Kids & Media

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  • + whatidiscover whatidiscover 8 months ago
    Hi keibot. Glad that feel it is awesome. Credit goes to Chris Bernard, Mark King, David McGaw, Zachary Paradis, Aurora Tallacksen.
  • + keibot keibot 8 months ago
    amazing presentation. design and ideas. awesome
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Kids & Media - Presentation Transcript

  1. kids & media / design analysis
  2. kids & media / what is the relationship between kids and media? we are surrounded by technology. kids today have devices of which their parents never could have dreamed. how are they using these devices to play, learn and communicate? has 3-4 era analysis media changed how people conduct 5-6 asymmetric matrix their lives and their relationships 7 - 10 temporal differential with the world? these are the issues 11 symmetric matrix we wish to address through the analysis 9 - 14 network maps of kids activities and media separately 15 - 16 activity map and as a function of each other. broadly, 17 - 22 compelling experiences we see trends related to convergence, 23 - 24 use and traits co-creation and a move from the body 25 - 28 position map to user type being active to passive as particularly 29 - 30 user type to era analysis relevant to kids’ lives. 31 standing in the future design analysis . spring 2006 . kids & media . chung greathouse king paradis todd . 
  3. era analysis / 1920 - present 1920 - 1960 1961 - 1970 1971 - 1999 2000 - 2006 Interpretation of New media Adoption of Extention of media technologies technologies media technologies media technologies Watching TV (alone) Going Listening to radio as family ACTIVITIES Everything Listening to radio (alone) playing video games at friends’ watching TV as family Llistening to 8-tracks (alone) houses ENVIRONMENTS Everywhere Inside the home Inside the home Outside OBJECTS Many to Many Group Entertainment Group Entertainment Few to many INTERACTIONS Integrated Big and Bulky Furniture Developing Handheld USERS Kids Kids Kids Kids Phonograph Phonograph iPod, Google, Laptops Atari/Nintendo/Sega Comic books Beatles, Elvis, Jimi Hendrix, etc. SUPERHITS Internet, Digital Cameras, CD’s, Desktop Computers Film theaters Star Trek ,Arcade games Cell phones VHS, MTV Rat Pack/Rock & Roll Woodstock, Disco era analysis EFFECT ON BODY in looking at media in (Source: The State of relation to any user group, America’s Children 2003) an era analysis is an important consideration. media has changed drastically over the past MEDIA DEVICES 100 years and is certain to change ever more drastically in the future. design analysis . spring 2006 . kids & media . chung greathouse king paradis todd . 
  4. era analysis / 1920 - present 1920 - 1960 1961 - 1970 1971 - 1999 2000 - 2006 Interpretation of New media Adoption of Extention of media technologies technologies media technologies media technologies Watching TV (alone) Going Listening to radio as family ACTIVITIES Everything Listening to radio (alone) playing video games at friends’ watching TV as family Llistening to 8-tracks (alone) houses ENVIRONMENTS Everywhere Inside the home Inside the home Outside OBJECTS Many to Many Group Entertainment Group Entertainment Few to many Environments for the use of media have changed drastically, moving from public (not shown on this INTERACTIONS Integrated Big and Bulky Furniture Developing Handheld era analysis), to primarily inside the home to Obesity has become a everywhere now. problem over time in the US, certainly related to the USERS Kids Kids Kids Kids rise of rich media devices in the home. Phonograph Phonograph iPod, Google, Laptops Beatles, Elvis, Jimi Hendrix, etc. gone Atari/Nintendo/Sega Media devices have Comic books SUPERHITS Internet, Digital Cameras, CD’s, Desktop Computers Film theaters Star Trek ,Arcade games from being Disco and one- few Cell phones VHS, MTV Rat Pack/Rock & Roll Woodstock, directional in delivery to era analysis having huge variety with EFFECT ON BODY in looking at media in phenomenal interactivity. (Source: The State of relation to any user group, America’s Children 2003) an era analysis is an important consideration. media has changed drastically over the past MEDIA DEVICES 100 years and is certain to change ever more drastically in the future. design analysis . spring 2006 . kids & media . chung greathouse king paradis todd . 
  5. asymmetric matrix / activities & media Insight Clusters 1 1. Audio-kinetic 2. Attentive Leisure 3. Active Experimentation 4. Personal Mangement  5. Quick Slice 6. Personal Expression  7. Expanding   activities & media kids use different media 6 for different purposes. this matrix groups different media that are used for common purposes. design analysis . spring 2006 . kids & media . chung greathouse king paradis todd . 
  6. asymmetric matrix / activities & media These groupings broadly represent entertainment activities related to media. This column hints at the convergence to come with multi-use devices. This group speaks to organization and networking. entertainment, organization & creation drive use broadly, there are three main categories related to a child’s use of media: entertainment, This final grouping largely organization and creation. revolves around self- additionally, it is clear expression and creativity. that the column around mobile phone, computers and game consoles show correlations with many activities hinting at a burgeoning convergence. design analysis . spring 2006 . kids & media . chung greathouse king paradis todd . 6
  7. 1999 to 00 / time spent using media systems 0 100 200 250 1999 2004 minutes minutes minutes minutes Radio Scale: minutes per day CD/Tape/MP3 Print Videos (DVD/VHS/DVR) TV Movies Video games Computer Internet temporal differential kids prefer some media (based on time data in 1999 and 2004 Kaiser study) over others. measured in minutes per day, this graph shows how much kids use various media and the difference in usage times between 1999 and 2004. design analysis . spring 2006 . kids & media . chung greathouse king paradis todd . 
  8. 1999 to 00 / time spent using media systems Little has changed in the 0 100 200 250 1999 2004 amounts of time that kids minutes minutes minutes minutes have been using these media in the past 5 years. Radio Scale: minutes per day CD/Tape/MP3 While time spent has not significantly increased, the amoun of time that kids Print use these media remains very strong and far more Videos than other types. (DVD/VHS/DVR) TV Movies Video games Greatest change in amount of time spent, - integrate the most other media types Computer - most interactive. Internet temporal differential kids prefer some media (based on time data in 1999 and 2004 Kaiser study) over others. measured in minutes per day, this graph shows how much kids use various media and the difference in usage times between 1999 and 2004. design analysis . spring 2006 . kids & media . chung greathouse king paradis todd . 
  9. 1999 to 00 / time spent with computer activities (based on time data in 1999 and 2004 Kaiser study) temporal differential after looking at the overall types of media used by kids, we narrowed in on the specific activities performed on the computer. design analysis . spring 2006 . kids & media . chung greathouse king paradis todd . 9
  10. 1999 to 00 / time spent with computer activities Time spent playing games and visiting web sites have nearly doubled, along with increased multiplayer games online. Instant messaging barely existed in 1999. Now it is the second most time- consuming computer activity. Average time devoted to various computer activities has climbed from 0:27 daily to 1:02 daily. (based on time data in 1999 and 2004 Kaiser study) temporal differential after looking at the overall types of media used by kids, we narrowed in on the specific activities performed on the computer. design analysis . spring 2006 . kids & media . chung greathouse king paradis todd . 10
  11. symmetrical matrix / activities 1  activities vs. activities  some activities that kids  do are similar to others. the purpose of this matrix is to create groupings, Insight Clusters broad level categories, in order to determine what 1. Documenting & Tracking 3. Information Exchange kids are most interested 2. Creative Exploration 4. Mind in the Clouds in and why they do what they do. design analysis . spring 2006 . kids & media . chung greathouse king paradis todd . 11
  12. symmetrical matrix / activities Documenting and tracking is a small but important activity subset. Creative exploration is utterly essential to kids use of media. Information exchange and networking make up a large subset of kids’ activities. Having a “mind in the clouds” is a small but distinct subset. activities vs. activities some activities that kids do are similar to others. the purpose of this matrix is to create groupings, broad level categories, in order to determine what kids are most interested in and why they do what they do. design analysis . spring 2006 . kids & media . chung greathouse king paradis todd . 1
  13. network diagrams / activites Creative expression is the largest of our four activity clusters. Creative Exploration Mind in the Clouds Takes 2 to Tango Passive Engagement Disengagement BEING KILLING LISTENING FANTASYING DUELING FRAGGING ENTERTAINED TIME TO MUSIC /ASPIRING DANCING SHUFFLING/ RELAXING WITH RANDOMIZING SOMEONE Information Exchange Absorbing Information Communication Creation Documenting & Tracking Task-based Expressive Improvize LEARNING Capturing Information EXPLORING PROG- RAMMING RIFFING REQUESTING CHECKING IN INFO TAKING RECORDING PICTURE easier to see TREND WAY FINDING WATCHING relationships ROLE GETTING PLAYING MIXING WRITING PLAYING INFO deriving from the SAVING symmetric matrix, the WATCHING Compile network diagram shows PERSONAL- Management LISTENING large clusters of activities, SHARING IZING as well as how they MULTI- OPINING SHOPPING CHECKING SURFING TASKING ANALYZING TIME relate to each other. GOSSIPING/ they allow for an easier NETWORKING SHARING to understand suite of LOOKING READING CARETAKING SCHEDULING ORGANIZING AT PICTURES BUILDING Participatory activity similarities and relationships. design analysis . spring 2006 . kids & media . chung greathouse king paradis todd . 1
  14. network diagrams / creative exploration Creative Exploration Mind in the Clouds Takes 2 to Tango Passive Engagement Disengagement BEING KILLING LISTENING FANTASYING DUELING FRAGGING ENTERTAINED TIME TO MUSIC /ASPIRING All other clusters tie closely to creative expression relative to DANCING SHUFFLING/ RELAXING WITH each other. RANDOMIZING SOMEONE Information Exchange Absorbing Information Communication Creation Documenting & Tracking Task-based Expressive Improvize LEARNING Capturing Information EXPLORING PROG- exploration is RAMMING RIFFING REQUESTING CHECKING IN INFO important TAKING RECORDING PICTURE the field of child TREND WAY FINDING WATCHING development focuses ROLE GETTING PLAYING MIXING WRITING PLAYING INFO heavily on how children SAVING must explore to WATCHING Compile continue to grow as PERSONAL- Management LISTENING individuals, emotionally SHARING IZING and intellectually. it was MULTI- OPINING SHOPPING CHECKING SURFING TASKING ANALYZING TIME refreshing to see how GOSSIPING/ important this cluster NETWORKING SHARING of activities played in LOOKING READING CARETAKING SCHEDULING ORGANIZING AT PICTURES BUILDING Participatory referennce to others in a kid’s world. design analysis . spring 2006 . kids & media . chung greathouse king paradis todd . 1
