How to optimize early design methods with children?
R.J.W. Sluis-Thiescheffer
User Centered Engineering group
Eindhoven University of Technology
r.j.w.sluis@tue.nl
+31 40 2475228
ABSTRACT
To operationalize the quality of a design session, it is
important to develop a measurement instrument that allows
for the comparison of different methods on effectiveness.
McLeans [7] design rationale model of Options and Criteria
served me as an observation scheme for the initial
comparison of two early design methods with children. As
the next step in my work I plan to explore the use of metrics
for ideation effectiveness as proposed in the context of
designing for adults by Shah and Vargas [12] in the context
of designing.
Early design methods with children are often evaluated on
how well the children are involved, rather than on how
effective the design session was. In my PhD I developed a
framework on the basis of the theory of multiples by H.
Gardner. The framework compares early design methods on
the cognitive skills they require from the participants.
Comparing the skills required by the methods with the
skills acquired by children at different ages gives rise to
interesting hypothesis about the effectiveness of a method
with children. My first experiment showed that involving
children in a rapid prototyping explores the design space
better in terms of design options than a brainstorming
session. In the doctoral consortium I will discuss the
expected effectiveness of design methods with children in
more detail and the setup of the next experiments.
To compare methods I started from a cognitive approach.
The theory of multiple intelligences by H. Gardner [3]
proposes a model of human cognition by means of eight
different intelligences. Although some psychologists think
that this theory is difficult to verify on psychological
Criteria, the theory is increasingly popular in the field of
education in primary schools [3]. That is because the
rationale behind the theory is considered successful in
optimizing the educational curriculum for children. In my
research I will explore whether we can successfully adopt
this approach as a framework to compare various early
design methods with children.
Author Keywords
Design methods, children, brainstorming, prototyping,
Theory of Multiple Intelligences, Design Rationale, line of
research
ACM Classification Keywords
H5.2 [Information Interfaces And Presentation (E.G.,
HCI)]: User Interfaces – Evaluation/Methodoly,
Prototyping, Theory and Methods, User-Centered Design;
A first study showed that with the proposed measurement
instrument I can distinguish between the effectiveness of
methods on the basis of multiple intelligences in terms of
Options and Criteria. I would like to extend this research in
two ways. The first approach is to explore whether the
hypothesis based on the theory of multiple intelligences will
also hold for other methods with children. The second
approach is to find more evidence for the framework with
respect to the intelligence profiles of children for different
age groups.
INTRODUCTION
The quality of participatory design methods is often
measured in terms of the role and involvement during the
method, especially in the case of children [2, 10]. However,
in the literature there is hardly any evidence that the role or
involvement of children is somehow positively correlated
with the effectiveness of designing with children. In this
PhD I examine the quality of early design sessions with
children. This PhD aims at finding empirical evidence for
guidelines on choosing effective early design methods with
children.
In the paragraphs below I first explain the development of
the measurement instrument. Next I describe the results
obtained so far. Finally I propose two hypotheses I intend to
pursue in the remainder of my PhD–project. I would like to
discuss that proposal in the doctoral consortium.
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METRICS TO COMPARE EARLY DESIGN METHODS
WITH CHILDREN
Since early design methods are often used to generate ideas,
one measure for optimal performance is how well a design
space is expanded and explored. A basic measure for design
space exploration and expansion is the number of ideas that
are generated per session. The more ideas generated with a
IDC '07, June 6-8, 2007 Aalborg, Denmark
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1
method, the more likely it is that the design space is
explored and expanded with known and unknown issues.
Hence, the more ideas the generated, the more effective we
consider a method to be.
Criteria only give an indication of which method might be
more effective in terms of Quantity. If these methods also
score significantly different on Quality, Novelty and
Variety, the comparison becomes more significant and
provides designers with stronger arguments to choose one
method over another when working with children.
Idea generation can be defined as creating solutions for
design problems. The best fitting solutions depends on the
Criteria for successfully solving a problem. Olson et al. and
MacLean et al. [8, 7] found that in the early stages of
design, discussions between designers can meaningfully be
analyzed in terms of Options (alternatives) and Criteria.
