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CONTENT

                            INTRODUCTION                                   5
                            WHAT DID WE DO?                                7
                             Drishya Kids Workshop                         9
                             Srishti Faculty Kids Workshop                10
                            WHY DID WE DO?                                13
                                                                          14
  Nokia N810                WORKSHOP CONSTRAINTS
                            WHY KIDS?                                     17
    Internet Tablet         WHAT WERE WE TRYING TO FIND?                  18
                            DRISHYA KIDS WORKSHOP PROCESS                 21
Workshops & Analysis         Introduction to Nokia N810 & Scratch on it   25
                             Drawings and Imagination                     27
                             Constructing the imagination                 29
                             Selecting appropriate location               31
                             Story-telling on location                    33
                            SRISHTI FACULTY KIDS WORKSHOP                 34
                             Workshop Process                             36
                            INFERENCES & CONCLUSION                       39
                            DIRECTIONS & QUESTIONS FOR THE NOKIA N810     40
INTRODUCTION


        This book is about user-research and
        possible future directions for the Nokia
        N810 Internet-tablet.

        The research was carried out through
        two workshops, run with two independent
        groups of children over two weekends
        and an evening. It was a joint exercise
        between Nokia and Project Vision (Srishti
        School of Art, Design and Technology).

        The Drishya children were drawn
        from a not-school learning centre,
        Drishya, run by the Dwarkanath Reddy
        Ramanarpanam Trust (DRRT). We
        thank the Drishya family for the support
        extended us for this research.

        The Faculty children were a group of
        kids primarily from the Mallya Aditi
        International School (with the exception
        of one). They were sons and daughters
        of Srishti faculties, and a few of their
        friends. We thank them for their
        enthusiasm and willingness to be a part
        of this research.




4   5
WHAT DID WE DO?


                          We ran two workshops, as a joint exercise
                          between Nokia and Project Vision (Srishti
                          School of Art, Design and Technology),
                          with two independent groups of children
                          over two weekends and one evening.




6                     7
DRISHYA KIDS WORKSHOP

                            This workshop ran over two Saturdays
                            (a total of about 8hrs.) with six children
                            from Drishya, who had prior experience
                            working on Scratch, and additionally were
                            good with craft and drawing. Their age
                            group ranged from 10 to 12 years old.

                            The workshop was designed specifically
                            to initiate them to the Nokia N810, and
                            to instill an understanding of the device
                            in them. Additionally, it was planned to
                            observe how the children took to playing
                            with Scratch on the new device.

                            We wanted to question the usability of the
                            shrunk interface, the stylus-based mode
                            of interaction and the ability to draw
                            directly; and how these could translate
                            into newer and better ways of play-
                            learning.

                            As these kids don’t have formal school
                            training it was interesting for us to see
                            how they perceived the device and made
                            their own devices (using craft-materials)
                            which they called their Magic Boxes.




8                       9
SRISHTI FACULTY KIDS WORKSHOP


                          This workshop ran over the relatively
                          shorter time-span of 3hrs. We conducted
                          and designed this workshop with five kids
                          from formal schools, in the age group
                          of 10 to 12 years. The workshop was
                          designed to test Scratch and its usability
                          on the Nokia N810. Of course, detailed
                          observations were also made regarding
                          the usability and interface of the device
                          itself.

                          There was only one kid out of the five who
                          wasn’t exposed to Scratch. We wanted
                          to observe how they would adapt to the
                          device and to Scratch on a handheld.




                     10                                                11
WHY DID WE DO?




     The workshops were run specifically to              The MIT and the Nokia team had been
     test Scratch functionality on the N810;             hard at work over the past year trying to
     and in general to also test the usability of        port Scratch onto the Maemo flavour of
     the device itself. We also wanted to find           Linux (which is the operating system for
     out if there is a need to further develop           the N810), and we were going to put their
     the device itself, or design any supportive         hard work to the test through these two
     accessories that would enhance the                  short workshops.
     functionality of the product.