  15. creative exploration / widely available tools There is a growing number of digital tools enabling creative exploration. Creative Exploration Mind in the Clouds Takes 2 to Tango Passive Engagement Disengagement BEING KILLING LISTENING FANTASYING DUELING FRAGGING ENTERTAINED TIME TO MUSIC /ASPIRING DANCING SHUFFLING/ RELAXING WITH RANDOMIZING SOMEONE Information Exchange Absorbing Information Communication Creation Documenting & Tracking Task-based Expressive Improvize LEARNING Capturing Information EXPLORING PROG- RAMMING RIFFING REQUESTING CHECKING IN INFO tools can drive activity TAKING RECORDING PICTURE an explosion of digital TREND WAY FINDING WATCHING tools have enabled kids ROLE GETTING PLAYING MIXING WRITING PLAYING INFO to push the boundaries SAVING of creative expression WATCHING Compile and exploration. the three PERSONAL- Management LISTENING shown here: Apple’s SHARING IZING iMovie, photo site flickr MULTI- OPINING SHOPPING CHECKING SURFING TASKING ANALYZING TIME and myspace have GOSSIPING/ completely changed NETWORKING SHARING the way kids document LOOKING READING CARETAKING SCHEDULING ORGANIZING AT PICTURES BUILDING Participatory their lives in less than a generation. design analysis . spring 2006 . kids & media . chung greathouse king paradis todd . 1
  16. activity map / a day in the life of a kid Relationship of when media is used during a weekday & weekend day, compare to total time spent interacting with media. MORNING MIDDLE OF THE DAY EVENING *Game 0:50 **Calling 0:53 ***Computer 2:10 Printed Media 0:43 Music 1:44 TV / Video / Movie 4:15 Get ready Go to School School Come Do for school school activity activity home homework TYPICAL WEEKDAY Get ready Go to Wake up Eat breakfast Eat lunch Go to activity Eat dinner for bed sleep activity analysis TYPICAL Kids use media at WEEKEND DAY different times of day Watch Go to Get dressed Play Spend time TV activity for activity with family and for different TV / Video / Movie 4:15 purposes. The typical Music 1: 44 day in the life of a kid Printed Media 0: 43 was diagrammed and Computer 2 :10 set against when kids Calling 0:53 use those media to Game 0:50 determine why kids *Game - Including video game , handheld console use media. **Calling - Including landline phone, cellphone ***Computer - Including Computer game, searching web , IM and etc. design analysis . spring 2006 . kids & media . chung greathouse king paradis todd . 16
  17. activity map / a day in the life of a kid Kids are exposed to more than 10½ hours of media per day. What Portable media time is left for physical enables kids to enjoy Relationship of when media is used during a weekday & weekend day, compare to total time spent interacting with media. activity? MIDDLE OF THE DAY music and games MORNING EVENING while at school, *Game 0:50 or traveling. **Calling 0:53 ***Computer 2:10 Printed Media 0:43 Music 1:44 TV / Video / Movie 4:15 Get ready Go to School School Come Do for school school activity activity home homework TYPICAL WEEKDAY Get ready Go to Wake up Eat breakfast Eat lunch Go to activity Eat dinner for bed sleep Many times kids Kids spend more time are using two or with interactive media activity analysis TYPICAL more types of media then print media. Kids use media at WEEKEND DAY simultaneously. different times of day Watch Go to Get dressed Play Spend time TV activity for activity with family and for different TV / Video / Movie 4:15 purposes. The typical They interactive with Music 1: 44 day in the life of a kid some form of media Printed Media 0: 43 was diagrammed and at almost all times of Computer 2 :10 set against when kids the day. Calling 0:53 use those media to Game 0:50 determine why kids *Game - Including video game , handheld console use media. **Calling - Including landline phone, cellphone ***Computer - Including Computer game, searching web , IM and etc. design analysis . spring 2006 . kids & media . chung greathouse king paradis todd . 1
  18. compelling experience / a book attraction entry engagement exit extension defined fresh immersive accessible significant transformative what is compelling? Media experiences vary. Some are able to draw kids in by fulfilling their desires, while others are lacking. The most popular experiences are able to engage kids at multiple levels. design analysis . spring 2006 . kids & media . chung greathouse king paradis todd . 1
  19. compelling experience / media compared a book defined Books offer a subset of a fully compelling experience and are largely focused on the column of engagement. fresh immersive accessible significant transformative what is compelling? Media experiences vary. Some are able to draw kids in by fulfilling their desires, while others are lacking. The most popular experiences are able to engage kids at multiple levels. design analysis . spring 2006 . kids & media . chung greathouse king paradis todd . 19
  20. compelling experience / media compared a book defined the cinema fresh immersive The immersion of cinema broadened the significance of the experience and accessible allowed non-literate people to consume epic tales. significant transformative what is compelling? Media experiences vary. Some are able to draw kids in by fulfilling their desires, while others are lacking. The most popular experiences are able to engage kids at multiple levels. design analysis . spring 2006 . kids & media . chung greathouse king paradis todd . 0
  21. compelling experience / media compared a book defined the cinema console video games Console video game fresh systems broaden the cinema experience because of their interactivity. immersive accessible significant transformative what is compelling? Media experiences vary. Some are able to draw kids in by fulfilling their desires, while others are lacking. The most popular experiences are able to engage kids at multiple levels. design analysis . spring 2006 . kids & media . chung greathouse king paradis todd . 1
  22. compelling experience / media compared a book defined the cinema console video games social networking sites fresh immersive Social networking sites like MySpace provide a level of interaction that accessible rivals traditional media and, increasingly, dominates kids time as generation next documents and shares significant their lives. transformative what is compelling? media experiences vary. some are able to draw kids in by fulfilling their desires, while others are lacking. the most popular experiences are able to engage kids at multiple levels. design analysis . spring 2006 . kids & media . chung greathouse king paradis todd . 
  23. compelling experience / media compared a book defined the cinema console video games social networking sites mobile phone fresh immersive accessible significant transformative what is compelling? Messaging, talking, media experiences vary. gaming, picture some are able to draw kids taking and media consumption drive kids in by fulfilling their desires, to treat their phones while others are lacking. the like extensions of their most popular experiences very selves. are able to engage kids at multiple levels. design analysis . spring 2006 . kids & media . chung greathouse king paradis todd . 
  24. media use / relationship to personal traits Percentage of 7th to 12th-Graders Multitasking (most of the time) while: 28% Reading 24% Watching TV 33% Listening to music 33% Using a computer 39% Multiple computer activities media vs. kids traits kids watch up to nine hours of tv per day. 24% of 7th-12th graders are multitasking with other media while watching tv. more importantly 39% of kids are multitasking across a variety of media. what types of media are kids using compared to their school grades, level of happiness and whether they seek out high sensation activies? design analysis . spring 2006 . kids & media . chung greathouse king paradis todd . 
  25. media use / relationship to personal traits Percentage of 7th to 12th-Graders Total media exposure is Multitasking (most of the time) while: highest among 1. High sensation seekers media vs. kids traits 2. Low contented kids 28% Reading partial attention to 3. Grades mostly C/Ds immersive media during 24% Watching TV foundational years is 33% Listening to music more prevalent than in 33% Using a computer previous eras. 39% Multiple computer activities interactive and time- shifted media experiences are unpredictable and elusive enough to make kids want more and more. creative experitise is historically a result of great amounts of time spent deeply focused on mastering a skillset. TV accounts for nearly 1/3 the media exposure if deep skill sets are among all groups except required in the future, how High and Low Sensation might they evolve through Seekers, where Music media equals TV use. multitasking hours spent with virtual tools, online communications and immersive virtual entertainment? design analysis . spring 2006 . kids & media . chung greathouse king paradis todd . 
  26. position map / use and social context group consume create why a x? generating a position map with axis related to the consumption or creation of media as well as the social context of use offers a compelling visualizatiion of important self relationships. design analysis . spring 2006 . kids & media . chung greathouse king paradis todd . 6
  27. position map / activities overlaid group gossiping scheduling caretaking sharing checking in shopping taking picture watching dancing checking time requesting info personalizing programming recording sharing dueling analyzing fragging role playing exploring role playing saving playing building aspiring dueling organizing exploring gossiping writing surfing checking in mixing scheduling relaxing surfing consume caretaking being entertained riffing create requesting info opining killing time checking time shopping trend watching aspiring getting info listening trend watching shuffling riffing creation in a social getting info playing recording context is most full reading mixing playing of activities organizing caretaking relaxing saving mapping activities around analyzing learning building media and social context exploring writing reveals that the largest programming multi-tasking current grouping is in the personalizing upper right quadrant. this quadrant is the home of self many “creative” activies. design analysis . spring 2006 . kids & media . chung greathouse king paradis todd . 