Designers explore the design space by presenting solutions
(Options) and informally evaluating those Options with
questions and Criteria (further referred to as the QOCmodel or Design Rationale Theory).
In the above paragraphs I have shown how I compare
different methods, and how I can observe the differences
between them. In the following paragraphs, I explain how I
expect design methods to be different in effectiveness by
comparing them according to the theory of multiple
intelligences.
COMPARING
METHODS
INTELLIGENCE THEORY
In an unrecorded conversation, much of that information
can be easily lost. By writing down the mentioned Options
and Criteria, designers are set to create a tangible
representation of the design space they are exploring.
Therefore, if we can score Options and Criteria in a
conversation with children, we can create the children’s
representation of the design space. The larger the design
space, the more effective we consider a method to be.
Hence, by scoring Options and Criteria we can compare the
outcome of different methods for idea generation used with
adults as well as with children.
AND
THE
MULTIPLE
To predict which method would provide information about
a larger part of a design space, I applied the theory of
multiple intelligences [3]. This theory describes eight
intelligences that are innate to any human. These
intelligences are: linguistic, logic–mathematic, musical,
visuo–spatial,
bodily–kinesthetic,
intrapersonal,
interpersonal and naturalistic. I propose to use this theory as
a framework to consider design methods. In using a method
the intelligences are required in a three-fold manner. In the
first way intelligences are required to instruct, explain and
clarify the instructions provided to perform the method. In
the second way the intelligences are required for the design
domain. The design problem dealt with always touches on
specific skills and experiences, for example the design of a
musical application often requires ideas or experiences that
are associated with musical skills. In the third way
intelligences are required to perform the method itself, for
example the method of using moodboards requires the
visuo–spatial intelligence, whereas acting–out could benefit
from bodily–kinesthetic skills. The focus of the framework
is on the third way.
The next problem however, is what classification should be
used to compare different methods. Methods are rather
different in technique and in output, for example the mood–
board technique delivers concrete collages, whereas the
output of roleplay is temporal. To be able to compare
methods, we proposed a focus group setting, in which
different design methods were embedded and evaluated.
A typical session would contain an introduction into the
domain problem and instructions on the method the
participants were instructed to individually perform. For
example, if moodboards were compared with a brainstorm,
in one session each participant was asked to make a
moodboard. Then the participants were asked to come back
to the focus group setting and discuss their individual
results. Hence, each participant takes part in both methods.
The discussions after applying a particular method show the
inspiration of the participants in terms of Options and
Criteria, while they explain their creation. To avoid the bias
of group differences in, e.g., talkativeness of the
participants, the comparison should be done through a
‘within-subject’ result analysis.
The intelligences are considered to be approaches or skills,
with which a design solution can be created and proposed.
The hypothesis is that the more intelligences a given
method requires, the more ideas (Options and Criteria) the
children are likely to generate. In the first study, in which
we compared a brainstorm with a rapid prototyping session,
we found some evidence confirming this hypothesis.
Brainstorming is considered to require mainly one type of
intelligence,
namely
the
linguistic
intelligence.
Alternatively, prototyping requires a variety of
intelligences; apart from the linguistic intelligence it also
requires visuo–spatial and bodily–kinesthetic intelligence.
The work presently done shows that children, indeed,
generate more Options in a discussion after using a rapid
prototyping method than in a discussion after a brainstorm.
For Criteria, however, we found more criteria after a
brainstorm than after a rapid prototyping session.
In my first study [11] I have shown that both the metrics
and the setup are useful when involving children of around
ten. The next step is to further expand on the qualitative
aspects of designing with children. Shah and Vargas [12]
have proposed four metrics to determine ideation
effectiveness: Quantity, Quality, Novelty and Variety.
Again, first I intend to explore how these metrics perform
with children. Second, I would like to understand what the
quality of the effectiveness is in that context. Options and
I would like to explore this hypothesis further, by
examining how a set of intelligences would work for
different methods that are considered to have a lower
2
number of intelligences involved. Hence I try to determine
how fine–grained predictions can be made based on the
theory of multiple intelligences. To determine the number
of intelligences involved in a method I have carried out a
preliminary study with designers. I introduced them to the
theory of multiple intelligences and asked them to associate
pre–defined methods with the skills and crafts associated
with each type of intelligence.
