Archive for the 'Video Links' Category

Monday, September 29th, 2008

Last week I attended a conference called the Sandbox Summit in New York City. The Summit was a day long event with many noteworthy speakers who are software and content creators, child development experts, and reviewers of technology toys for children. The event’s main theme? The power of play and its ability to help facilitate learning.

Opening

During the opening keynote, speaker Andy Berndt, managing director of Google’s Creative Lab, described how almost everyone can remember a favorite toy when they were young (link to audio of presentation.) Andy shared his favorite play activity, that being a creative experience which involved the process of inventing new bicycles. When he was a child, what he did was take apart many different bicycles, and because bicycle parts for the most part are standardized in terms of their bolt sizes and screws used to make them, he was able to recombine different bicycle parts into unique, unusual, and exciting combinations. One could say that Andy’s open ended experimentation with bicycle parts was on par with play experiences found in Legos, K’Nex, Lincoln Logs, Erector Sets, and the like. What is it about Andy’s creative experience that can lead to insights on how best to help facilitate a love of learning? Read on.

The Importance of Play and its Relationship to Learning

The next speaker who I thought did a fantastic job of providing an overview on the importance of play and the learning opportunities that come from play was Nancy Schulman, the director of the 92nd Street Y Nursery School in New York City (link to audio of presentation.) Nancy shared with the audience that one of the best things about her job for the last 18 years was the wonderful opportunity to watch young children play. With that experience she has learned a great deal about the benefits of play not just for preschoolers, but for all ages.

Nancy expressed that educators, psychologists, and even the American Academy of Pediatrics have great concerns today about the quality of children’s play, how children play, and the quantity of time children play. Parents on the other hand express a lot of concern around wanting their children prepared for success at a very early age. Through her work, Nancy speaks with many parents. One of the greatest anxieties she hears from parents is that they want to be sure their child has every advantage, making sure that before they’re five years old they’ve mastered a second language, mastered every sport they might possibly play, and excel at playing a musical instrument as well. While child professionals are encouraging more open ended play in a child’s life, sadly most parents aren’t paying much attention to these recommendations.

When Nancy was asked “What types of skills do kids learn through play? And why is that meaningful in terms of a child’s lifelong appreciation for learning or confidence in their ability to learn?” she responded first with a quote from child development expert David Elkind of Tufts University:

“Play is not a luxury, but rather a crucial dynamic of healthy, physical, intellectual, social, and emotional development at all ages.”

Nancy then discussed each of these developmental benefits and how child initiated play can lay the foundation for learning:

  • Social – “Through play, children learn to interact with others. Play prepares children for morale reasoning. They figure out how to resolve a problem with a friend independently.”

  • Intellectual – “They learn to recognize and solve problems. Children get that feeling of mastery that only comes from when they’re challenged but not frustrated at the same time. In academic areas, play is linked to creativity, imagination, and problem solving skills and it lays the groundwork for successful learning experiences in reading, writing, math, and science. If you think about what children do when they play, it’s very language rich. They are interacting with words and language all the time and learning communication skills.”

  • Physical – “In terms of physical development, they can develop through play fine motor skills, gross motor skills, overall strength and integration of their muscles, their brains, and their nerves. It sets apart a start in their lives for healthy living and fitness, which of course, can counter obesity as well.”

  • Emotional – “Play is Joyful. It is probably one of the greatest underpinnings for later adult happiness. It can’t be underestimated how much happiness and joy have in terms of learning as well.”

Survey of Kids Opinions about Play

The next speaker who offered some additional insight into what kids think about their favorite play objects was Peter Shafer, Vice President of Harris Interactive (link to audio of presentation.) Peter shared with the audience a recent online survey conducted in collaboration with the Sandbox Summit of 1, 353 US children ages 8 to 18.

There was a wealth of data to digest in this presentation that spoke to tween and teen toy preferences as well as video games and digital toy products. In general I found this data interesting in that it backs up many gut assumptions about what different age groups prefer in their toy playing experiences.