  28. position map / devices, activites & social context group gossiping scheduling caretaking sharing checking in shopping taking picture watching dancing checking time requesting info personalizing programming recording sharing dueling analyzing fragging role playing exploring role playing saving playing building aspiring dueling organizing exploring gossiping writing surfing checking in mixing scheduling relaxing surfing consume caretaking being entertained riffing create requesting info opining killing time checking time shopping trend watching aspiring getting info listening few devices map over trend watching shuffling riffing many activities getting info playing recording mapping devices over reading mixing playing the groupings of activities organizing caretaking relaxing saving reveals that fewer devices analyzing learning building are now linked to more exploring writing activities... direct evidence programming multi-tasking for convergence. in personalizing addition, there is a clear correlation to the digital self tools used in this creation. design analysis . spring 2006 . kids & media . chung greathouse king paradis todd . 
  29. position map to user types / possible types group consume pop addict co-creator create four user types we suggest that there are four user types related to the consumption of media. in general, each user type could be ascribed to adults or children although there are far more co-creating children then adults as nerd artiste a result of myspace and children’s higher comfort self level with digital devices. design analysis . spring 2006 . kids & media . chung greathouse king paradis todd . 9
  30. user types to era analysis / broken out nerd artiste pop addict co-creator how did we get here? we admit that moving from the 2x2 in the page before to this page requires somewhat of a cognitive leap. that said, we see a relationship between how types of media over time allowed for certain types of users. design analysis . spring 2006 . kids & media . chung greathouse king paradis todd . 0
  31. user types to era analysis / broken out nerd artiste pop addict co-creator the first content creators the first aficionados of Gutenberg launched it in the release of the Macintosh were the sole “artistes”... media had to come after the 1455 with his printing press in 1984 and the subsequent these individuals were “artiste”. one cannot be a and the industrial revolution launch of the internet truly passionate about conoisseur of some media powered media’s delivery several years later put expressing themselves. if it does not yet exist. one to nearly every home in the the power of publishing can imagine wealthy patrons world. through the mid to media into everyone’s of the arts and the first book late-20th century popular hands. for the first time readers in this group. acts like the Beatles and ever, creation at scale artists like Warhol were both was relatively easy and new era = new types phenomenons and fodder inexpensive. the additions as new media formats for the popular masses. of digital still and video were introduced, new cameras combined with the user types accompanied continued pervasiveness them. older media types of the “network” has made haven’t entirely gone by it easy for any kid to blog, the wayside and nor have film a movie, develop the user types with whom photographic ambitions and they were associated. share them with everyone. these types are relevant for adults as well as kids. design analysis . spring 2006 . kids & media . chung greathouse king paradis todd . 1
  32. kids & media / standing in the future... 1971 - 1999 2000 - 2006 Interpretation of Extention of media technologies media technologies our analysis could be quickly summarized as: Going co-creation Everything g video games at friends’ houses is here and profound. convergence Everywhere Outside is close. active to passive Many to Many Few to many effects the body. Integrated Handheld we expect a relatively near future to present a wider array of media with fewer devices needed to play them. Kids Kids convergence should drive kids’ access to digital creation tools and the likes of Atari/Nintendo/Sega Apple, MySpace and Yahoo! will allow iPod, Google, Laptops ’s, Desktop Computers Internet, Digital Cameras, them to share their lives. unfortunately, VHS, MTV Cell phones a bi-product seems to be decreased physical activity and resulting obesity. design analysis . spring 2006 . kids & media . chung greathouse king paradis todd . 
  33. kids & media / design synthesis spring 2006 . bernard, king, mcgaw, paradis, tallacksen
  34. the concept space / these needs are real T(w)eens want Our concepts are focused on developing an immersive to do what’s experience that will: 1. Empower networking with fun for them, others locally and globally. not necessarily 2. Encourage co-creation and consumption of what’s good others’ contribution. for them. 3. Facilitate physical activity though soft and hard solutions. design synthesis . spring 2006 . kids & media . bernard, king, mcgaw, paradis, tallacksen . 
  35. the concept space / a value statement Frame Concept Space For t(w)eens, who are The solution will incorporate: dissatisfied with current What t(w)eens want: options for physical • Fun • Immersive activity, yet search for • Connected an enjoyable experience, this immersive What parents want: • Active platform will allow a • Educational networked and co- • Creative created interaction that facilitates group and individual expression. design synthesis . spring 2006 . kids & media . bernard, king, mcgaw, paradis, tallacksen . 
  36. the concept space / activities mapped E-mail IM Text/ SMS Blog Share Phone Competitive Physical Tech Hang out Meet people Dating Fashion Pretend Socialize Going to mall Differentiation Contra- Gossip distinction Form opinions Forming us Express Boys yourself Unconscious Kissing learning Checking- Communi- in Who am cating I? Home- work Dancing Baseball Outside Lecture school Basket- Jackass ball Identity Multi- media In- forming school Hockey Sports Less P.E. Tweens Physical Soccer Learning Hide activity & seek Football Make movies Snow ghts Make Entertaining music Build forts Play Girls music Lift Chillin' weights Creating Paint mind mapping Illin' to understand the Draw Passive domains that t(w)eens operate in when they use, One-way Program or could use media, the Music Movies Media Books Cooperative relationships between Rational Video TV Non- games Journal Aspiration digital t(w)eens and the general games Stereo Perform activities they engaged in PC iPod Document were analyzed. Fashion CD Portable Imitate Home Mags Risk D&D Cranium design synthesis . spring 2006 . kids & media . bernard, king, mcgaw, paradis, tallacksen . 
  37. the concept space / media uses vs. uses Support documenting and trac Support uses at different times Offer an escape into dreamlan Support organization of media Maximize interaction opportun significant duration of each us overwhelm other kinds of med harmonize with other media st Offer messaging functionality. Support use in school environ Network with other users and Encourage physical activity Offer multiple functionalties Support social networking. Enable co-creative activity Support interactive media Provide positive emotions consumption everywhere extend user's personality Facilitate self-expression Counteract obesity trend Provide entertainment. Engage kids deeply. Support mobile use Allow exploration Feature music. 3 3 1 1 1 1 1 1 2 1 1 1 1 1 0 0 0 0 0 0 1 1 0 0 0 2 Support organization of media files. Management 3 3 0 2 2 1 1 2 1 1 1 0 2 2 0 0 0 0 1 0 1 1 1 0 2 0 Support documenting and tracking 1 0 3 3 2 1 3 3 2 2 2 1 1 2 2 2 1 1 0 0 1 2 2 1 1 0 Offer messaging functionality. Messaging 1 2 3 3 3 1 1 3 3 1 3 2 2 2 1 0 1 3 1 1 0 2 2 1 2 1 Facilitate self-expression Expression 1 2 2 3 3 3 2 2 2 3 3 2 3 1 1 1 1 1 1 0 1 2 1 3 1 1 Enable co-creative activity 1 1 1 1 3 3 2 3 2 3 3 2 2 2 1 0 2 3 0 1 1 3 3 2 2 2 harmonize with other media streams. Socialization 1 1 3 1 2 2 3 3 3 3 3 3 2 1 1 2 2 3 2 2 1 2 2 1 2 2 Support social networking. 1 2 3 3 2 3 3 3 2 3 3 3 2 2 2 1 1 2 1 2 1 2 1 1 2 2 extend user's personality 2 1 2 3 2 2 3 2 3 3 3 2 2 2 2 1 3 2 2 2 2 3 3 2 2 2 Offer multiple functionalties Network 1 1 2 1 3 3 3 3 3 3 3 3 2 3 3 1 0 1 3 3 2 2 3 2 2 2 consumption everywhere 1 1 2 3 3 3 3 3 3 3 3 3 3 3 3 3 0 1 1 3 2 3 3 2 2 2 Maximize interaction opportunities 1 0 1 2 2 2 3 3 2 3 3 3 3 3 2 2 0 3 3 1 2 1 2 1 1 2 Network with other users and devices 1 2 1 2 3 2 2 2 2 2 3 3 3 3 3 2 2 1 0 0 1 1 1 1 2 3 Support use in school environments 1 2 2 2 1 2 1 2 2 3 3 3 3 3 3 2 2 1 1 2 2 2 2 1 2 1 Support uses at different times of the day. 0 0 2 1 1 1 1 2 2 3 3 2 3 3 3 3 3 1 2 2 2 1 2 2 2 2 Support mobile use symmetric matrix 0 0 2 0 1 0 2 1 1 1 3 2 2 2 3 3 3 2 3 1 1 1 2 3 3 2 Encourage physical activity Exercise 0 0 1 1 1 2 2 1 3 0 0 0 2 2 3 3 3 3 3 0 2 2 1 2 3 1 Counteract obesity trend this symmetrical insight 0 0 1 3 1 3 3 2 2 1 1 3 1 1 1 2 3 3 3 3 3 3 3 2 2 2 Engage kids deeply. Immersion 0 1 0 1 1 0 2 1 2 3 1 3 0 1 2 3 3 3 3 3 3 3 3 1 2 1 overwhelm other kinds of media matrix was used to 0 0 0 1 0 1 2 2 2 3 3 1 0 2 2 1 0 3 3 3 3 3 3 3 3 2 Offer an escape into dreamland Entrance determine the primary 1 1 1 0 1 1 1 1 2 2 2 2 1 2 2 1 2 3 3 3 3 2 2 2 3 3 Provide entertainment. 1 1 2 2 2 3 2 2 3 2 3 1 1 2 1 1 2 3 3 3 2 3 2 2 2 1 Support interactive media uses (abstract) of media 0 1 2 2 1 3 2 1 3 3 3 2 1 2 2 2 1 3 3 3 2 2 3 1 1 1 significant duration of each use. 0 0 1 1 3 2 1 1 2 2 2 1 1 1 2 3 2 2 1 3 2 2 1 3 2 1 Feature music. and for what purpose Uplift 0 2 1 2 1 2 2 2 2 2 2 1 2 2 2 3 3 2 2 3 3 2 1 2 3 2 Provide positive emotions t(w)eens use the devices 2 0 0 1 1 2 2 2 2 2 2 2 3 1 2 2 1 2 1 2 3 1 1 1 2 3 Allow exploration associated with various Key media types. 0123 Matis r 0,0 18R !105,26;16,17!26,25,24,23,22,21,20,19,18,17,16;3,4,5,6,7,8,9,10,11,12,13,14,15!2,1;26,25,24,23,22,21,20,19,18,17,16,15,14 design synthesis . spring 2006 . kids & media . bernard, king, mcgaw, paradis, tallacksen . 
