Skip to main content

Including Children in the Design of the Internet of Toys

  • Chapter
  • First Online:
The Internet of Toys

Part of the book series: Studies in Childhood and Youth ((SCY))

Abstract

This chapter draws on three research studies that have important findings for the design of connected toys. Combined, the findings show how children’s involvement in the design of digital toys/ play needs to be more highly prioritised in both research and commercial processes. Doing so would help to balance the dominant amount of commercial and academic research that considers children merely as end-users of digital products. The insights shared include highlighting how children have knowledge different to that of adult-makers and designers. Second, that young children have a range of expertise related to their own digital play, as well as skills for critiquing digital play that could be utilised as part of the design process. Finally, the third study shows how including children in the design process might aid their understanding of how such products work and as a result allow them to be critical of the technologies and content they are consuming.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 79.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Hardcover Book
USD 99.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

References

  • Barad, K. (2003). Posthumanist performativity: Toward an understanding of how matter comes to matter. Journal of Women in Culture and Society,28(3), 801–831.

    Article  Google Scholar 

  • Braun, V., & Clarke, V. (2006). Using thematic analysis in psychology. Qualitative Research in Psychology,3(2), 77–101.

    Article  Google Scholar 

  • Bruckman, A., & Bandlow, A. (2003). Human-computer interaction for kids. In The human computer interaction handbook. Hillsdale, NJ, USA: L. Erlbaum Associates Inc.

    Google Scholar 

  • Carrington, V. (2012). ‘There’s no going back’: Roxie’s IPhone®: An object ethnography. Language and Literacy,14(2), 27–40.

    Article  Google Scholar 

  • Corsaro, W. A., & Molinari, L. (2017). Entering and observing in children’s worlds: A reflection on a longitudinal ethnography of early education in Italy (Chapter 1). In P. Christensen & A. James (Eds.), Research with children: Perspectives and practices (3rd ed.). Abingdon: Routledge.

    Google Scholar 

  • Giddings, S., & Kennedy, H. (2008). Little Jesuses and *@#?-off robots: On cybernetics, aesthetics and not being very good at Lego Star Wars. In M. Swalwell & J. Wilson (Eds.), The pleasures of computer gaming: Essays on cultural history, theory and aesthetics (pp. 13–32). Jefferson, NC: McFarland.

    Google Scholar 

  • Ingold, T. (2013). Making: Anthropology, archaeology, art and architecture. London: Routledge.

    Book  Google Scholar 

  • Jones, C., McIver, L., Gibson, L., & Gregor, P. (2003). Experiences obtained from designing with children. In Proceedings of the 2003 conference on interaction design and children (pp. 69–74). Preston, UK.

    Google Scholar 

  • Kaptelinin, V., Nardi, B. A., & Macaulay, B. C. (1999). Methods & tools: The activity checklist: A tool for representing the ‘space’ of context. Interactions,6, 27–39.

    Article  Google Scholar 

  • Lee, Y. (2008). Design participation tactics: The challenges and new roles for designers in the co-design process. Co-design,4(1), 31–50.

    Google Scholar 

  • Love, S., Gkatzidou. V., & Conti, A. (2016). Using a rich pictures approach for gathering students’ and teachers’ digital education requirements. In L. Little, D. Fitton, B. Bell, & N. Toth (Eds.), Perspectives on HCI research with teenagers: Human-computer interaction series. Cham: Springer.

    Google Scholar 

  • Mazzone, E., Read J. C., & Beale R. (2011). Towards a framework of Co-design sessions with children. In P. Campos, N. Graham, J. Jorge, N. Nunes, P. Palanque, & M. Winckler (Eds.), Human-computer interaction—INTERACT 2011. Lecture Notes in Computer Science (Vol. 6949). Berlin and Heidelberg: Springer.

    Google Scholar 

  • Miller, D. (2008). The comfort of things. London, UK: Polity Press.

    Google Scholar 

  • Miller, D. (2009). Stuff. London, UK: Polity Press.

    Google Scholar 

  • Nesset, V., & Large, A. (2004). Children in the information technology design process: A review of theories and their applications. Library & Information Science Research,26, 140–161.

    Article  Google Scholar 

  • Norman, D. A. (2013). The design of everyday things (Revised and Expanded Edition). Cambridge: MIT Press.

    Google Scholar 

  • Pahl, K., & Rowsell, J. (2010). Artifactual literacies: Every object tells a story. New York: Teacher’s College Press.

    Google Scholar 

  • Pérez Ferrer, B., Colton, S., Powley, E., Krzywinska, T., Ceelhoed, E., & Cook, M. (2016). Gamika: Art-based game design. The MetaMakers Institute, Falmouth University, UK. Available online at http://ccg.doc.gold.ac.uk/ccg_old/papers/perezferrer_artgames2016.pdf. Accessed 1 May 2018.

  • Roberts, H. (2017). Listening to children: And hearing them (Chapter 8). In P. Christensen & A. James (Eds.), Research with children: Perspectives and practices (3rd ed.). Abingdon: Routledge.

    Google Scholar 

  • Shove, E., Watson, M., Hand, M., & Ingram, J. (2007). The design of everyday life. Oxford and New York: Berg.

    Google Scholar 

  • Van Mechelen, M. (2016). Designingtechnologies for and with children, a tool kit to prepare and conductcodesignactivities and analyse the outcome. Mint Lab. Available online at https://soc.kuleuven.be/mintlab/blog/wp-content/uploads/2017/01/CoDesign-Toolkit-Van-Mechelen-2016-highRes-II.pdf. Accessed 1 May 2018.

  • Williamson, B. (2003). The participation of children in the design of new technology. Paper, Nesta Futurelab, Bristol, UK.

    Google Scholar 

  • Yamada-Rice, D. (2014). The semiotic landscape and three-year-olds’ emerging understanding of multimodal communication practices. Journal of Early Childhood Research,12(2), 154–184.

    Article  Google Scholar 

  • Yamada-Rice, D. (2018). Designing play: Young children’s play and communication practices in relation to designers’ intentions for their toy. Global Studies of Childhood, 8(1), 5–22.

    Article  Google Scholar 

  • Yamada-Rice, D., Mushtaq, F., Woodgate, A., Bosmans, D., Douthwaite, A., Douthwaite, I., … Whitley, S. (2017). Children and virtual reality: Emerging possibilities and challenges. Available online at http://childrenvr.org. Accessed 1 May 2018.

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Dylan Yamada-Rice .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2019 The Author(s)

About this chapter

Check for updates. Verify currency and authenticity via CrossMark

Cite this chapter

Yamada-Rice, D. (2019). Including Children in the Design of the Internet of Toys. In: Mascheroni, G., Holloway, D. (eds) The Internet of Toys. Studies in Childhood and Youth. Palgrave Macmillan, Cham. https://doi.org/10.1007/978-3-030-10898-4_10

Download citation

  • DOI: https://doi.org/10.1007/978-3-030-10898-4_10

  • Published:

  • Publisher Name: Palgrave Macmillan, Cham

  • Print ISBN: 978-3-030-10897-7

  • Online ISBN: 978-3-030-10898-4

  • eBook Packages: Social SciencesSocial Sciences (R0)

Publish with us

Policies and ethics