12                                                  13
WORKSHOP CONSTRAINTS

Scratch wasn’t working seamlessly when             were forwarded to both the MIT and the
we conducted the workshop with the                 Nokia teams.
Drishya kids. There were problems with
the sound in Scratch, wherein Scratch              As far as the homogeneity of the test-
could neither record nor playback. Also,           group is concerned, the Drishya kids were
the interface itself hadn’t been translated        fairly equals and well-balanced in their
to fit the aspect ratio and smaller screen         conceptual and cognitive abilities. Also,
of the N810. In short, it was very much a          both sexes were fairly well represented.
work in progress; and the results of the           For the Faculty-kids workshop, however,
workshop would be primarily to evaluate            all abilities were more or less balanced;
the device and the concept of Scratch-             but there was a marked bias in that there
on-N810.                                           was only one girl amongst the team of
                                                   six.
By the time the second workshop was
run, however, Scratch was working
smoothly on the devices. Barring a few
hiccups, of course. To our, and the kids’
delight, sound was finally up and running
on the device! Scratch wasn’t recording,
but the familiar sounds of the cat and
the rest of the musical family were there.
There had been a tangible progression in
the design of the interface as well, and it
was now much better tuned to the screen
of the N810.

Following the two workshops, several
suggestions and feedback on the working
of Scratch on the Nokia N810 device,



                                              14                                               15
WHY KIDS?

     We targeted kids because they are                  has to begin with the interest of the kids
     core focus for Project Vision. We have             themselves. The kids enjoy storytelling
     conducted workshops with these kids                and animation on the Scratch platform,
     earlier, and they are all eager and excited        and they have had prior workshops
     to explore new things. They also adapt to          and camps in which they have worked
     new modes of playing and working easily.           intensively with Scratch. Thus, Scratch
                                                        too became an integral part of these
     The final concept of making the Nokia              workshops.
     N810 device into an education tablet




16                                                 17
WHAT WERE WE TRYING TO FIND?

                          We were trying to find out alternate ways
                          in which the device could be used by kids
                          as well as facilitators. How children react
                          to the product and how it could work as
                          an education tablet rather than just been
                          an internet tablet for professionals on the
                          go. Also, how could the device break free
                          of its internet-dependency?

                          On the Scratch front, we were trying to
                          test the newly-translated interface along
                          with the new modes of interaction that
                          the N810 provided. Also, what the device
                          could provide in terms of facilitating
                          greater immersion and mobility for the
                          Scratch platform.




                     18                                                 19
DRISHYA KIDS WORKSHOP PROCESS

     Drishya Workshop (Day 1)

     We planned to start with revisiting a prior         The responses were very different and
     workshop, following it with a warm-up               each child contributed extensively.
     session with the Nokia N810 device; and
     finally letting them loose to freely think          Here are few examples of their likes
     and make their own devices using craft                •  Scripting in Scratch was fun
     material.                                             •  Story-telling
                                                           •  Making characters in Scratch
     We started with revisiting the Scratch                •  Drawing in Scratch
     Trans-media Storytelling workshop                     •  Projecting on a wider screen
     which was a part of the summer camp                   •  Performance
     in Drishya. The kids were asked to revisit            •  Phone recordings
     their Storytelling workshop (of June 2008)
     in which they merged traditional forms              Dislikes were
     of storytelling and narration, with digital            •  Too chaotic
     methods of procedural animation and                    •  Low concentration
     performance. The kids used Scratch for                 •  Technical failures within Scratch
     animation and media manipulation, along
     with Nokia mobile phone handsets for                Following the revisit, the kids were
     gathering and transferring media.                   asked to comment and compare, their
                                                         experiences of working on various
     The discussion served to ease them into             computer and computer-like devices. The
     thinking about technology, something                devices we had in mind were a desktop,
     which is not an overwhelming feature of             laptop, mobile phones and finally,
     their daily lives. Also, it let them revisit        the Nokia N810. It seemed a logical
     their lived experiences and narrate to us           progression in our minds and we wanted
     various likes and dislikes; all of which            to see whether the kids could arrive at
     were valuable insights for the current              this conclusion by themselves with a
     context as well.                                    minimum of prompting from us.

20                                                  21
What ensued was an enthusiastic
     and lively discussion that went into
     considerable detail as to the pros
     and cons of the various devices. The
     progression from desktop to handheld
     was amply clear to them, as were the
     limitations of each of the devices.

     Following are, according to the children,
     the pros and cons of each of the above
     mentioned devices:

     Desktop pros                                     Desktop cons
       •  Doesn’t rely on a Battery                     •  Not portable & Non-tactile
       •  Runs on UPS                                   •  Need external accessories
       •  Can be localised                                 (web cam etc.)