  38. Network with o Engage kids d overwhelm oth Support use in Counteract ob Encourage ph Feature music Support intera significant dur Allow explorat Support socia Provide entert Maximize inte Offer an esca Support mobi Provide positi extend user's Offer multiple Support uses consumption the concept space / key areas of focus 1 211111 0 0 000011 0 0 0 2 Management 2 111022 0 0 001011 1 0 2 0 3 222112 2 2 110012 2 1 1 0 Messaging 3 313222 1 0 131102 2 1 2 1 Expression 2 233231 1 1 111012 1 3 1 1 3 233222 1 0 230113 3 2 2 2 Socialization Support documenting and trac Support uses at different times Offer an escape into dreamlan Support organization of media Maximize interaction opportun significant duration of each us overwhelm other kinds of med harmonize with other media st Offer messaging functionality. Support use in school environ Network with other users and 3 333321 1 2 232212 2 1 2 2 Encourage physical activity Offer multiple functionalties Support social networking. Enable co-creative activity Support interactive media Provide positive emotions consumption everywhere extend user's personality Facilitate self-expression Counteract obesity trend Provide entertainment. 3 233322 2 1 121212 1 1 2 2 Engage kids deeply. Support mobile use Allow exploration 2 333222 2 1 322223 3 2 2 2 Network Feature music. 3 333323 3 1 013322 3 2 2 2 3 333333 3 3 011323 3 2 2 2 3 233333 2 2 033121 2 31 11 12 3 1 1 1 1 2 1 1 1 1 1 0 0 0 0 0 0 1 1 0 0 0 2 Support organization of media files. Management 33 02 21 1 2 1 1 1 0 2 2 0 0 0 0 1 0 1 1 1 0 2 0 Support documenting and tracking 2 223333 3 2 Offer messaging functionality. 1 2100 1 1 11 32 23 0 3 1 3 3 2 2 2 1 1 2 2 2 1 1 0 0 1 2 2 1 1 0 Messaging 12 33 31 1 3 3 1 3 2 2 2 1 0 1 3 1 1 0 2 2 1 2 1 Facilitate self-expression Expression 2 233333 3 2 211222 2 11 22 31 2 3 3 2 2 2 3 3 2 3 1 1 1 1 1 1 0 1 2 1 3 1 1 Enable co-creative activity 11 11 33 2 3 2 3 3 2 2 2 1 0 2 3 0 1 1 3 3 2 2 2 harmonize with other media streams. Socialization 2 233233 3 3 312221 2 12 32 22 1 1 2 3 3 3 3 3 3 2 1 1 2 2 3 2 2 1 2 2 1 2 2 Support social networking. 12 33 23 3 3 2 3 3 3 2 2 2 1 1 2 1 2 1 2 1 1 2 2 extend user's personality 1 113222 3 3 323111 2 23 23 22 Exercise 1 3 2 3 2 3 3 3 2 2 2 2 1 3 2 2 2 2 3 3 2 2 2 Offer multiple functionalties Network 11 21 33 3 3 3 3 3 3 2 3 3 1 0 1 3 3 2 2 3 2 2 2 consumption everywhere 1 300022 3 3 Maximize 3 3 interaction opportunities 2 302 1 12 23 31 1 3 3 3 3 3 3 3 3 3 3 3 3 0 1 1 3 2 3 3 2 2 2 10 12 22 3 3 2 3 3 3 3 3 2 2 0 3 3 1 2 1 2 1 1 2 Network with other users and devices 2 211311 1 2 333333 3 12 12 32 Immersion 2 2 2 2 2 2 2 3 3 3 3 3 2 2 1 0 0 1 1 1 1 2 3 Support use in school environments 12 22 12 1 2 2 3 3 3 3 3 3 2 2 1 1 2 2 2 2 1 2 1 Support uses at different times of the day. 1 231301 2 3 333333 3 01 22 11 0 1 1 1 2 2 3 3 2 3 3 3 3 3 1 2 2 2 1 2 2 2 2 Support mobile use symmetric matrix 2 00 20 10 2 1 1 1 3 2 2 2 3 3 3 2 3 1 1 1 2 3 3 2 Encourage physical activity Exercise 2 23310 2 1 Counteract obesity trend 3 033 33 3 03 13 12 Entrance 0 1 2 2 1 3 0 0 0 2 2 3 3 3 3 3 0 2 2 1 2 3 1 this symmetrical insight 00 13 13 3 2 2 1 1 3 1 1 1 2 3 3 3 3 3 3 3 2 2 2 Engage kids deeply. Immersion 1 222212 2 1 overwhelm other kinds of 3 2 3 3 media 3 2 2 02 03 13 1 1 0 2 1 2 3 1 3 0 1 2 3 3 3 3 3 3 3 3 1 2 1 matrix was used to 00 01 01 2 2 2 3 3 1 0 2 2 1 0 3 3 3 3 3 3 3 3 2 Offer an escape into dreamland Entrance 2 determine the primary 2 32311 1 1 Provide entertainment. 3 233 23 2 12 12 11 1 0 1 1 1 2 2 2 2 1 2 2 1 2 3 3 3 3 2 2 2 3 3 11 22 23 2 2 3 2 3 1 1 2 1 1 2 3 3 3 2 3 2 2 2 1 Support interactive media 1 uses3 3 2 of 1 2 3 (abstract) media 2 2 significant duration of each use. 2 1333 2 3 01 21 11 1 2 3 2 1 3 3 3 2 1 2 2 2 1 3 3 3 2 2 3 1 1 1 00 11 32 1 1 2 2 2 1 1 1 2 3
  39. the concept space / insights > principles Insight Principle Category Kids are exposed to more than ten hours of Operate in harmony with other media streams. Socialization media each day. Social networking provides interaction levels Support social networking. Socialization like those of traditional media, and increasingly dominate kids’ time. Kids treat phones as extensions of Become an extension of the user’s personality. Socialization themselves. Media is consumed everywhere, not just Support media consumption everywhere Network publicly or in the home. Devices increasingly do multiple things Offer multiple functionalities Network (convergence) Information exchange and networking is a Network with other users and devices Network large part of kids’ activities. Portable media devices enable media Support mobile use Mobility enjoyment while travelling, or at school. insights > principles Kids interact with media throughout the day. Support uses at different times of the day. Mobility a rigorous review of a Media are used for organization and Support organization of media files. Management large set of analysis data networking. produced an enormous Documenting and tracking is an important Support documenting and tracking Management number of relevant point activity subset. level insights which, when used reflexively, generated Many times, kids interact with more than one Expect to share attention with other kinds of media (or Immersion an equal number of kind of media at a time. to overwhelm them). design principles. these Books provide a compelling experience in the Engage kids deeply. Immersion principles were tied “engagement” mode. back to our key activity Creative exploration is utterly essential to kids’ Allow exploration Hope areas of focus to start to use of media. provide guidelines for how Total media exposure is highest among Encourage contentedness by providing positive Hope systems might be built. kids who are: high sensation seekers, low emotions. contentedness, or who have lower grades. Music media is as strong as TV exposure for design synthesisFeature music. kids & media . bernard, king, mcgaw, paradis, tallacksen .  Hope . spring 2006 . both high and low sensation-seeking kids.
  40. concept generation / concept generation matrix » » » » » » » » » » » » » » » » » » » » » » » » » » » » » » » » » » » » » » » » » » » » concept matrix a concept matrix was created for framed idea >> generation which used our three main insights fron analysis on the Y axis and the main areas of focus on the X. design synthesis . spring 2006 . kids & media . bernard, king, mcgaw, paradis, tallacksen . 
  41. concept generation / concept generation matrix » » » » » » » » » » » » » » » » » >> GeoBlogging >> Livecasting: Whatever » you’re doing is shared »with » » » » » » thousands » » » >> Networked mobile devices » » » » » » » » » >> Massively multi-player » » narratives » » » » » concept matrix >> Music device based on a concept matrix was your “moves” created for framed idea >> Motion-capture gear >> generation which used >> Virtual square dancing, our three main insights with competition and fron analysis on the Y voting axis and the main areas of focus on the X. design synthesis . spring 2006 . kids & media . bernard, king, mcgaw, paradis, tallacksen . 