One observation, it appears the definition of a “toy” was intentionally left undefined in this survey. Did survey respondents think a toy was a traditional toy, a technology toy, or maybe even a video game? Parts of the survey appeared to suggest what the differentiation of a toy was while other questions were not as clear.

Here are a few pieces of data I found interesting to pull out of the Harris Interactive Sandbox Summit survey press release:

“How much do you agree or disagree with the following?”
Summary of Strongly/Somewhat Agree

 

8-12 Year Olds

13-18 Year Olds

Males

Females

Males

Females

%

%

%

%

The most important part of a toy is that it is entertaining.

86

83

72

69

Toys that involve technology, like video and computer games and handheld games or toys, are more fun than other toys.

84

69

71

53

I enjoy toys or games that make me think.

82

79

73

77

I would rather have a toy or game that is fun to play even if it does not help me learn.

75

67

61

48

Toys are important in our lives to help us learn.

67

63

60

53

I call your attention to a couple of specific items from the survey (colored in light blue.) For the 8 to 12 age group the most popular response for a toy product was that it should be “entertaining” whereas with the 13 to 18 year old group there is a great appeal in products that “make me think”.

Best Practices for Developing Playful Products

After the Harris Interactive presentation, Carly Shuler, a Cooney Fellow from Sesame Workshop’s Joan Ganz Cooney Center and educational technologist Carla Engelbrecht Fisher delivered a presentation called “Fun Follows Function: Ten Tips for Developing Quality Toys”. Below I briefly outline each tip, but you can download an audio recording or download a PDF copy of the PowerPoint presentation here.

  1. Bridge the gap between industry and academia – This first tip strongly suggests the benefit of bringing together multidisciplinary teams (child development experts, content experts, pedagogy experts, etc.) This first tip is one my company follows frequently. There’s a great paper by Brian Winn and Carrie Heeter, both from Michigan State University, about the important balance needed (and often the necessary heated debate) that comes from working collaboratively with multidisciplinary teams. A copy of this paper can be downloaded here.)

  2. Incorporate research and testing in your product development and discovery process – Any amount of testing, large or small, will have a beneficial impact on your product’s development. From informal focus and user testing groups to serious product research efforts there’s a research approach that can fit your budget.

  3. Track what users do in your product – There’s lots to be learned from watching how your target audience interacts with your product either informally or through data collection. Spend time analyzing what you find.

  4. Read some research – Become familiar with the basics of developmental psychology for the specific age group your developing for. Doing this will help avoid reinventing the wheel. A handout was shared at the conference with many great places to jump start your research reading list. A copy of this reading list can be downloaded here.

  5. Become an observer – Watch kids at play in the real world or even on YouTube (a cool suggestion offered by Carla). Watch how kids interact with products, visit playgrounds, schools, toy stores. Note what’s on the shelf and where it’s located. Also be aware of what’s on sale, it may provide a tip for what’s not selling.

  6. Break the traditional model of one child per screen – Think outside tradition single player models. Think multiple players, or better yet, how can you actively encourage inter-generational participation! Think outside the keyboard box, consider alternative input devices (dance pads, guitars, balance boards.) Consider how you could combine virtual and physical worlds in new ways (like the success Webkins achieved with dual play patterns online and offline.)

  7. Leverage consumer market trends for learning – Consider user generated content, online video, or casual game approaches. Be aware of these every changing trends and you just might find one that will greatly elevate the success of your product.

  8. Go beyond the “3 R’s” – Think 21st Century Skills: Creativity, critical thinking, collaboration, communication. For more on 21st Century Learning Skills, download this presentation from the May, 2008 Joan Ganz Cooney Center’s first annual symposium.

  9. Become familiar with various game mechanics – There are many different game mechanics that could increase interest and engagement in your product. Some old mechanics can be made new again with the newest technologies.