I have checked the inter–coder reliability by performing
each any–two agreement on the session transcripts.
Furthermore, I have checked whether the groups of children
could be compared in terms of their intelligence profiles
according the Multiple Intelligence theory.
The results show that as expected all teams mentioned more
Options after the prototyping activity than after the
brainstorming activity. However, unexpectedly, nearly all
teams mention fewer Criteria after the prototyping activity
than after the brainstorming activity. I will have to analyse
the quality of the data further to understand why this
happened. A first glance on the results gives the impression
that after the brainstorming session, the children were more
likely to produce criteria that specified the context of use,
rather than a requirement for the design. For the current
results I conclude that the children were better able to
provide concrete design suggestions (options) when they
are involved in a prototyping session than in a
brainstorming session.
Developing children acquire and different skills and crafts
at specific ages. Gardner has proposed a theory about which
intelligence the children develop at which age . Naturally,
children do not develop them one by one, but they do seem
to show a specific profile at certain ages. For the study
carried out in [11], we found that the forty participating
ten–year–old children scored relatively high on
intrapersonal and bodily–kinesthetic intelligence. That
finding confirms the work of Piaget (as described in [1])
which describes that children at that age are in the middle
of developing cooperative skills and actively look for
opportunities to develop their motoric skills. Thus we
intend to explore how the intelligences developed at
different ages relate to different design activities.
CONTRIBUTION
For the field of research, the study showed that using
Multiple Intelligence Theory as a framework for comparing
different methods for idea generation is interesting for
further exploration. Children tended to mention more
Options after the prototyping activity that involves use of
various types of inteligences comparing to the number of
Options produced after the brainstorming activity that
involves only few types of intelligences. In summary, the
children participating in our study were better able to
explore the design space in terms of Options after the
prototyping activity. In future work, I want to distinguish
between design methods used with children by finding
empirical evidence for differences in the output of the
children using different methods
WORK DONE SO FAR
In my first study I have compared the outcome of the idea
generation process after applying two different methods: a
brainstorm and a prototyping session in a focus group
setting. A comparison of the discussions in the focus group
sessions on the number of Options and Criteria generated
after each method should give an answer to my hypothesis.
Two
design
problems
were provided
by
a
telecommunication company for a device they were
developing for children in school. The groups were
composed of five children [4, 5]. A total of eight groups of
ten–year–old children (fifth grade) from two Dutch primary
schools participated in the study. All groups were of a
mixed gender composition. The goal was to establish live
communication between a child at home and the class in
school whenever a child would not be fit enough to arrive at
school. The children were asked to create a device that is to
be located in the classroom and/or at home. The device was
to be designed for two situations: one when children are
supposed to work together in small groups and the other
when the teacher is actively teaching in front of the class.
For practitioners, this kind of research could uncover
tradeoffs for various methods in terms of effectiveness and
efficiency. A prototyping method for example, is more
demanding to arrange than a brainstorming session. Thus, if
the designers attempt to generate a large number of Options
it may be worthwhile for them to set out a more demanding
session, while once they only want to obtain a generic idea
of the possible design space less demanding methods can
appear more suitable. The results of my research could
provide arguments to choose for a prototyping session
because of the quality of the output, despite the higher
demands. Finally we intend to create a comprehensive set
of guidelines for how to involve children in early design
based on our findings from the creative sessions we conduct
throughout this project.
Many other variables could influence the results, for
example the combination of characters and the number of
girls and boys. To avoid a strong influence of these
variables on the results, I decided on a within-subject
design. Every group of children went through both a
brainstorm and a prototyping session. To avoid influence of
the order and of the case, the sessions were performed in
the four possible combinations of the conditions
(brainstorm or prototyping) and the cases (group work
setting or teaching setting).
3
Design Space Analysis. In J. M. Moran & T. P. Carroll
(Eds.), Design Rationale: Concepts, Techniques and
Use. Mahwah, NJ: Lawrence Erlbaum (1996) pp. 21-51
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