  42. scenario planning / trends effecting t(w)eens High volume = high $ Brain- Eye- control Voice control recog. $$$$ Bad food vs. $ is cheap Mainstream healthy foods New Reduction Ubiquitous Market interfaces Slow U.S. explosion of middle tech adoption class Video games/TV ER $ Tech 'Tweens more Virtual have more $ tools Not Stupidity preventative compensation Rise in Economics H.C. $ Lack of physical interaction Distance Video Low-pay learning games jobs Internet Internet Technology Cocooning Food Lobbying Fast-pace Trends Bigger industry info TVs Standardized test scores More decreasing Obesity channels concerns Polarization of body image Lower science funding Society Diabetes Health Politics No child Infant is media making left behind mortality Life recording t(w)eens fat and School H.C. compensation stupid? Home funding education we asked a specific Convenience Lack of $ question in exploring awareness \"On the go\" trends effecting t(w)eens Fickle Personal Acceptance Child of wild Kidless and were sure to consider celebrity games porno couples trends in politics, economics, society Low attention and technology. Ritalin design synthesis . spring 2006 . kids & media . bernard, king, mcgaw, paradis, tallacksen . 10
  43. scenario planning / trend ranking Top Trends Significance Uncertainty Total Funding of education 12 7 19 Lobbying (of health issues) 0 1 1 Increasing health care costs 3 3 6 From physical to virtual 6 7 13 Increasing ubiquity of technology 8 4 12 Increasing network availability 9 4 13 Lagging technology and science in US 1 9 10 Cocooning 4 9 13 Personal celebrity 14 3 17 Body image vs body reality 13 3 16 is media making t(w)eens fat and Convenience is king 10 3 13 stupid? from our blown-out trends Tween disposable income 11 4 15 mindmap we identified top trends which we Channel of one (Om) 5 3 8 then ranked according to scenario planning criteria Shared media (Lingo) 2 7 9 as laid out in the book on the topic, The Art of the Getting older, younger 7 3 10 Long View. design synthesis . spring 2006 . kids & media . bernard, king, mcgaw, paradis, tallacksen . 11
  44. scenario planning / 3 key trends to consider Top Trends Significance Uncertainty Total Funding of education 12 7 19 Lobbying (of health issues) 0 1 1 Increasing health care costs 3 3 6 From physical to virtual 6 7 13 Increasing ubiquity of technology 8 4 12 Increasing network availability 9 4 13 Lagging technology and science in US 1 9 10 trends for the future Cocooning 4 9 13 in our ranking, our project team felt that we needed Personal celebrity 14 3 17 to consider three rather than just two trends in Body image vs body reality 13 3 16 crafted our scenarios. the funding of education, Convenience is king 10 3 13 personal celebrity and the availability of t(w)een Tween disposable income 11 4 15 disposable income were of particular importance. Channel of one (Om) 5 3 8 in addition, although body image received the third Shared media (Lingo) 2 7 9 highest score we decided to it logically fit with Getting older, younger 7 3 10 personal celebrity. design synthesis . spring 2006 . kids & media . bernard, king, mcgaw, paradis, tallacksen . 1
  45. scenario planning / scenario maps in 3d everyone’s teens spend less a celebrity New Socialist Britannia Paradise less more funding for funding for schools schools Depression Teacher Redux is King few celebrities everyone’s teens spend more a celebrity The Real three main trends Kids World* translates to eight Rule less more scenarios funding for funding for placing our three key schools schools trends on position maps generated eight distince A Hyperstar The New possible futures to is Born Renaissance consider. in our mapping, we went about naming the futures to help the few team create stories of celebrities what each might be like. design synthesis . spring 2006 . kids & media . bernard, king, mcgaw, paradis, tallacksen . 1
  46. future scenario 1 / new britannia new britannia tweens spend less • less funding for schools • everybody’s a celebrity As expected, the European Union, India, China and the rest of industrialized Asia surpass the US as masters of the global zeitgeist. Tweens in the US have less disposable income and funding for schools is on a downward trend. However, the countries technical infrastructure still drives the culture’s obsession with celebrity, and becoming famous. Reality television and competitive shows derived of American Idol, Fear Factor and Jackass dominate the airwaves. Sites that support the viral transformation of tweens into internet celebrities thrive. Major media outlets mine social networking sites for the next big ‘star.’ concepts A Star is Born: Major media outlets conduct ‘a star is born’ grand challenges for sports, entertainment, or people just willing to be plain stupid in exchange for being famous. To be cool is to be aligned with fads and trends that are globally relevant and not US Centric. US brands leverage foreign celebrities and design language in the promotion of products, brands and services. Low-end Theory: Since high bandwidth mobile technology is out of reach of most tweens consumer devices operate on a principle of low-end theory. Consumer devices for tweens are cheap, poorly designed and trendy and they are designed to take advantage of the convergence of the group. Multimedia Physical Centers: Tweens still strive for a community and a way to connect. Much like video arcades drove this interaction in the early 80’s the next generation of community centers provide the same environment for tweens to make connections globally and locally but making technology accessible via a limited pay as you go model ala an internet-café model. design synthesis . spring 2006 . kids & media . bernard, king, mcgaw, paradis, tallacksen . 1
  47. future scenario  / socialist paradise socialist paradise tweens spend less • more funding for schools • everyone’s a celebrity Nonplussed by a culture of excess and individualism, parents across the country rein in the cash provided to tweens, encouraging them to live more simply. At the same time, voters also force government to spend more on education. The result is a society where children are well taken care of, and contribute to their community. The ubiquity of technology and leveling media is used to celebrate each person’s contribution to the whole. Public schools have the money they need to develop successful children and become a place where residents come together for volunteer events like Habitat for Humanity. concepts Kid Composed Media Hits: Middle School media club puts together a weekly 30- minute cable TV show that highlights the achievements of local tweens: athletes, singers, actors, volunteers, mathletes, etc. And it’s the hit of the local cable system. Sharecast: As a way of celebrating the uniqueness of each individual, school begin providing gear to kids that stream a video and audio feed whenever they are in public spaces (software and location tagging locks the system down in private spaces). What started as “Reality TV Meets Contemporary Anthropology” class project becomes a live, ongoing blog allowing people to share in each others’ experiences as they happen. Altruistic / Reality-Based MMPORGs: Tweens flock to a new breed of online games with a much more realistic focus—helping in their community. Instead of playing “Sim Family”, tweens become interested in “Sim FEMA”, where they have to work together to respond to natural disasters. The game is self-consciously positioned as real-world training for skills that tweens can use to help their communities later, in the real world. design synthesis . spring 2006 . kids & media . bernard, king, mcgaw, paradis, tallacksen . 1
  48. future scenario  / depression redux depression redux tweens spend less • less funding for schools • few celebrities The excesses of the United States’ past and current state catch up to it as China and India race past to become economic, technological and cultural leaders of the world. The US economy is sorely depressed and funding for schools is hard to come by. At the same time, a few media stars rise up to be the royalty of this time, allowing adults and kids alike a mental escape from the reality of their current state. concepts High-Tech Movie Theaters: super über movie theaters with full virtual reality and access to the latest Chinese and Indian content Video Serials (Pass-around media): inexpensive video serials (kind of like the comics of old) that play on cheap portable media devices Virtual Space Travel: virtual trip to the moon and space... the Chinese kids get to do it for real design synthesis . spring 2006 . kids & media . bernard, king, mcgaw, paradis, tallacksen . 1
  49. future scenario  / teacher is king teacher is king tweens spend less • more funding for schools • few celebrities In a time when there is more money, people have begun to understand its value. Parents encourage tweens to spend less money and save it. This important demographic, which usually fuels adoption of new technology, therefore is spending less on gadgets for recreational use. However, the influx of new cash has led to increased funding for schools, both from public and private sources, instigating the use of technology primarily for educational purposes. concepts Sponsored Educational Tools: Companies subsidize schools in the form of inexpensive laptop computers to be used as portable teaching/learning tools Teaching for the 21st Century: Teachers give assignments using new technologies, such as teaching physics with interactive games High Touch Tech: Since kids are primarily focused on those around them, technologies that facilitate face-to-face interaction are important (ex. sharing mp3 music through telephone network) design synthesis . spring 2006 . kids & media . bernard, king, mcgaw, paradis, tallacksen . 1
  50. future scenario  / the real world aka pop media the real world aka pop media tweens spend more • less funding for education • everyone’s a celebrity Continuing fully with current trends, tweens are older faster, have more money than ever while public educational funding decreases. Luckily, in this world, everyone has access to extremely inexpensive tools for content creation and a way to sell it through the “network”, a global construct for storing, finding and paying for media. In this world, everyone’s lives are like a TV show ready to be watched. concepts Avatar Assist: a small device carried as a pendant or bracelet that allows cameras capturing images of you to know who you are, etc. Movie Camp: tweens learns how to make movies as good as the rest Auteurship SAT’s: media is king so learning how to test creators has value design synthesis . spring 2006 . kids & media . bernard, king, mcgaw, paradis, tallacksen . 1
  51. future scenario  / kids rule kids rule tweens spend more • more funding for schools • everyone’s a celebrity The trend toward only 1-- and 2-child families has accelerated and spread. Much like the “Little Emperor” syndrom in China, children are highly catered to, receiving much disposable income from their parents. Additionally education is better funded. Entertainment and leisure industries refocus on attracting spending by tweens and their doting parents. Converting to smoke and alcohol-free establishments is not out of the question. Because of the kid-centered culture, media channels provide more and more ways for kids to express themselves. the kid-centered culture concepts Child Broadcasters: youthful commentators are featured on the evening news, because the general public places a high value on kids’ views and opinions. As a result, broadcast journalism classes become standard in high schools and even some middle schools. Marketers find success selling “studio in a box” kits that help kids practice being a TV spokesperson. FacebookVideo: Children in middle school use FacebookVideo to compile a semi-public portfolio (resume + scrapbook) documenting their school and extracurricular activities. Relatives, friends, and neighbors enjoy following FacebookVideo entries of the kids they know, because it provides a connection to youth that adults crave more and more. VideoFfitti: Video-equipped mobile phones become the tools for tweens to use in dissing (or praising) anything and anyone around them. Like a mobile version of Google Earth tagging, this system allows tweens to point a phone’s camera at an object and then record their opinions about it. Anyone else with a similarly- equipped phone can play back sassy video clips. design synthesis . spring 2006 . kids & media . bernard, king, mcgaw, paradis, tallacksen . 1