  10. Tap into your own childhood – Everyone has childhood experiences that can help shape your product for the better. Tap into your own experiences as well as those around you.


Note about Virtual Worlds

Kids and virtual worlds was touched on a few times throughout the day but I thought the following statement was worth calling out in its own section. Peter Shafer of Harris Interactive indicated that we will see explosive growth in the area of virtual worlds specifically for kids. The numbers cited were that there are about 80 virtual world destinations for kids today and by the end of 2010 there will be more than 150 virtual worlds to choose from. For a current list of virtual worlds available, I have the following link to share.

Takeaway

So what’s the key take away for developers, innovators and creators of playful learning products for kids, whether traditional or technological? Here’s the secret sauce that was repeated over an over again through words and through examples:

  • Make the play experience as open ended as possible. Think about opportunities for vast exploration, not a limited path of play. Include opportunities to fail as well as ones to succeed. Let each child develop their own unique path to play, one that is customizable enough that it appeals to a single user and flexible enough that multiple users can find their own unique approach.
  • Bring together a variety of child experts.
  • Become familiar with research.
  • Watch your audience, get familiar with your audience, test with your audience.
  • Try something new! Break the habit of relying on the same old technology and user input solutions.
  • Think 21st Century Skills

Nancy Schulman also offered this sage advice:

“If your child can’t play with a toy in at least three different ways, leave it behind.”

And one last thought for making the next greatest learning toy, digital or otherwise… Think bicycle parts.

Referenced Products and Videos

Here’s a list of digital products and online YouTube videos that were referenced throughout the Summit.

Apple Ad Andy Berndt from Google reference this old Apple ad called “Industrial Revelation” that looked at computers and their power to significantly enhance learning empowerment

Dizzywood Scott Arpajian’s latest virtual world environment. In Scott’s presentation, he touches on how schools are using Dizzywood to promote student diversity
Huru Humi Mike Nakamura of Senario, demonstrates his company’s latest digital avatar toy that is designed to encourage self-discovery and social skills by using technology to spur real-life interaction among tweens and teens.
Kerpoof Kerpoof is an empowering online creative tool for kids.
Kidthing Kidthing CEO Larry Hitchcock presents his safe digital online environment which can be used for distributing entertainment and learning material
LeapFrog’s Learning Path Jim Gray, Director of Learning for LeapFrog, discusses LeapFrog’s Learning Path, and online component to LeapFrog’s consumer products that lets parents see and shape a child’s learning.
Backyard FX – How to make Movie Rain Erik Beck, who is a producer for NextNewNetworks develops an online low budget video show called Backyard FX. Erik’s work is wonderfully creative and the audience cheered his YouTube presentation on how to make “movie rain”. It was an excellent example of how best to combine a technology and creative vision. The example video is a must see!
Sabi Games Margaret Johnson, CEO and Cofounder of Sabi Games, discussed her upcoming learning games release that is worth keeping an eye on. Stay tuned for more from Sabi in October.
Scratch Mitchel Resnick’s online creativity and collaborative learning project called Scratch. For an interview with Mitchel about Scratch and his learning approach embedded throughout the product, click here.
Sesame Street Makeda Mays Green discusses the newly relaunched preschool learning website at SesameStreet.org

Average Rating: 4.7 out of 5 based on 253 user reviews.

Sunday, June 15th, 2008

Erik Strommen of Playful Efforts photo This past week I was at Northwestern University to participate in a conference called Interaction Design and Children (IDC). It’s a fantastic event where researchers, developmental psychologists and technology inventors and experts gather together to share information, research, and advice about creating effective interactive experience for children through technology.

