skip to main content


Title: Teens and pets as participatory design partners
Participatory Design (PD) aims to minimize the unintended consequences of designs and innovations by inviting users to engage in the process (Muller & Druin, 2012). Designing with some users—for example, pets—is challenging because pets communicate in unique ways. But it holds promise because pets and humans are companions. Expecting teens' relationships with pets to motivate them to be co-designers, we organized a virtual summer workshop engaging teens in activities to understand their canine and feline pets better and design an experience to improve their pets’ lives. We analyzed video recordings of teens' engagement at the camp and their descriptions of their experience design projects using qualitative thematic analysis. We found that caring and loving relationships with pets are also contexts for engaging in a systematic design process.  more » « less
Award ID(s):
1736051
NSF-PAR ID:
10340856
Author(s) / Creator(s):
; ; ;
Editor(s):
Weinberger, A.; Chen, W.; Hernández-Leo, D.; Chen, B.
Date Published:
Journal Name:
Proceedings of the 15th International Conference on Computer-Supported Collaborative Learning - CSCL 2022
ISSN:
1573-4552
Page Range / eLocation ID:
386-389
Format(s):
Medium: X
Sponsoring Org:
National Science Foundation
More Like this
  1. BACKGROUND: Natureculture (Haraway, 2003; Fuentes, 2010) constructs offer a powerful framework for science education to explore learners’ interactions with and understanding of the natural world. Technologies such as Augmented Reality (AR) designed to reveal pets’ sensory worlds and companionship with pets can facilitate learners’ harmonious relationships with significant others in naturecultures. METHODS: At a two-week virtual summer camp, we engaged teens in inquiring into dogs’ and cats’ senses using selective color filters, investigations, experience design projects, and understanding how the umwelt (von Uexküll, 2001) of pets impacts their lives with humans. We qualitatively analyzed participants’ talk, extensive notes, and projects completed at the workshop. FINDINGS: We found that teens engaged in the science and engineering practices of planning and carrying out investigations, constructing explanations and designing solutions, and questioning while investigating specific aspects of their pets’ lives. Further, we found that teens checking and taking pets’ perspectives while caring for them shaped their productive engagement in these practices. The relationship between pets and humans facilitated an ecological and relational approach to science learning. CONTRIBUTION: Our findings suggest that relational practices of caring and perspective-taking coexist with scientific practices and enrich scientific inquiry. 
    more » « less
  2. Teens are a unique population with needs and communication styles that differ from adults and children. Methods in humancentered design were initially conceptualized with adults in mind, but these methods should be reexamined to include the needs of teens. In this experience report, we reflect on a project introducing teens to human-centered design and methods. As part of the project, our team created a website and series of videos. We conducted a usability evaluation on the videos and an accompanying website with teens to understand what worked well and how to make improvements. In this report, we discuss how we modified traditional usability methods and tailored them for a teen audience. We share takeaways including keep methods and tools lightweight and facilitation styles engaging and casual. We assert that modifying methods is a key consideration for conducting usability testing with any unique group of users. 
    more » « less
  3. Chinn, C. ; Tan, E. ; Chan, C. & (Ed.)
    Pets are beloved family members in many cultures. Companionship with pets motivates and positions humans as inquirers as they find out their pets' experiences with them. With the need to advance science education from dualist notions of the world and the learner as separate entities, our research team conducted a two-week online summer camp to engage teens and their pets in investigations around pets' senses. Following a qualitative analysis of participants' talk and projects at the workshop, we found that teens engaged in science learning practices while investigating aspects of their pets' lives and designing experiences for them. Additionally, participants adopted an ecological and relational approach to science learning that positioned themselves and their pets as subjects. We discuss implications for future work with pets, and for the design of other STEM learning environments that engage perspective-taking, empathy, and care. 
    more » « less
  4. Design requirements can be gathered through a variety of ways; however, engaging teen audiences in design process can be challenging. We present a novel method for engaging teens in design through a social robot design challenge. Groups of teens participated in the challenge to prototype a social robot that would live in their high school and help address stress, a persistent and pervasive problem for this age group. In this paper, we present our methods and share preliminary findings. 
    more » « less
  5. Adolescent online safety researchers have emphasized the importance of moving beyond restrictive and privacy invasive approaches to online safety, towards resilience-based approaches for empowering teens to deal with online risks independently. Unfortunately, many of the existing online safety interventions are focused on parental mediation and not contextualized to teens' personal experiences online; thus, they do not effectively cater to the unique needs of teens. To better understand how we might design online safety interventions that help teens deal with online risks, as well as when and how to intervene, we must include teens as partners in the design process and equip them with the skills needed to contribute equally to the design process. As such, we conducted User Experience (UX) bootcamps with 21 teens (ages 13-17) to first teach them important UX design skills using industry standard tools, so they could create storyboards for unsafe online interactions commonly experienced by teens and high-fidelity, interactive prototypes for dealing with these situations. Based on their storyboards, teens often encountered information breaches and sexual risks with strangers, as well as cyberbullying from acquaintances or friends. While teens often blocked or reported strangers, they struggled with responding to risks from friends or acquaintances, seeking advice from others on the best action to take. Importantly, teens did not find any of the existing ways for responding to these risks to be effective in keeping them safe. When asked to create their own design-based interventions, teens frequently envisioned nudges that occurred in real-time. Interestingly, teens more often designed for risk prevention (rather than risk coping) by focusing on nudging the risk perpetrator (rather than the victim) to rethink their actions, block harmful actions from occurring, or penalizing perpetrators for inappropriate behavior to prevent it from happening again in the future. Teens also designed personalized sensitivity filters to provide teens the ability to manage content they wanted to see online. Some teens also designed personalized nudges, so that teens could receive intelligent, guided advice from the platform that would help them know how to handle online risks themselves without intervention from their parents. Our findings highlight how teens want to address online risks at the root by putting the onus of risk prevention on those who perpetrate them - rather than on the victim. Our work is the first to leverage co-design with teens to develop novel online safety interventions that advocate for a paradigm shift from youth risk protection to promoting good digital citizenship.

     
    more » « less