  52. future scenario  / a hyperstar is born a hyperstar is born tweens spend more • less funding for schools • few celebrities Tweens, more and more, seek affirmation and self-expression through aligning themselves with the popular celebrities of the times. They will work and spend slavishly to support their public personas. Companies align their brands to these celebrities to gain the loyalty of this lucrative market. The brands promote these hyperstars while the stars in turn provide power to the brands. Their super power allows brands take over services that are traditionally regarded as the responsibility of the public sector or government, in turn increasing their profits and the celebrity of their stars. cocepts Commercialized Learning Centers: Companies develop learning technology centers or even sponsor outright educational institutions to make up for gaps in public spending on education. Personalized Tech: Personalization of technology products based on the personality of the hyperstar becomes the easiest way to capture the tween market. Scarcity, or perceived scarcity heightens the adoption of new products. “Perceived Choice”: Tweens personify their own values through the shorthand of brands. Social networking sites are branded across multiple dimensions and segments even though they may all be ultimately owned by one multinational. design synthesis . spring 2006 . kids & media . bernard, king, mcgaw, paradis, tallacksen . 0
  53. future scenario  / the new renaissance the new renaissance tweens spend more • more funding for schools • few celebrities People have more money and are spending more. Tweens continue to be an extremely important demographic, as they are seen as the early adopters of new technologies...and they have the money to buy them. There has been an explosion of new devices that make leisure and learning easier and more fun, prompting the explosion of media devices and networks. Self-promotion has become passe, new technologies are used to foster learning and skill-development. concepts Closed-Loop Gaming: For groups of tweens gaming together, systems for head to head video gaming in large co-located groups Generation C Web Service: Through these online communities, appreciation of the modern arts is fostered. Artists and authors post their works for critique. Budding artists and authors are encouraged, while accomplished ones are praised and made famous. design synthesis . spring 2006 . kids & media . bernard, king, mcgaw, paradis, tallacksen . 1
  54. concept generation ii / focus on collaboration insights principles ideas-product ideas-system ideas-strategic Tweens collaborate differently Collaboration from home Wireless computer family pack Multi-computer kits (like a cell-phone Product bundling and service integration family plan) across devices Collaboration in public Mood gear Ambient devices that indicate your Merging of social networking and 'mood' through physical and virtual physical worlds in realtime channels based on biometric feedback Flash mob fob Affinity seeking devices that can be used to find people in your immediate area with your interests Digital charm bracelet A bracelet with RFID or flash-media enabled 'charms' that users can give to friends Collaboration with people they 'know' Proximity aware networking Indicates when friends or people in your The ability to create physical group are in a similar space, city, town 'clickstreams' that can be shared with or mall. others in your network. Zone tag The ability to 'mark' areas you visit and have other people in your network be 'notified' when they pass through the same space. Collaboration with people they don't Avatar assist A inference-base search system that 'know auto-tags your media, profile and current location to surface information about people, things or trends that may be of interest to you in the context of your immediate environment Collaboration with people in physical Where you at' location devices Passive presence awareness devices geography Collaboration with people outside their LiveCasting Live streaming of content caputured via Realtime, user designed, contextually geography a 'life recorder' aware entertainment experiences focus on collaboration the project team thought that our first round of concept generation including scenario planning didn’t pay enough heed to collaboration so we did a brief exploration of just this space. design synthesis . spring 2006 . kids & media . bernard, king, mcgaw, paradis, tallacksen . 
  55. concept generation / focus on security Insight Principles Ideas-Product Any service or product must incorporate Virtual security Spheres security measures Background check at initial sign-in Insight Principles Ideas-Product Parental log-in Any service or product must incorporate Virtual security Spheres Key-wordBackground check at initial sign-in flagging security measures Emergency button Parental log-in Key-word flagging Emergency button Physical security Supervised meetings Physical security Supervised meetings Child-safety agents Child-safety agents Parents lounge lounge Parents High-school cool kids kids High-school cool Descriptions Descriptions Spheres Layers of familiarity that parents set up for 'tween that can be Spheres Layers of familiarity that parents turned on and off Everyone signingup must provide personal information that allows set up for 'tween that can be Background check turned on and off network to do a simple background check Background check Only parents can log-in to network up their 'tweens Everyone signing for must Parental log-in provide personal information that Key-word flagging When certain words are used, they are automatically flagged and checked by allows network to do a simple network Button incorporated into the check that a 'tween can press if they background system Emergency button Parental log-in believe they Only parents someone that to are speaking to can log-in could cause them harm. Network checks on the person network for their 'tweens Key-word meetings Supervised flagging Space where face-to-face interaction is supported. Responsible When certain words are used, adults are always present they are automatically flagged Child-safety agents Network of adults who are certified agents that 'tweens could call and checked by network to help in a situation where they are uncomfortable Emergency button Button incorporated into the Parents lounge Adult-friendly area within a physical space where parents can system that a 'tween can press if focus on security accompany their kids they believe they are speaking to in addition, the project High school cool kids Kids who volunteer (or are paid) to be watchdogs someone that could cause them team felt like we had harm. Network checks on the missed a big area of person concern for parents by Supervised meetings Space where face-to-face not more specifically interaction is supported. Responsible adults are always addressing security so we present explored this area as well. Child-safety agents Network of adults who are certified agents that 'tweens could call to help in a situation design synthesis .where they are kids & media . bernard, king, mcgaw, paradis, tallacksen .  spring 2006 . uncomfortable Parents lounge Adult-friendly area within a physical space where parents
  56. concept clustering / first level groupings physical objects responding to media group development • Use GPS know, when you’ve come home, to replay where you’ve been. • Clothing that reveals what you’re listening to • Flash Mob Fob • Geo-aware helmet-cam • “Mood” gear. • TeamEngine (supports sports teams) personalized products • Skillz guild capturing life digitally • Platform for league generation • Personalized tech - celebrity, scarcity • Avatar assist (wearable device to capture life) • NIKE ID shoes—customized. broadcast me celebrity • Cheap digital charm bracelet • Perceived Choice (Corporate Skinning) • MeTube / Flickr Video media responding to life Low-end theory (cheap devices) • Upload your own skate video (You-Tube) • Music device based on your “moves” • Helmet-cams (for skiers) • Low-end theory (cheap devices) • Automatic soundtrack generated from what • LiveCasting: Whatever you’re doing is shared you’re doing in real life tapping tweens for public good with thousands media responding to physical • Altruistic/Reality-based MMPORGs kid-produced media • Grid exploration • Physical throw of media content to another • Kid-produced media shows (broadcasting in a person. rewards box) • Gestural recall of media. • KidCredit • Movie Camp (a store? for birthdays?) • Physical inputs to avatar creation (performance • Earn karma (reputation) points from other users capture) cocreative networks as you pass them the ball • Motion-capture gear. • Multimedia contests • Real world performance gives virtual-world credit • Online multimedia mashups. networked physical activities (eg: pedometer gives you points in a game) • Massively multiplayer narrative • Virtual square dancing, with competition and enhancing education with media • Collaborative social networking voting. • Commercial learning centers • Tribute events • Kendo in your living room with others • Companies subsidized schools (e.g. inexpensive • DDR “zoolander” dance-off. proximity networks for communication w/ tween-centered software) • Virtual “he shoots, he scores” • P.E. Pros (outsourced, multimedia PE for schools) • Proximity-aware networking. • Network play with virtual audience (that can • media sharing • Where you at? Constant status updater so you heckle) can let your buddies know where you are • Live sharing of media. • Trivial pursuit frisbee • Bonjour for mobile • Vide3o serials (comics, pass-around media) • Virtual space travel • Friend-sensing clothes high-tech public gathering places exercise communities & support • Group telematics • Face-to-face local media interaction • Telematics in sports equipment • Support network for (physical) training • Multimedia physical centers for collaboration • Virtual personal trainer. mapping media to geography • New high-tech movie theatres • Shared virtual personal assistant • Zonetag—captures where you are too general • Submit your exercise • VideoFfitti - tagging physical locations w/ video • Nike gear for participation • Shoes congratulate you when you finish working • GeoBlogging • Nike gear for contribution out • design synthesis . spring 2006 . kids & media . bernard, king, mcgaw, paradis, tallacksen . 
  57. concept clustering / affinity groupings community networked media-reality support for physical media physical activity augmentation physical activity (15) (19) (11) (8) networked exercise group physical media media capturing life physical communities development responding to responding to responding to digitally (3) services (4) activities (11) and support (7) media (2) the life (2) physical (4) communication geographic producing media and cocreation networks and tech products (11) networks (11) media (11) (4) proximity co-creative networks for mapping media broadcast me kid-produced personalized low-end theory networks (5) communication to geography (5) celebrity (4) media (2) products (3) (1) (6) encouraging shared media good behavior affinity groupings experiences (9) (9) we took all of those first level groupings and reduced clustered them by affinity. this process tapping tweens enhancing high-tech public media sharing rewards (3) too general (2) for public good education with gathering places was partially formalized (2) (2) media (4) (3) and rigorous and partially intuitiive based on our prior learnings and experience. design synthesis . spring 2006 . kids & media . bernard, king, mcgaw, paradis, tallacksen . 
