Participatory Workshop With K-12 | KidsTeam

Participatory Workshop With K-12 | KidsTeam

Timeline

2023.07 - 2023.08

2023.07 - 2023.08

Organization

UW Kidsteam

UW Kidsteam

Organization size

20+

20+

Role

Research Assistant

Team

Prof. Jason Yip and Direct Research Group Folks

Prof. Jason Yip and Direct Research Group Folks

Contribution

User Research, Workshop Facilitating and Analyzing

User Research, Workshop Facilitating and Analyzing

Overview

UW Kidsteam is a research group at the University of Washington that focuses on the co-design of technology with children. Kidsteam typically operates as an intergenerational team consisting of both adult researchers and child designers, often ranging in ages from 6 to 12 years old.

The work done by UW Kidsteam not only contributes to academic knowledge but also has practical implications, aiding in the development of more user-friendly technologies for children.

Impact

UW Kidsteam has a multifaceted impact that extends from academia to the broader community. By involving children in the design process, the group creates more user-friendly and inclusive technologies, contributing valuable insights to the fields of Human-Computer Interaction and educational technology. Their participatory design methodology not only advances academic research but also has practical applications, influencing industry best practices and potentially informing policy. Additionally, their work fosters educational growth for child participants, equips students with research skills, and builds community connections, ultimately driving social equity and inclusion in technology design.

01 Training

Studying group meetup

Understand the history of UW kidsteam and what kind of metrology we are using in this summer quarter

What is design partner?

A methodology where end-users actively collaborate in the design process alongside professionals, such as designers, researchers, or engineers. In this partnership, the user, or "design partner," contributes their own insights, perspectives, and ideas to the project, influencing its direction, objectives, and outcomes.

02 Process

  1. Ice Breaking

During the research week, we prepared ice-breaking section for children instead directly dive into the workshop.

  1. Workshop

[AI & Misinformation]

We let kids test out two software, QuickDraw and Teachable machine, and asked them what they thought about AI and how it made

  1. Discussion

[Meta: How do children teach other children about how to be safe with XR / AR / VR?]


we let kids to create their own prototype and express what they think and how they come up with this idea.

  1. Breaktime

We took kids to the HUB to burn their energy and be more comfortable about working with us.