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The participation of children in the design of new technology: a discussion paper
By Ben Williamson, Learning Researcher, Futurelab Page 7 of 7 |
- advertise willingness to be involved as a school site through public electronic mailing lists available on the Becta website
- plan activities with design partner, based on joint understandings of what each group can contribute to the design process, eg teacher defines problem area and existing solutions; students define problems with existing solutions; teachers, students and designers work together on low-tech solutions; designers develop as high-tech prototypes for subsequent usability testing with children and teachers
- contribute the pedagogical 'wrapping' into which the new technology fits, allowing it to be re-used by other staff within a curricular framework.
Conclusions
This document has outlined a variety of participative design processes, and described the practicalities of implementing an iterative informant design methodology. This approach, we suggest, is open enough to allow for creativity, appropriate for exploring specific subject-related issues, employs children in ways which accord with their skills, and recruits teachers as active participants. Clearly, any child-centred or learner-centred design approach, employed in a variety of ways and in accordance with a selection of the methods described, must be organised to meet with the needs of learners, and with the staff who will include the resulting technology in their pedagogical practices, rather than to meet commercial development requirements.
Some caution must be advised, however. Working with children in the design process, whether they are employed as beta testers, informants, or active partners, should not be regarded as a simple way of informing a design project. Adult participation can easily lead to adult domination of discussions. Some adults feel uncomfortable working on low-tech prototypes with materials that are more commonly associated with children's activities, and some children feel uncomfortable with practices more commonly associated with adult methods. Macauley (1996) states that whilst co-operation between design participants can enrich the process, the interactions between them and their different motivations and expertise can lead to chaos unless appropriately managed.
The core virtues of such approaches are, however, manifold. Widening children's participation in a democratic process of product development is not only empowering, and nor does it only contribute to better, more appropriate design. It also highlights and harnesses children's perceptiveness and creativity, and, through iteration, fosters forms of reflection on design and content. These are usually absent when children are simply provided with tools, materials and resources designed for them by commercially-motivated adult groups.
In many of the methods described, children are also engaged in authentic tasks. Working at the beginning within the parameters of their past experiences, they are gradually introduced to, and discover for themselves, other potentialities for the design of new technology. This can lead to forms of learning within the context of the design activities themselves. Though children cannot be expected to contribute their expertise at all stages or during all activities in a learner-centred design process, their participation and dialogue with each other and with the adult team members enables them to reflect on experienced practices with content in many shapes and delivered on different platforms, and to tackle problems in new and fresh ways. Utilising these practices, therefore, allows the adult design group to reflect on their own assumptions and make design alterations that reflect the input of the children and the adult participants as a working group of co-creators.
The crucial component for successful learner-centred design practice is ensuring that the adult participants, as well as the children, perceive themselves as learners in the process of designing new technology. By breaking down the distinction between adult 'expert' and child 'user', learner-centred design can provide innovative solutions to educational problems, and in the process engage all parties in the active construction of knowledge.
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