  58. evaluation / point concepts Concept Evaluation Worksheet Big Questions. Rate on a scale of 1 to 9 Low Risk (likely Ease of User Value Business S will suc- Profit Impleme Score (scaled to (scaled to 1 No. Description Socialization Network Mobility Management Immersion Hope Expression Exercise Enchantment Security ceed) Potential ntation 100 pts) pts) 36 Weight > 1.5 1 1.5 1 1 1 1.5 2 1 2 1 2 1 121.50 1 Collaborative social networking 8 7 6 2 7 4 6 1 4 3 5 3 4 51.03 41.67 Concept Evaluation Worksheet Big Questions. Rate on a scale of 1 to 9 2 Multimedia contests 5 4 2 3 3 5 7 1 5 7 3 4 6 46.91 47.22 3 Low-end theory (cheap devices) 3 3 5 4 2 1 3 3 1 1 7 6 4 29.22 63.89 4 Multimedia physical centers for collaboration 7 3 2 1 2 3 8 3 4 8 4 5 3 49.79 47.22 Low Risk 5 Commercial learning centers 6 2 2 1 1 4 5 2 3 9 8 6 4 43.21 66.67 (likely Ease of User Value Business Score 6 Personalized tech 5 4 1 2 4 2 3 3 3 3 7 7 8 33.33 80.56 will suc- Profit Impleme Score (scaled to (scaled to 100 7 Perceived Choice (Corporate Skinning) 2 2 1 1 4 3 2 1 1 1 4 5 7 18.52 58.33 No. Description Socialization Network Mobility Management Immersion Hope Expression Exercise Enchantment Security ceed) Potential ntation 100 pts) pts) 8 Kid-produced media shows (broadcasting in a box) 5 2 3 3 5 5 8 1 4 5 8 6 7 45.27 75.00 36 Weight > 1.5 1 1.5 1 1 1 1.5 2 1 2 1 2 1 121.50 9 Altruistic/Reality-based MMPORGs 7 7 1 2 8 5 5 1 8 4 8 8 7 48.97 86.11 10 New high-tech movie theatres 2 1 1 1 7 4 1 1 9 5 3 3 8 32.92 47.22 11 Video serials (comics, pass-around media) 4 4 1 5 6 3 2 1 7 4 7 4 8 37.45 63.89 1 Collaborative social networking 8 7 6 2 7 4 6 1 4 3 5 3 4 51.03 41.67 12 Virtual space travel 3 6 2 2 7 6 3 2 8 5 7 4 5 45.27 55.56 13 Grid exploration 5 7 6 1 5 5 4 3 6 6 6 3 7 53.09 52.78 Companies subsidized schools (e.g. inexpensive w/ 14 5 1 4 1 1 2 3 1 3 8 5 3 7 36.21 50.00 tween-centered software) 2 Multimedia contests 5 4 2 3 3 5 7 1 5 7 3 4 6 46.91 47.22 15 Face-to-face media interaction 6 1 3 4 5 2 4 3 5 6 4 3 9 44.86 52.78 16 Flash Mob Fob 7 6 7 1 4 1 3 5 4 2 6 6 8 45.68 72.22 17 Cheap digital charm bracelet 7 3 6 7 2 2 5 1 4 3 5 5 7 43.62 61.11 18 Avatar assist (wearable device to capture life) 5 3 7 1 2 1 3 3 2 3 4 6 5 35.80 58.33 3 Low-end theory (cheap devices) 3 3 5 4 2 1 3 3 1 1 7 6 4 29.22 63.89 19 Movie Camp (a store? for birthdays?) 7 1 1 1 5 1 7 4 6 7 4 8 6 48.15 72.22 20 MeTube / Flickr Video 3 5 3 7 4 5 7 1 5 3 9 3 9 44.03 66.67 21 VideoFfitti 7 7 9 7 3 6 9 4 4 6 6 7 7 69.55 75.00 4 Multimedia physical centers for collaboration 7 3 2 1 2 3 8 3 4 8 4 5 3 49.79 47.22 22 KidCredit 2 1 5 1 1 1 1 1 1 8 7 7 4 28.81 69.44 23 TeamEngine (supports sports teams) 8 5 3 4 3 5 3 9 3 7 8 7 8 60.08 83.33 24 P.E. Pros (outsourced, multimedia PE for schools) 5 1 4 1 2 2 1 8 1 9 7 3 9 46.09 61.11 25 Upload your own skate video (You-Tube) 5 4 2 7 4 4 5 4 3 4 6 3 9 46.09 58.33 5 Commercial learning centers 6 2 2 1 1 4 5 2 3 9 8 6 4 43.21 66.67 26 Physical inputs to avatar creation (performance capture) 6 3 1 1 2 2 5 4 4 4 5 4 6 37.86 52.78 Earn karma (reputation) points from other users as you 27 8 4 5 1 3 2 1 6 2 4 3 3 3 43.62 33.33 pass them the ball 28 Proximity-aware networking. 4 7 6 1 1 1 1 5 1 2 8 6 9 34.16 80.56 6 Personalized tech 5 4 1 2 4 2 3 3 3 3 7 7 8 33.33 80.56 29 Live sharing of media. 5 5 2 6 2 4 4 1 3 3 6 4 8 36.63 61.11 30 “Mood” gear. 6 2 4 1 3 3 5 1 3 4 5 4 8 36.63 58.33 31 Music device based on your “moves” 5 2 2 1 4 7 6 4 4 3 6 5 8 42.39 66.67 32 Motion-capture gear. 4 1 1 1 3 2 5 5 3 4 4 6 5 35.39 58.33 7 Perceived Choice (Corporate Skinning) 2 2 1 1 4 3 2 1 1 1 4 5 7 18.52 58.33 33 Virtual squaredancing, with competition and voting. 7 7 1 3 6 2 5 6 3 6 7 5 7 53.09 66.67 34 NIKE ID shoes—customized. 4 1 1 1 1 1 3 4 2 5 4 7 9 29.63 75.00 35 Online multimedia mashups. 3 6 2 4 5 5 6 1 5 5 6 4 9 44.03 63.89 8 Kid-produced media shows (broadcasting in a box) 5 2 3 3 5 5 8 1 4 5 8 6 7 45.27 75.00 36 Skillz guild. 5 4 2 1 4 2 4 2 1 3 4 2 8 31.69 44.44 37 Group telematics 6 7 4 1 6 3 1 5 1 5 4 3 6 44.86 44.44 38 Physical throw of media content to another person. 6 4 5 6 1 3 3 2 2 3 4 3 7 38.68 47.22 39 Gestural recall of media. 2 1 2 8 2 3 1 2 1 3 3 3 4 26.75 36.11 9 Altruistic/Reality-based MMPORGs 7 7 1 2 8 5 5 1 8 4 8 8 7 48.97 86.11 40 GeoBlogging 4 6 5 3 3 1 4 5 3 2 7 4 8 40.74 63.89 LiveCasting: Whatever you’re doing is shared with 41 6 7 6 3 4 2 6 3 3 1 6 4 6 44.44 55.56 thousands 42 Networked 5 8 4 2 3 5 4 3 4 3 8 2 8 44.03 55.56 Where you at? Constant status updater so you can let 10 New high-tech movie theatres 2 1 1 1 7 4 1 1 9 5 3 3 8 32.92 47.22 43 6 5 7 1 3 3 3 5 2 4 6 6 9 46.09 75.00 your buddies know where you are 44 Telematics in sports equipment 3 4 4 1 2 1 2 5 1 6 8 5 8 36.63 72.22 45 Platform for league generation 4 4 2 4 1 1 3 6 1 4 8 8 8 36.63 88.89 46 Shared virtual personal assistant 2 3 1 5 1 1 1 1 3 3 3 4 8 22.22 52.78 11 Video serials (comics, pass-around media) 4 4 1 5 6 3 2 1 7 4 7 4 8 37.45 63.89 47 Support network for training 2 1 1 4 1 1 2 5 1 3 5 6 8 25.93 69.44 48 Zonetag—captures where you are 4 2 5 3 2 1 3 4 2 1 5 3 8 31.28 52.78 Use GPS know, when you’ve come home, to replay 49 2 2 2 5 2 2 2 3 1 6 4 4 8 32.10 55.56 where you’ve been. 12 Virtual space travel 3 6 2 2 7 6 3 2 8 5 7 4 5 45.27 55.56 50 Virtual personal trainer. 1 2 1 1 3 1 1 6 1 3 5 6 8 25.10 69.44 51 Helmet-cams (for skiers) 4 2 6 3 2 2 4 5 2 4 6 3 7 41.15 52.78 52 Kendo in your living room with others 5 5 2 2 4 1 4 6 5 3 4 4 5 42.39 47.22 53 Geo-aware helmet-cam 1 3 6 3 2 1 4 5 2 4 6 3 6 37.45 50.00 13 Grid exploration 5 7 6 1 5 5 4 3 6 6 6 3 7 53.09 52.78 Real world performance gives virtual-world credit (eg: 54 3 4 4 2 2 1 4 6 3 4 3 3 4 39.92 36.11 pedometer gives you points in a game) 55 Nike gear for contribution 1 1 3 1 1 1 1 5 1 5 7 4 8 26.75 63.89 56 Bonjour for mobile 4 6 7 3 2 3 3 2 3 2 8 3 9 37.86 63.89 Companies subsidized schools (e.g. inexpensive w/ 14 5 1 4 1 1 2 3 1 3 8 5 3 7 36.21 50.00 57 Nike gear for participation 4 2 3 1 1 3 1 5 1 4 7 3 8 31.28 58.33 tween-centered software) Automatic soundtrack generated from what you’re doing 58 5 2 2 3 4 8 5 3 5 4 5 5 5 44.44 55.56 in real life 59 Shoes congratulate you when you finish working out 1 1 3 1 1 2 1 4 1 5 3 2 9 25.93 44.44 evaluation of 60 Clothing that reveals what you’re listening to 4 3 3 3 3 1 5 1 3 3 4 4 6 32.10 50.00 15 Face-to-face media interaction 6 1 3 4 5 2 4 3 5 6 4 3 9 44.86 52.78 61 Trivial pursuit frisbee 5 1 4 1 4 1 1 6 2 4 7 7 7 36.21 77.78 point Mob Fob concepts 62 Friend-sensing clothes 7 5 6 1 3 3 3 1 1 4 4 5 7 38.68 58.33 63 Submit your exercise 3 3 2 1 2 1 5 5 1 5 4 2 8 35.39 44.44 16 Flash 7 6 7 1 4 1 3 5 4 2 6 6 8 45.68 72.22 64 DDR “zoolander” dance-off. 7 5 2 2 4 3 8 7 3 5 8 4 9 54.73 69.44 we scored each of the 68 65 Network play with virtual audience (that can heckle) 5 6 3 1 5 1 6 1 4 3 7 4 8 37.86 63.89 66 Tribute events 5 4 1 1 5 5 3 1 6 5 7 7 8 38.27 80.56 point concepts we had 67 Massively multiplayer narrative 5 7 3 3 7 3 9 1 9 3 5 6 7 51.44 66.67 17 Cheap digital charm bracelet 7 3 6 7 2 2 5 1 4 3 5 5 7 43.62 61.11 68 Virtual “he shoots, he scores”—kinda lick 3 2 4 1 2 4 1 3 2 2 4 2 5 27.16 36.11 generated againstcapture life) both 18 Avatar assist (wearable device to 5 3 7 1 2 1 3 3 2 3 4 6 5 35.80 58.33 user and business value andMovie Camp (a store? for birthdays?) scaled each score to 19 7 1 1 1 5 1 7 4 6 7 4 8 6 48.15 72.22 100MeTube /easy comparison. for Flickr Video 20 3 5 3 7 4 5 7 1 5 3 9 3 9 44.03 66.67 21 VideoFfitti 7 7 9 7 3 6 9 4 4 6 6 7 7 69.55 75.00 kids4 & media . bernard, king, mcgaw, paradis, tallacksen .  design synthesis . spring 2006 . 7 22 KidCredit 2 1 5 1 1 1 1 1 1 8 7 28.81 69.44 23 TeamEngine (supports sports teams) 8 5 3 4 3 5 3 9 3 7 8 7 8 60.08 83.33
  59. evaluation / point concepts mapped Concept Viability Business Value concept mapping taking these scores, we mapped each point concept in terms of viability based on user and business value. we thought this might give us some idea of where to start creating our User Value systems. design synthesis . spring 2006 . kids & media . bernard, king, mcgaw, paradis, tallacksen . 