There were many interesting presentations and posters offered which I hope to touch on in the coming days. One presentation in particular I enjoyed was delivered by Erik Strommen, founder and developmental psychologist of Playful Efforts. Erik and I were on a panel together along with Kathleen Alfano, the Director of Research for Fisher-Price. The panel was moderated by Edith Ackermann, who is currently a visiting scientist at MIT’s Center for Advanced Visual Studies. Among Edith’s amazing credentials is that she also worked with and studied under Jean Piaget. All of us discussed the importance of research in the creation of successful interactive technology products for children.

After opening remarks from Edith, Erik began his presentation by stating he would not be showing any Powerpoint slides because he is a member of the “Informal Society for the Suppression of Powerpoint” (Erik worked at Microsoft for many years.)

Next, Erik discussed the difficulty of testing interfaces for software and technology toy products that don’t exist. In many cases, researchers will be brought into a product development team to explore the effectiveness of an interface that has yet to be built. In such cases when you’re called in, it’s your duty to determine how best to guide the development of these new interfaces.

An important quote Erik mentioned that’s worth repeating:

“New interfaces raise a blizzard of never before asked questions that challenge conventional wisdom. Only after collecting data and seeing how such interfaces work with children can you determine how effective these new interfaces will be with children.”

Here are a number of tips Erik mentioned to guide successful child/interaction research:

  • Seek out “parallel literature” to inform your design.
    You may not find exact research you’re looking for regarding the new interface you wish to build, but you can learn a lot about how to inform your design by reading similar interface studies. For example, Erik recommends checking out “studies on social interaction and discourse patterns” to inform social interface design.

  • When prototypes don’t exist, fake it.
    Erik referred to this as “Wizard of Oz” testing. This is when the “man behind the curtain” may be carrying out audio or other functionality needs as part of a down and dirty prototype to test with. Always remember you may not be able to recreate the entire experience this way, just the crucial testing parts. How you define the testing will effect your mock-up. Focus ONLY on the developmental issue that need to be answered. DON’T focus on the technology! Be concerned with timing and vocabulary in your prototype scripts.

  • Understand the schedule and development process of your client.
    How much time do you have and where in the development process do you have the opportunity to make changes in the design? Definition of the interaction with your user needs to be defined up front. It is a deliverable that affects the entire development process, so work fast and deliver your findings early before crucial product development efforts begin.

  • Keep everyone informed.
    Let everyone on the development team know when findings will be presented. Keeping team members informed as to the time when conclusions will be shared better allows for changes that can be incorporated into the development schedule.

  • Be specific with your research question.
    Don’t ask overly broad or numerous questions that will keep you from ever finding the mission critical answers you need to inform you product development team. Remember, generally speaking, companies don’t want to pay for research and they don’t want to schedule research. But be ready, once the information is available, everybody will beat a path to your door for the results! Also be aware that the broader your research question, the more complicated your prototypes will become.

  • Make friends with the engineers on your team.
    They will be your best allies for creating prototypes. Engineers also care about having answers as to how best to develop for a specific audience

  • Don’t let the perfect be the enemy of the good.
    Early prototypes can be very different from the final product. You may not have the right characters or correct voices in your prototype but if you ask the right question, the results of your test will be invaluable. Remember, it’s the interaction that you are interested in testing. If visuals or character voices aren’t correct it will not threaten the validity of your testing.

  • Document what you did and the conclusions of your research.
    People will challenge your results and you may not remember everything you need in order to support your conclusions. You may also need to refer to your notes in the future when conducting similar studies.

At the end of the Erik’s presentation, he showed a number of prototypes used in technology toy testing.

To see video of Erik Strommen’s presentation at the IDC event, click below:

Average Rating: 4.4 out of 5 based on 232 user reviews.

Thursday, April 24th, 2008

Theo Jansen - Animaris Rhinoceros photo The artwork developed by kinetic sculptor Theo Jansen is truly inspirational. The vision behind his movable works is that someday these mechanical beasts could live on any beach in the world as if they were some sort of futuristic animal that survives on wind power. In a way, Jansen has developed an improved version of the wheel, one that can easily travel over sand. One noteworthy creature he developed is called Animaris Rhinoceros, and it looks a cross between a Star Wars AT Walker and a dinosaur. It stands over five meters (16 feet) tall and weighs 3.2 tons!