     Laptop pros                                      Laptop cons
        •  Portable & Personal                           •  Battery dependent
        •  Outdoor spaces                                •  Non-tactile
        •  Can be localised

     Mobile phones pros                               Mobile phones cons
       •  Portable, Tactile & Personal                  •  Battery dependent
       •  Many features in one device
       •  Can be localised
       •  Media

     Nokia N810 pros                                  Nokia N810 cons
       •  Like a computer in a pocket                   •  Not a phone
       •  Tactile & Portable                            •  Battery dependent
       •  In-built Keyboard                             •  Not much use without internet
       •  All features in one device
       •  Stylus
       •  Drawing




22                                               23
INTRODUCTION TO NOKIA N810 & SCRATCH ON IT

     Drishya Workshop (Day 1)

     At this stage, the Nokia team decided to         Following are the marked observations
     give to the kids a slightly more detailed           •  Playing games (Numpty physics
     introduction to the N810, including                    etc.)
     its Scratch capabilities. Needless to               •  Playing Scratch (wasn’t fully
     say, the kids were overwhelmed at the                  developed)
     idea of working with Scratch on such a              •  Video, camera & recording is fun
     convenient and mobile form-factor.                  •  Skype
     They took to the device with amazing                •  Drawing with stylus is fun
     speed, spurred on by the Kannada                    •  Cool factor
     interface of Scratch. Beyond Scratch,               •  Typing is difficult
     the kids also tried their hands at                  •  Fun and playful
     browsing on the N810’s fully-featured               •  Online portals like Ning (Kannada)
     browser, called each other on Skype, and
     had a blast taking group photos through
     modules downloaded from the internet.
     The readily available Wi-Fi connection
     was a huge help.

     All through their process of engaging
     with the device, the team observed
     them and made notes, took photos and
     recorded their triumphs and frustrations.
     There were corners galore that needed
     rounding prior to full-fledged use of the
     device, but it was a very good reception
     from the primary test-group.




24                                               25
DRAWINGS AND IMAGINATION

     Drishya Workshop (Day 1)

     The final stage for the day involved              Following were the observations made
     giving the kids some drawing materials.           from the drawings
     Their task was deceptively simple: to                •  Lots of games to be played
     conceptualise their own devices (along               •  Information is the key factor
     the lines of the N810) and make a story              •  Fun and colourful
     for their personal N810; which they would            •  Companionship (device)
     then have to prototype using boxes and               •  Spreading awareness
     craft material.                                      •  Location sensitive device
                                                          •  Environment and nature issues
     At this point Scratch was not working                •  Friends (connecting and sharing)
     flawlessly on the N810 and thus, not                 •  Information about Planet Earth
     much more could be tested on the                     •  Information to Community
     Scratch front. Therefore, it was necessary           •  Form of the device is different
     for us to give the kids an opportunity to            •  Emotions (happy, lonely etc.)
     think beyond the N810 and create their               •  Easy Interface
     own Magic Box, which would be informed               •  Localised
     by their interests, biases, contexts and             •  Extremely personal & Interactive
     general exposure to technology. This                 •  Simulation
     would then help us to conceptualise
     further applications for the device.




26                                                27
CONSTRUCTING THE IMAGINATION

     Drishya Workshop (Day 2)

     Day Two was focused upon the making of             Making of the boxes:
     the Magic Boxes. The kids were provided              •  Gathering specific pictures
     materials to decorate and make their                 •  Interactive boxes
     individual Magic Boxes. They also went               •  Colours
     further by looking up paper-mechanisms,              •  Local material
     searching for appropriate pictures and               •  Compact
     selecting appropriate colours for their              •  Motion or movement
     boxes. All the kids were able to represent,          •  Multi-layered
     in craft, the drawings that they had made            •  Portable
     earlier. The final interactive boxes were            •  Magical (surprise element)
     not very different from their drawings.              •  Extremely personal
                                                          •  Informative
                                                          •  Craft
                                                          •  Embellishment & Decorative




28                                                 29
SELECTING APPROPRIATE LOCATION

     Drishya Workshop (Day 2)

     The kids were also asked to select                  Selection of the spaces:
     a space in which they would like the                   •  Home
     company of their boxes. It was in this                 •  Drishya (majority)
     space that they were to narrate the story              •  Garden
     of their box, and explain its working to us.           •  Swimming pool
     Most of the spaces overlapped, and some                •  In the community
     needed a bit of imagination because all                •  In friend’s house
     contexts weren’t readily available.                    •  Natural spaces
                                                            •  In day time
                                                            •  Rainy season
                                                            •  Pottery workshops
                                                            •  Used when lonely, sad or happy
                                                            •  In a bus
                                                            •  Contextually sensitive information
                                                               retrieval
                                                            •  Various other places (abroad)




30                                                  31
STORY-TELLING ON LOCATION

     Drishya Workshop (Day 2)

