fun. How can we make it more safe. There’s an expression we often use around the office, “If it doesn’t matter to an eight year old, it doesn’t matter.” That helps us simplify a lot.

ST: Tell me about the Puffle. Penguin and Puffle from Club Penguin

LM: We wanted penguins to have a pet and we wanted kids to have something to take care of within the Club Penguin world. We wanted this pet to be an imaginary creature with unique characteristics and personalities. We also wanted it to be simple enough for a kid to draw.

When Puffles were first “discovered” in the Club Penguin world, they were an unknown thing. We had the Club Penguin scientists who captured a few to study them to see if they were safe. There was a whole storyline, about an eight or nine week arc, that ended in a need to name these creatures. So we pooled together the kids’ top five suggestions. We actually had about a thousand or so kids recommend the name “Puffle”, so they all got coins for choosing the winning name, and we had a big announcement. The original Puffle drawing came from our first employee we brought on as our lead animator, and he’s still our lead animator today.

ST: Did you notice a difference in Club Penguin after the introduction of the Puffle?

LM: Not really. The idea of a Puffle had always been in our design documents and we always planned on having it there, so there wasn’t really a marked change. To us it just opened up another method of play

ST: As an outsider and a developer of children’s technology, I look at the Puffle and it’s clear to me that it has a charm and uniqueness all its own, in addition to and separate from penguins. Because of this, I’ve wondered if the Puffle acts as a driver to extend the play experience in ways that might not appear without it.

LM: We haven’t measured that sort of thing. We do receive a lot of feedback from kids. Some kids say they love their Puffles but don’t want to keep feeding them anymore. So they decide to let them go and be free, and that’s okay. If a user decides they don’t want to feed their Puffle anymore, the Puffle never dies. It just runs away. It’s a decision that’s totally up to the child. It’s just another way of letting the user decide how they wish to play.

ST: If you had the opportunity to go back in time and change one thing about Club Penguin, what would it be?

LM: We would have built out more of the site;s infrastructure earlier on. I’m not sure we could have done this because it would have brought up our costs. We really had to watch our costs and pinch our pennies. We still do. We pride ourselves on being fairly good at that. Looking back, I think product development was slow because so many of our resources went into managing the volume of traffic we received. We just didn’t think we would receive that much traffic. We never thought our service would be this big, and not only did we believe this, we bet on it by not building out the infrastructure. When I think about it, I feel bad that our guys couldn’t focus on new features and new elements and new ways of playing. Our timetable for when we would get to these things was stretched out a lot longer than when we had planned. Even now we’re just finishing off the next iteration of our infrastructure. We’re actually building a brand new back end – a brand new engine – and it’s almost complete. We;re overbuilding it so we can just be done with it all and move forward and just dream about what we want to do next.

ST: When you were building Club Penguin, was there anything that you used to do that you don’t do now?

LM: Not much. My focus is so much on our core, our values, and our philosophy. That stuff hasn’t changed a whole lot.

ST: What do you think about claims in the press that Club Penguin was an overnight success?

LM: If it doesn’t matter to an eight year old, it doesn’t matter. I think the media is sometimes too focused on ego and on making celebrities. I understand all that. I get it. I just don’t spend much time thinking about it. We love to focus on the creative and focus on what we do and how people respond to what we make. As for the media, what it says is really its prerogative, and if some people say we’re an overnight success, well that’s okay. If others understand the longer effort that went into it, that’s okay too. I would rather focus my time on creating new ways of play and making the Club Penguin world deeper, richer, more fun and more safe rather than spending my time correcting stories in the press. Since day one our focus has been on service and our job is to serve the kids. For example, my job as a dad is to serve my kids in every way I can. Providing for them, nurturing them, loving them and taking care of them. That’s my role as a dad. It’s not about winning the Hero Dad of the Year award or anything like that. Club Penguin in a way is a similar opportunity to serve. And focusing on whether someone calls you a “One Hit Wonder” or an overnight success is just not worth the time. Hey, I hope someday we create something that will surpass Club Penguin, but if we don’t, that’s okay because I know Club Penguin served its purpose in my kids’ life and a lot of other kids lives. If that’s all I do, then I did what I set out to do and I can’t be disappointed in that.

ST: Lane, thank you for your time. I wish you and your colleagues back in Kelowna all the best and many future successes.

LM: Thanks Scott. I wish you and your team the best as well in making great things for kids.

For the history of Club Penguin visit the blog post “Just the Facts Ma’am – The History of Club Penguin

For an overview of children’s social networking destinations, visit “A Survey of Kids’ Social Networking Sites”