So imagine my surprise when I saw a fully functioning remote control robot that looks very close to this Theo Jansen piece. It’s eight legs and walks in a similar manner. It also has an extendable arm for grabbing items. The miniaturized version was created with various parts from many robot kits offered by Innovation First. This amazing electronics company makes hobby kits for educational use and also developed the fully functioning Theo Jansen-like robot you can see in the video below.

I was told by representatives at Innovation First that this specific robot has garnered so much interest, that they’re thinking about making a specialized kit so others can also build this specific work. Bringing robotics, engineering AND inspirational sculpture into the classroom, now there’s a forward thinking idea worth watching!

Average Rating: 4.9 out of 5 based on 158 user reviews.

Tuesday, April 22nd, 2008

Wild Planet - Animal Scramble RFID toyLast year I wrote about a tech toy product called Hyper Dash developed by the toy company Wild Planet. Hyper Dash is an electronic game that allows one user to hide up to five hockey puck sized targets, indoors or out, and another person can search for these targets with the help of a talking controller. I thought this was a brilliant use of RFID, a technology that relies on small paper thin microchips that can be detected within short distances via the radio frequencies they emit. (So when will this technology become standard in all car keys? Imagine the time we could all save each morning trying to find them!)

This coming fall Wild Planet will release a new iteration of this technology enhanced play pattern specifically for preschoolers. The product will be called Animal Scramble and it relies uses the same technology, but will support a hide-and-seek learning play pattern using plastic animal characters. The talking controller is a giraffe and the small targets include a monkey, a parrot, an elephant and a tiger. The giraffe calls out different challenges for one or many different players to accomplish, like tag the animal that has stripes, or find the animal that begins with the letter “M”. The animals can be spread out across a living room, backyard, or even a larger space for more exercise.

While Animal Scramble and Hyper Dash are great uses of RFID technology, it feels like RFID is inching along when it comes to being used in new and original ways. I keep waiting to see breakthrough applications that rely on the technology but am surprised at how few new products take advantage of its possibilities.

The only other child-focused RFID product I’ve seen so far this year includes a child alarm system developed by Smart Target called Kiddo. This product sounds an alarm when a child or even a pet you’re watching (or maybe not watching) equipped with an RFID tag moves outside of a designated play area.

Immediately I see how this technology can be used in all the clothes I drop off at the dry cleaner, important books I wish to keep on a designated bookshelf, picking up luggage at the airport, and did I mention the part about car keys?

So today I’d like to congratulate Wild Planet for pushing the RFID envelope. Many more play patterns are yet to be discovered. I look forward to this space heating up. Thank you for leading the charge!

Average Rating: 4.7 out of 5 based on 252 user reviews.

Tuesday, April 22nd, 2008

The world’s first hydrogen powered toy, called H2Go, was presented at the 2008 NY Toy Fair by a company called Corgi. The fully functioning prototypes Corgi brought to the show were very impressive and the best example of toy technology innovation at the show.

The remote controlled car is powered by hydrogen fuel which is separated out from common tap water through a device called the “Refueling Station”, or as the company commonly referred to as the “cooker” Connect the car up to the cooker via a small fueling tube, press the plunger down on the cooker to force the hydrogen into the car, and away you go! The cooker and the remote control itself are powered by rechargeable batteries.

Corgi demonstrated a strong commitment to being as green as possible by quoting just what percentage of renewable energy was used through the combination of the different components that power the car. The car, cooker, and remote control sell together for $100. The solar panel, which can be purchased separately costs an extra $20. Without the solar panel, the cooker and remote control require a traditional electric outlet to recharge its batteries.

Average Rating: 4.9 out of 5 based on 189 user reviews.