     It was fun and intriguing to see the            Story-telling in liked location:
     manner in which they worked to                     •  Known and comfort zones
     produce interactive boxes that met their           •  Informative boxes (communicative)
     own specifications; and then the final             •  Device that solves environmental
     show-and-tell in which they proudly                   problems
     demonstrated their Magic Boxes to us.              •  Relational and metaphorical
                                                        •  Personal & Portable
                                                        •  Personalised (local)
                                                        •  Bank
                                                        •  Media and entertainment
                                                        •  Happy box
                                                        •  Educative and illustrative
                                                        •  Accessible and interactive
                                                        •  Story-telling
                                                        •  Simulation
                                                        •  Bringing outer world inside
                                                        •  Localise
                                                        •  Learning resources
                                                        •  Spreading awareness
                                                        •  Multi-layered (information &
                                                           interface)
                                                        •  Skinnable
                                                        •  Analogue-digital balance
                                                        •  Environmental conscious
                                                        •  Eco-friendly
                                                        •  Compact, attractive & colourful
                                                        •  Like a friend
                                                        •  Cool factor

32                                              33
SRISHTI FACULTY KIDS WORKSHOP

This workshop was targeted at a slightly
more upper-class focus group, that are
more familiar with technology in their
day-to-day lives. They use a variety of
screen-based interactions and media.
These kids were drawn from families
known to the researchers, and were all
school-going kids. This workshop had
a marked gender bias, with only one
participant out of six representing the
girls.

The workshop was designed to test
how school-going children from upper-
middle-class society interact with the
Nokia N810. As Scratch was working
smoothly on the device by this time, the
workshop additionally focused on the
testing of Scratch on the Nokia N810.




                                           34   35
WORKSHOP PROCESS

We had six kids out of which five had            The results or the insights were as
prior experience in working on Scratch.          follows
The workshop started off with a short                •  Enjoyed the cool factor of the device
introductory session where we introduced             •  Why not a phone
each other, and hinted at the possibility            •  Scratch cards not helpful (ignored)
of the device. When their curiosity had              •  Patient and enthusiastic
been piqued, the kids were just handed                  explorations
the Nokia N810 devices to play with.                 •  Enjoyed playing games
There was no formal introduction given               •  Fun drawing with stylus
to them, and they discovered the various             •  Want to own one
possibilities and features of the device             •  Typing was a pain (key-board)
completely by themselves.                            •  Fun, play and cool
                                                     •  Internet is a necessity
It was amazing to observe how easily
they navigated and made themselves at
home on the device. Also, they related to
us all the apparent and visible hardware
features as well. Unfortunately, there
was no internet access; and the focus
remained purely on the device and
Scratch. The kids, also, tired easily of
Scratch and found themselves various
other diversions on the handheld
(including some games).




                                            36                                                  37
INFERENCES & CONCLUSIONS

     The workshop gave us a lot of rich data            Application
     that could help Nokia and MIT to open up           Software that extend functionality, and
     wider opportunities. The above insights            enable the child to learn and discover.
     are all very essential for Nokia and MIT to        Examples of applications would include
     develop this device further.                       data-gathering and visualising, animation
                                                        and story-telling through varied media.
                                                        Applications would enable the child to
     The above analysis can be clustered into           grow with the device and vice versa,
     three categories:                                  thus ensuring long-term usage and
                                                        upgradability.
     Mobility
     The kids want to move around and play              Additionally, plug-in hardware could also
     with the device. They have multiple                be conceptualised along similar lines.
     numbers of places to take the device               For example, an add-on that enables the
     around. The biggest factor of the device           device to project the screen onto a wall or
     being that, all the kids wants to study            similar flat surface.
     their environment not sitting at one place
     but testing it in the real context with the        Emotion
     help of this device.                               Emotions play a major role as far as this
                                                        device is concerned. This device should
     The device thus has to have the following          be a friend to the child, helping him
     capabilities according to the demands:             discover and learn.
        •  Reliable Internet access
        •  Multiple real time data collecting
           sensors (apart from Scratch
           sensors)
        •  Projecting facility (story-telling)
        •  Better key-board for easy usage




