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Good practice in doing research with young ‘digital natives’

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An invited talk for a joint inter-disciplinary seminar 'Using digital tools in research with Children & Young People' at the University of Bristol on 24th of November 2016.

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Good practice in doing research with young ‘digital natives’

  1. 1. Dr Lukasz Piwek L.Z.Piwek@bath.ac.uk lukaszpiwek.com Good practice in doing research with young ‘digital natives’ PSYCHOLOGY SENSOR LAB
  2. 2. PEOPLE CONNECTED TO INTERNET 3.4 billion (2016) PEOPLE WITH SMARTPHONES GLOBALLY 2.1 billion (2016)
  3. 3. of 12-15 years old in UK own smartphone Ofcom, 2016 79%
  4. 4. average time spend weekly on the internet by 12-15 years old Ofcom, 2016 20 hours
  5. 5. 2016 Age 3-4 Age 5-7 Age 8-11 Age 12-15 0 2 5 7 10 12 15 17 20 22 20.1 12.9 8.8 8.2 Estimated weekly hours of internet use by age (2016) Data source: Ofcom, 2016
  6. 6. 20% 40% 60% 80% Age 5 Age 6 Age 7 Age 8 Age 9 Age 10 Age 11 Age 12 Age 13 Age 14 Age 15 Mobile phone Tablet TV set Device children would miss the most, by age Data source: Ofcom, 2016
  7. 7. Tablets and mobile phones are now the most popular devices for going online, knocking laptops into third place. Ofcom, 2016 39% 33% 28%
  8. 8. Average heart rate increase when participants were prevented from answering their iPhones during the study Clayton, Leshner & Almond (2015) 10 bpm
  9. 9. Average heart rate decrease after participants have been reunited with their iPhones Clayton, Leshner & Almond (2015) 13 bpm
  10. 10. Andrews, Ellis, Shaw, Piwek (2015) PLoS ONE 10(10): e0139004. Average number of times participants actually checked their smartphone per day85 Average number of times participants estimated they checked their smartphone per day40
  11. 11. Good Practice 1 Everything has to be mobile device friendly.
  12. 12. Incidence of having a social media profile, by age Data source: Ofcom, 2016 25% 50% 75% 100% Age 5 Age 6 Age 7 Age 8 Age 9 Age 10 Age 11 Age 12 Age 13 Age 14 Age 15 1 2 5 9 21 21 43 50 74 77 89
  13. 13. Piwek & Joinson (2015) Computers in Human Behaviour: 54, 358–367 Patterns of Snapchat use
  14. 14. Snapchat is primarily used to send (and receive) selfies photos. explicit animal coursework location do not remember other people message object other food screenshot selfie 1% 2.9% 2.9% 3.4% 4.3% 4.3% 5.3% 6.2% 6.2% 6.7% 7.2% 49.8% Photo Video 95% 5% What did they Send?Participants 209 139 70 Piwek & Joinson (2015) Computers in Human Behaviour: 54, 358–367
  15. 15. Who did they send to? person just-met online date work friend distant friend family member partner close friend 2% 2.6% 4.6% 9.2% 9.2% 17.6% 54.9% distant friends family mix of random people close friends 1.8% 7.1% 28.6% 62.5% 73% 27% Snapchat is primarily used for instant communication with close friends as an ‘easier and funnier’ alternative to other instant messaging services Piwek & Joinson (2015) Computers in Human Behaviour: 54, 358–367
  16. 16. Why did they send it? other bored do not remember sharing emotional sharing other sharing bragging sharing funny communication chat communication reply 2.4% 4.8% 5.3% 5.3% 5.7% 12.4% 16.8% 21.5% 25.8% Very Unhappy Somewhat Unhappy Neither Happy nor Unhappy Happy Very Happy 1.2% 4.4% 18.1% 63.8% 12.5% What was their Mood? Piwek & Joinson (2015) Computers in Human Behaviour: 54, 358–367 Snapchat is primarily used for instant communication with close friends as an ‘easier and funnier’ alternative to other instant messaging services
  17. 17. Good Practice 2 Make things as non- invasive as possible for the user experience of mobile device.
  18. 18. Short survey length is a key to lower attrition rates - no more than 10-15 minutes - or break into chunks if possible. If not possible - embed most critical questions in the first 10 minutes of survey. 10 Good Practice 3
  19. 19. APPS USED ONLY ONCE* 25% APPS USED NO MORE THAN 10 TIMES* 68% *Localytics (2016)
  20. 20. Good Practice 4 Always look at the web and mobile analytics.
  21. 21. Good Practice 5 Visual and interactive more than textual and static.
  22. 22. yourtime?16th monday traveled to campus? why not cycling? how? L ? = = Piwek, Joinson & Morvan (2015) Transportation Research Part A, 77:126 - 136
  23. 23. Gamification may be “the future key”. Good Practice 6
  24. 24. DOWNLOADS Jul 2016 - Nov 2016 500 mln ACTIVE USERS 20-30 mln Bloomberg.com, 2016Bloomberg.com, 2016
  25. 25. Increase in average physical activity for users who played Pokémon Go across men and women of all ages, weight status, and prior activity levels. 25% Althoff, White, Horvitz (2016) arXiv:1610.02085v1
  26. 26. Everything has to be mobile device friendly. Make things as non-invasive as possible for the mobile device user experience. Short survey length is a key to lower attrition rates - no more than 10-15 minutes - or break into chunks if possible. If not possible - embed most critical questions in the first 10 minutes of survey. 10
  27. 27. Always look at the web and mobile analytics. Visual and interactive more than textual and static. Gamification may be “the future key”.
  28. 28. Prof Adam Joinson Dr David Ellis Dr Fiona Spotswood Prof Alan Tapp Dr Yvette Morey THANK YOU!
  29. 29. L.Z.Piwek@bath.ac.uk @lukaszpiwek THANK YOU! lukaszpiwek.com

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