  60. system DNA / creative.collective Concept Viability Business Value MotionGrabz Multimedia contests Social Network creative.collective we took a suite of point concepts that fit well together to create systems level concepts. we dubbed this the system “DNA” and generated three separate system level concepts. this particular DNA represents a concept known as creative User Value collective. design synthesis . spring 2006 . kids & media . bernard, king, mcgaw, paradis, tallacksen . 
  61. system concept / creative.collective creative.collective creative.collective creative.collective aa aa creative.collective is a virtual and physical space aimed at tweens create & edit upload your your media is media is MTV hands out - teens built by MTV your media at media to the peer reviewed available in awards to the Viacom Group. The home or in c ’s c network. like American various media best rated.   venture looks to capitalize studio space. Idol with a formats. heavy dose on tween’s growing savy of social with media creation networking. combined with social networking and self- celebrity trends. design synthesis . spring 2006 . kids & media . bernard, king, mcgaw, paradis, tallacksen . 
  62. concept evaluation / nike leaguemaster Concept Viability Business Value leaguemaster we took a suite of point concepts that fit well together to create systems level concepts. we dubbed this the system “DNA” and generated three separate system level concepts. this second concept was User Value called leaguemaster. design synthesis . spring 2006 . kids & media . bernard, king, mcgaw, paradis, tallacksen . 0
  63. system concept / nike leaguemaster leaguemaster leaguemaster competition social networking media enabling personalizing management • social filtering: private, • build “your” team and • NikeID driven uniforms, leaguemaster family, friend type, public league site shoes and other gear • creation of “leagues” • karma points for • livecasting from events (see above left) • frameworkes for leaguemaster involvement and getting via phone or Wi-Fi • “skinning” for team and many kinds of athletic is an online venture well rated • video, audio, photos, league site competitions run by Nike to enable • allows for quick “pick- blogging, etc. • pick a famous athelete • “season” scheduling league management and up game” activities • hooked up with ESPN or star to message you assistant, calendars, etc. development. Tweens • allows for finding broadcaster school • build & share your own others with similar • tutorials showing how competition “framework” would be the lowest age interests to use the tools group to be targeted and offerings would support social networking in the real and virtual world. design synthesis . spring 2006 . kids & media . bernard, king, mcgaw, paradis, tallacksen . 1
  64. concept evaluation / massively multiplayer narrative Concept Viability Business Value Multimedia Center Social Network SweatPoints mmn we took a suite of point concepts that fit well together to create systems level concepts. we dubbed this the system “DNA” and generated three separate system level concepts. this third concept became known as massively User Value multiplayer narrative. design synthesis . spring 2006 . kids & media . bernard, king, mcgaw, paradis, tallacksen . 
  65. system concept / massively multiplayer live play now! capture content in the real world... interact with your, others and PBS content online... consume content sign up to play... on PBS, via the learn about the world in web and iPod the process... MML is produced by LucasArts for PBS to both entertain and teach tweens about real world issues. By developing role playing games, parts of which occur both online and in real life, it offers a compelling and active eductional experience. design synthesis . spring 2006 . kids & media . bernard, king, mcgaw, paradis, tallacksen . 
  66. creative.collective design synthesis . spring 2006 . kids & media . bernard, king, mcgaw, paradis, tallacksen . 
  67. creative.collective / one concept developed future past creative.collective will provide t(w)eens who T(w)eens live in a media have Hollywood aspirations with compelling saturated society, yet and integrated experiences, both virtual and too many of the options real-world, inspiring them to: available to them are passive experiences. learn.create.share and author the next-generation of media. design synthesis . spring 2006 . kids & media . bernard, king, mcgaw, paradis, tallacksen . 
  68. creative.collective / one concept developed future past Browsers Browsers=Learners=Contributors Learners Contributors Stars Stars design synthesis . spring 2006 . kids & media . bernard, king, mcgaw, paradis, tallacksen . 
  69. creative.collective / creative.cafe creative.collective creative.cafe is a physical space aimed at tweens - teens built by Apple Computer & Disney. These would be expansions of current and future flagship Apple stores and would only exist in major cities. The cafe would feature classes, snacks and physical networking. design synthesis . spring 2006 . kids & media . bernard, king, mcgaw, paradis, tallacksen . 
  70. creative.collective / creative.virtual my.page creative.collective top rated videos top stars genres best actors best animators best directors best musicians musicians creative.virtual is a virtual space where tweens can publish and browse videos and animations. Creation tools and tutorials, celebrity-hosted events, social networking and peer reviews keep the space lively, engaging and valuable to content creators and viewers. design synthesis . spring 2006 . kids & media . bernard, king, mcgaw, paradis, tallacksen . 
  71. creative.collective / creative.idol creative.collective creative.collective aa aa create & edit your upload your your media is media is Apple and Disney media at home media to the peer and expert available in hand out awards or in c ’s studio c network on reviewed like various media to the best rated.   space within Quicktime.com. American Idol with formats through Select Apple a heavy dose Quicktime.com stores. of social and ABC. networking. you also review other’s contributions. creative.idol is a process for recognizing t(w)een content creators. Expert judges combine opinions with users to rate and award selections in various cateogories in multiple medias: music, drama, comedy, sport clip, best director, editor, actor, etc. design synthesis . spring 2006 . kids & media . bernard, king, mcgaw, paradis, tallacksen . 
  72. creative.collective / a multiview roadmap Long Term Beachhead Near Term Mid Term Viral Launch Early Adopters Pop Culture Phenomenon Program Development Program Refinement Classes Network Cable Awards Reality Show Theme Park Curriculum development Online Training Online Debut Show Launch Development “Movie Camp” Online Editing Tools Tutorials Online Website Content Managemnet & Filters Online Editing Tools Launch Sign Lonely Island or other youth communicators Studio-in-a-Box Home Digital Studio Co-branded movie gear Product Begin Program Development Launches Begin Technology Development Begin Begin Research & Location Brick & Mortar New Market Scouting Location Launch Planning & Design Marketing & Media a multiview roadmap our project team Pop-up locations considered a suite of implementation variables in building a roadmap Stores in major cities; Disney locations Smoothies & food products for creative.collective. included in this roadmap, we list product and Outreach to Media Schools (for staff); other educators for student partnerships feature elements above with human resources Human Resources Celebrity Reps Production Store Staff and systems capabilities Educators Online Managers Staff Trainers below. this plan would Store Design Systems Real Estate Manufacturing, Media Managers obviously be flexible and IT Fulfillment highly dependent on Apple’s goals. design synthesis . spring 2006 . kids & media . bernard, king, mcgaw, paradis, tallacksen . 0
  73. haveagoodsummer design synthesis . spring 2006 . kids & media . bernard, king, mcgaw, paradis, tallacksen . 1

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