38                                                 39
DIRECTIONS & QUESTIONS FOR THE NOKIA N810

 •  Why doesn’t it have phone
    capabilities?
 •  Stylus is fun to draw with
 •  What if there is no wireless
    connectivity?
 •  Want more educative games
 •  Key-board is very difficult to operate
 •  Numbers are difficult to type
 •  How can it stand against the new
    mini laptops (netbooks) in the
    market?
 •  Much more sophisticated Scratch
    functionality (recording, right-clicks
    etc.)
 •  Right-click functionality on the
    N810
 •  Need for good reference material
    for the first time users of N810 (and
    Scratch on it)
 •  GPS functionality
 •  GIS functionality
 •  Locative media
 •  Location Awareness in device
 •  Localise
 •  Use of Scratch-boards for scientific
    experiments or arts
 •  Use of external sensors to obtain
    real-time data (science learning in
    spaces)



                                             40   41
Nokia N810 Design Research & Workshops
                                                      Dipti Sonawane
                                                      Divya Vishwanathan
                                                      Palash Mukhopadhyay
                                                      Vijay Narayanan-Saroja


                                                      The Nokia Team
                                                      Jan Blom
                                                      Divya Vishwanathan
                                                      Vijay Narayanan-Saroja
Acknowledgements
We thank everyone associated with the                 The Scratch@MIT Team
workshops: the parents, the children and              Mitchell Resnick
others who generously donated their time,             Natalie Rusk
advice, patience and space to facilitate the          John Maloney
workshops.                                            Evelyn Eastmond
                                                      Jay Silver
It was indeed a pleasure working with you all,        Karen A Brennan
and a testimony to your generosity that so
much happened at such short notice.                   Project Vision Principal Investigator
                                                      Geetha Narayanan
We look forward to further generations of the
N810 series, and we hope that this workshop           Book Design
hasn’t been an exercise in futility.                  Dipti Sonawane



                                                 42

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Nokia N810 Analysis

  • 1. CONTENT INTRODUCTION 5 WHAT DID WE DO? 7 Drishya Kids Workshop 9 Srishti Faculty Kids Workshop 10 WHY DID WE DO? 13 14 Nokia N810 WORKSHOP CONSTRAINTS WHY KIDS? 17 Internet Tablet WHAT WERE WE TRYING TO FIND? 18 DRISHYA KIDS WORKSHOP PROCESS 21 Workshops & Analysis Introduction to Nokia N810 & Scratch on it 25 Drawings and Imagination 27 Constructing the imagination 29 Selecting appropriate location 31 Story-telling on location 33 SRISHTI FACULTY KIDS WORKSHOP 34 Workshop Process 36 INFERENCES & CONCLUSION 39 DIRECTIONS & QUESTIONS FOR THE NOKIA N810 40
  • 2. INTRODUCTION This book is about user-research and possible future directions for the Nokia N810 Internet-tablet. The research was carried out through two workshops, run with two independent groups of children over two weekends and an evening. It was a joint exercise between Nokia and Project Vision (Srishti School of Art, Design and Technology). The Drishya children were drawn from a not-school learning centre, Drishya, run by the Dwarkanath Reddy Ramanarpanam Trust (DRRT). We thank the Drishya family for the support extended us for this research. The Faculty children were a group of kids primarily from the Mallya Aditi International School (with the exception of one). They were sons and daughters of Srishti faculties, and a few of their friends. We thank them for their enthusiasm and willingness to be a part of this research. 4 5
  • 3. WHAT DID WE DO? We ran two workshops, as a joint exercise between Nokia and Project Vision (Srishti School of Art, Design and Technology), with two independent groups of children over two weekends and one evening. 6 7
  • 4. DRISHYA KIDS WORKSHOP This workshop ran over two Saturdays (a total of about 8hrs.) with six children from Drishya, who had prior experience working on Scratch, and additionally were good with craft and drawing. Their age group ranged from 10 to 12 years old. The workshop was designed specifically to initiate them to the Nokia N810, and to instill an understanding of the device in them. Additionally, it was planned to observe how the children took to playing with Scratch on the new device. We wanted to question the usability of the shrunk interface, the stylus-based mode of interaction and the ability to draw directly; and how these could translate into newer and better ways of play- learning. As these kids don’t have formal school training it was interesting for us to see how they perceived the device and made their own devices (using craft-materials) which they called their Magic Boxes. 8 9
  • 5. SRISHTI FACULTY KIDS WORKSHOP This workshop ran over the relatively shorter time-span of 3hrs. We conducted and designed this workshop with five kids from formal schools, in the age group of 10 to 12 years. The workshop was designed to test Scratch and its usability on the Nokia N810. Of course, detailed observations were also made regarding the usability and interface of the device itself. There was only one kid out of the five who wasn’t exposed to Scratch. We wanted to observe how they would adapt to the device and to Scratch on a handheld. 10 11
  • 6. WHY DID WE DO? The workshops were run specifically to The MIT and the Nokia team had been test Scratch functionality on the N810; hard at work over the past year trying to and in general to also test the usability of port Scratch onto the Maemo flavour of the device itself. We also wanted to find Linux (which is the operating system for out if there is a need to further develop the N810), and we were going to put their the device itself, or design any supportive hard work to the test through these two accessories that would enhance the short workshops. functionality of the product. 12 13
  • 7. WORKSHOP CONSTRAINTS Scratch wasn’t working seamlessly when were forwarded to both the MIT and the we conducted the workshop with the Nokia teams. Drishya kids. There were problems with the sound in Scratch, wherein Scratch As far as the homogeneity of the test- could neither record nor playback. Also, group is concerned, the Drishya kids were the interface itself hadn’t been translated fairly equals and well-balanced in their to fit the aspect ratio and smaller screen conceptual and cognitive abilities. Also, of the N810. In short, it was very much a both sexes were fairly well represented. work in progress; and the results of the For the Faculty-kids workshop, however, workshop would be primarily to evaluate all abilities were more or less balanced; the device and the concept of Scratch- but there was a marked bias in that there on-N810. was only one girl amongst the team of six. By the time the second workshop was run, however, Scratch was working smoothly on the devices. Barring a few hiccups, of course. To our, and the kids’ delight, sound was finally up and running on the device! Scratch wasn’t recording, but the familiar sounds of the cat and the rest of the musical family were there. There had been a tangible progression in the design of the interface as well, and it was now much better tuned to the screen of the N810. Following the two workshops, several suggestions and feedback on the working of Scratch on the Nokia N810 device, 14 15
  • 8. WHY KIDS? We targeted kids because they are has to begin with the interest of the kids core focus for Project Vision. We have themselves. The kids enjoy storytelling conducted workshops with these kids and animation on the Scratch platform, earlier, and they are all eager and excited and they have had prior workshops to explore new things. They also adapt to and camps in which they have worked new modes of playing and working easily. intensively with Scratch. Thus, Scratch too became an integral part of these The final concept of making the Nokia workshops. N810 device into an education tablet 16 17
  • 9. WHAT WERE WE TRYING TO FIND? We were trying to find out alternate ways in which the device could be used by kids as well as facilitators. How children react to the product and how it could work as an education tablet rather than just been an internet tablet for professionals on the go. Also, how could the device break free of its internet-dependency? On the Scratch front, we were trying to test the newly-translated interface along with the new modes of interaction that the N810 provided. Also, what the device could provide in terms of facilitating greater immersion and mobility for the Scratch platform. 18 19
  • 10. DRISHYA KIDS WORKSHOP PROCESS Drishya Workshop (Day 1) We planned to start with revisiting a prior The responses were very different and workshop, following it with a warm-up each child contributed extensively. session with the Nokia N810 device; and finally letting them loose to freely think Here are few examples of their likes and make their own devices using craft •  Scripting in Scratch was fun material. •  Story-telling •  Making characters in Scratch We started with revisiting the Scratch •  Drawing in Scratch Trans-media Storytelling workshop •  Projecting on a wider screen which was a part of the summer camp •  Performance in Drishya. The kids were asked to revisit •  Phone recordings their Storytelling workshop (of June 2008) in which they merged traditional forms Dislikes were of storytelling and narration, with digital •  Too chaotic methods of procedural animation and •  Low concentration performance. The kids used Scratch for •  Technical failures within Scratch animation and media manipulation, along with Nokia mobile phone handsets for Following the revisit, the kids were gathering and transferring media. asked to comment and compare, their experiences of working on various The discussion served to ease them into computer and computer-like devices. The thinking about technology, something devices we had in mind were a desktop, which is not an overwhelming feature of laptop, mobile phones and finally, their daily lives. Also, it let them revisit the Nokia N810. It seemed a logical their lived experiences and narrate to us progression in our minds and we wanted various likes and dislikes; all of which to see whether the kids could arrive at were valuable insights for the current this conclusion by themselves with a context as well. minimum of prompting from us. 20 21
  • 11. What ensued was an enthusiastic and lively discussion that went into considerable detail as to the pros and cons of the various devices. The progression from desktop to handheld was amply clear to them, as were the limitations of each of the devices. Following are, according to the children, the pros and cons of each of the above mentioned devices: Desktop pros Desktop cons •  Doesn’t rely on a Battery •  Not portable & Non-tactile •  Runs on UPS •  Need external accessories •  Can be localised (web cam etc.) Laptop pros Laptop cons •  Portable & Personal •  Battery dependent •  Outdoor spaces •  Non-tactile •  Can be localised Mobile phones pros Mobile phones cons •  Portable, Tactile & Personal •  Battery dependent •  Many features in one device •  Can be localised •  Media Nokia N810 pros Nokia N810 cons •  Like a computer in a pocket •  Not a phone •  Tactile & Portable •  Battery dependent •  In-built Keyboard •  Not much use without internet •  All features in one device •  Stylus •  Drawing 22 23
  • 12. INTRODUCTION TO NOKIA N810 & SCRATCH ON IT Drishya Workshop (Day 1) At this stage, the Nokia team decided to Following are the marked observations give to the kids a slightly more detailed •  Playing games (Numpty physics introduction to the N810, including etc.) its Scratch capabilities. Needless to •  Playing Scratch (wasn’t fully say, the kids were overwhelmed at the developed) idea of working with Scratch on such a •  Video, camera & recording is fun convenient and mobile form-factor. •  Skype They took to the device with amazing •  Drawing with stylus is fun speed, spurred on by the Kannada •  Cool factor interface of Scratch. Beyond Scratch, •  Typing is difficult the kids also tried their hands at •  Fun and playful browsing on the N810’s fully-featured •  Online portals like Ning (Kannada) browser, called each other on Skype, and had a blast taking group photos through modules downloaded from the internet. The readily available Wi-Fi connection was a huge help. All through their process of engaging with the device, the team observed them and made notes, took photos and recorded their triumphs and frustrations. There were corners galore that needed rounding prior to full-fledged use of the device, but it was a very good reception from the primary test-group. 24 25
  • 13. DRAWINGS AND IMAGINATION Drishya Workshop (Day 1) The final stage for the day involved Following were the observations made giving the kids some drawing materials. from the drawings Their task was deceptively simple: to •  Lots of games to be played conceptualise their own devices (along •  Information is the key factor the lines of the N810) and make a story •  Fun and colourful for their personal N810; which they would •  Companionship (device) then have to prototype using boxes and •  Spreading awareness craft material. •  Location sensitive device •  Environment and nature issues At this point Scratch was not working •  Friends (connecting and sharing) flawlessly on the N810 and thus, not •  Information about Planet Earth much more could be tested on the •  Information to Community Scratch front. Therefore, it was necessary •  Form of the device is different for us to give the kids an opportunity to •  Emotions (happy, lonely etc.) think beyond the N810 and create their •  Easy Interface own Magic Box, which would be informed •  Localised by their interests, biases, contexts and •  Extremely personal & Interactive general exposure to technology. This •  Simulation would then help us to conceptualise further applications for the device. 26 27
  • 14. CONSTRUCTING THE IMAGINATION Drishya Workshop (Day 2) Day Two was focused upon the making of Making of the boxes: the Magic Boxes. The kids were provided •  Gathering specific pictures materials to decorate and make their •  Interactive boxes individual Magic Boxes. They also went •  Colours further by looking up paper-mechanisms, •  Local material searching for appropriate pictures and •  Compact selecting appropriate colours for their •  Motion or movement boxes. All the kids were able to represent, •  Multi-layered in craft, the drawings that they had made •  Portable earlier. The final interactive boxes were •  Magical (surprise element) not very different from their drawings. •  Extremely personal •  Informative •  Craft •  Embellishment & Decorative 28 29
  • 15. SELECTING APPROPRIATE LOCATION Drishya Workshop (Day 2) The kids were also asked to select Selection of the spaces: a space in which they would like the •  Home company of their boxes. It was in this •  Drishya (majority) space that they were to narrate the story •  Garden of their box, and explain its working to us. •  Swimming pool Most of the spaces overlapped, and some •  In the community needed a bit of imagination because all •  In friend’s house contexts weren’t readily available. •  Natural spaces •  In day time •  Rainy season •  Pottery workshops •  Used when lonely, sad or happy •  In a bus •  Contextually sensitive information retrieval •  Various other places (abroad) 30 31
  • 16. STORY-TELLING ON LOCATION Drishya Workshop (Day 2) It was fun and intriguing to see the Story-telling in liked location: manner in which they worked to •  Known and comfort zones produce interactive boxes that met their •  Informative boxes (communicative) own specifications; and then the final •  Device that solves environmental show-and-tell in which they proudly problems demonstrated their Magic Boxes to us. •  Relational and metaphorical •  Personal & Portable •  Personalised (local) •  Bank •  Media and entertainment •  Happy box •  Educative and illustrative •  Accessible and interactive •  Story-telling •  Simulation •  Bringing outer world inside •  Localise •  Learning resources •  Spreading awareness •  Multi-layered (information & interface) •  Skinnable •  Analogue-digital balance •  Environmental conscious •  Eco-friendly •  Compact, attractive & colourful •  Like a friend •  Cool factor 32 33
  • 17. SRISHTI FACULTY KIDS WORKSHOP This workshop was targeted at a slightly more upper-class focus group, that are more familiar with technology in their day-to-day lives. They use a variety of screen-based interactions and media. These kids were drawn from families known to the researchers, and were all school-going kids. This workshop had a marked gender bias, with only one participant out of six representing the girls. The workshop was designed to test how school-going children from upper- middle-class society interact with the Nokia N810. As Scratch was working smoothly on the device by this time, the workshop additionally focused on the testing of Scratch on the Nokia N810. 34 35
  • 18. WORKSHOP PROCESS We had six kids out of which five had The results or the insights were as prior experience in working on Scratch. follows The workshop started off with a short •  Enjoyed the cool factor of the device introductory session where we introduced •  Why not a phone each other, and hinted at the possibility •  Scratch cards not helpful (ignored) of the device. When their curiosity had •  Patient and enthusiastic been piqued, the kids were just handed explorations the Nokia N810 devices to play with. •  Enjoyed playing games There was no formal introduction given •  Fun drawing with stylus to them, and they discovered the various •  Want to own one possibilities and features of the device •  Typing was a pain (key-board) completely by themselves. •  Fun, play and cool •  Internet is a necessity It was amazing to observe how easily they navigated and made themselves at home on the device. Also, they related to us all the apparent and visible hardware features as well. Unfortunately, there was no internet access; and the focus remained purely on the device and Scratch. The kids, also, tired easily of Scratch and found themselves various other diversions on the handheld (including some games). 36 37
  • 19. INFERENCES & CONCLUSIONS The workshop gave us a lot of rich data Application that could help Nokia and MIT to open up Software that extend functionality, and wider opportunities. The above insights enable the child to learn and discover. are all very essential for Nokia and MIT to Examples of applications would include develop this device further. data-gathering and visualising, animation and story-telling through varied media. Applications would enable the child to The above analysis can be clustered into grow with the device and vice versa, three categories: thus ensuring long-term usage and upgradability. Mobility The kids want to move around and play Additionally, plug-in hardware could also with the device. They have multiple be conceptualised along similar lines. numbers of places to take the device For example, an add-on that enables the around. The biggest factor of the device device to project the screen onto a wall or being that, all the kids wants to study similar flat surface. their environment not sitting at one place but testing it in the real context with the Emotion help of this device. Emotions play a major role as far as this device is concerned. This device should The device thus has to have the following be a friend to the child, helping him capabilities according to the demands: discover and learn. •  Reliable Internet access •  Multiple real time data collecting sensors (apart from Scratch sensors) •  Projecting facility (story-telling) •  Better key-board for easy usage 38 39
  • 20. DIRECTIONS & QUESTIONS FOR THE NOKIA N810 •  Why doesn’t it have phone capabilities? •  Stylus is fun to draw with •  What if there is no wireless connectivity? •  Want more educative games •  Key-board is very difficult to operate •  Numbers are difficult to type •  How can it stand against the new mini laptops (netbooks) in the market? •  Much more sophisticated Scratch functionality (recording, right-clicks etc.) •  Right-click functionality on the N810 •  Need for good reference material for the first time users of N810 (and Scratch on it) •  GPS functionality •  GIS functionality •  Locative media •  Location Awareness in device •  Localise •  Use of Scratch-boards for scientific experiments or arts •  Use of external sensors to obtain real-time data (science learning in spaces) 40 41
  • 21. Nokia N810 Design Research & Workshops Dipti Sonawane Divya Vishwanathan Palash Mukhopadhyay Vijay Narayanan-Saroja The Nokia Team Jan Blom Divya Vishwanathan Vijay Narayanan-Saroja Acknowledgements We thank everyone associated with the The Scratch@MIT Team workshops: the parents, the children and Mitchell Resnick others who generously donated their time, Natalie Rusk advice, patience and space to facilitate the John Maloney workshops. Evelyn Eastmond Jay Silver It was indeed a pleasure working with you all, Karen A Brennan and a testimony to your generosity that so much happened at such short notice. Project Vision Principal Investigator Geetha Narayanan We look forward to further generations of the N810 series, and we hope that this workshop Book Design hasn’t been an exercise in futility. Dipti Sonawane 42