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StoryKit: The design & use ofAn Intergenerational Mobile Storytelling App
Alex Quinn, StoryKit Developer  Ben Bederson, ICDL reader AllisonDruin, HCIL Director Acknowledging those without whom this research could not have been done
Overview ,[object Object]
Storytelling
Children’s literacy practices
Mobile technologies
Related Work
StoryKit
Participatory Design Process
Tour of the App
StoryKitUse Case Study
Methodology
Findings
Conclusions,[object Object]
Children How are integrated authoring tools in mobile devices being used by children? Mobile  Technologies Storytelling How might their use inform their design?
Why Storytelling? Social Cognitive
Storytelling
Media-Making Technologies Storytelling
Technologies “Media Change” concept: Eidman-Aadahl, E. National Writing Project, Nov 2009
Technologies
Pelli, D. G., & Bigelow, C. (2009, October 20). A Writing Revolution: Analysis. Seed Magazine.
[Media-Makers]young Storytelling Children
“Who are these people who dare to reinvent mythology?” Children + Storytelling Paley, V. (1991). The boy who would be a helicopter (1st ed.). Cambridge Mass.: Harvard University Press.   .
Media-Making Technology Children
Children + Technologies
[object Object],• Over 30% of 6-to-9-year-olds have their own cell phone • Mobile device ownership among children ages 4-14 has experienced double-digit growth since 2005 Children + Technologies Shuler, C. (2009). Pockets of Potential: Using Mobile Technologies to Promote Children's Learning. Joan Ganz Cooney Center at Sesame Workshop.
[object Object]
Early field trials of camera phones with SMS
Children & their families, friends
Hartnell & Young (2008)
Ethnographic study of Teens (Australia)
MMS phone w/ Nokia Lifeblogs/w
Jokela et al. (2008)
MobileMultimedia Presentation Editor
Integrated audio, image, text, video (no draw/paint)
Presentation metaphor
Young adults (24+)
MobileActive.org (HASTAC feature)
“Citizen media” (Mobile Voices in Los Angeles, CA),[object Object]
Readers to Writers
Cooperative Inquiry
Browsing your Bookshelf

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Use of StoryKit

Notas do Editor

  1. Storytelling (narrative) is a fundamental factor in human cognition and communicationWe need stories cognitively – to make sense of the world around us, and socially, to learn about our own identities and cultures and to explore othersPolkinghorne – to make life meaningfulJohn-Seely Brown / Wenger – to increase organizational knowledgeLevi-Strauss & Propp – a deep structure or universal grammar embedded within all storiesNew Media Literacies – exploring identity, cultural heritageReader Response Theory – Louise Rosenblatt;Dialogue – BakhtinChildren – Storytelling – Bettelheim (psychology – to experiment
  2. Storytelling – where children get a lifeWhere children experiment with making choices“Who are these people who dare to reinvent mythology?”“pretend …is the child’s real & serious world, the stage upon which any identity is possible & Secret thoughts can be safely revealed”
  3. Of the design research undertaken in the past decade on mobile devices to support children’s storytelling, research by Makela et al. (2000), Hartnell-Young and Vetere (2008), and Jokela et al. (2008) offer the most insight for the StoryKit study described here. Makela et al (2000) report results of early field trials on the use of camera phones to share images and short messages. The phones enabled field trial participants to take photos, do simple image editing, and share them via wireless. Short, maximum five-photo-long series could also be created and enhanced with simple transition and sound effects – in effect, allowing simple story creation and sharing. The participants included children and adult family and friends, like the StoryKit study. While the participants enjoyed the prototypes and used them extensively, they asked for more image editing options and the ability to annotate the images with text or more expressive audio (i.e., beyond simple transition sound effects). Hartnell-Young and Vetere (2008) describe the findings from an ethnographic case study of teenage children who created video stories about their everyday lives using mobile phones. While the target age group and overall theme of their study is close to the StoryKit work, design of an integrated storytelling application for mobile devices was not their focus. More recently, Jokela et al. (2008) developed the Mobile Multimedia Presentation Editor (MMPE), a mobile application for creating multimedia-based presentations or stories. Like StoryKit, the MMPE integrates audio, image and text into its authoring interface, and users can view, edit, save and share their creations. While the MMPE also allows for video-creation and editing, StoryKit does not. Similarly, the MMPE did not implement drawing or painting tools to its repertoire, while StoryKit includes a paint/draw tool – a requirement emphasized by the child partners who helped design it. The target age group for the MMPE was young adult and older (24+); the target age group for StoryKit starts much younger, at 4-5 years, but can extend to 74+ years, with a core range between 7 and 18. Interestingly, the metaphor used for the MMPE is that of presentation, while that of StoryKit is the book, or story. Intuitively, the storybook metaphor is more accessible to children than the presentation metaphor, as most have been exposed to various story and book formats from infancy.
  4. Commercially, do-it-yourself book-publishing sites such as TikaTok[website/#cite] and StoryBird[website/#cite], along with the children’s magazine, StoneSoup[website/#cite], offer children the opportunity to share their digital (and print-for-purchase) creations with family, friends, and other children; however, these systems have not ported their features to mobile devices. Further, StoneSoup follows a relatively formal submission and review process [website/#cite]. Most of the writing samples are polished products, published after possibly having undergone multiple revisions. Children and adults alike may see impressive finished works; however, the children lose an opportunity to construct, review and share their efforts iteratively. Enabling transparency into the story creation process, and ensuring preservation of intermittent creations for sharing with others are an important interaction requirement for children’s storytelling, and is supported by constructivist/constructionist development theories, such as Dewey and Papert (Dewey, 1910/1997; Fails, 2007; Franckel et al., (in press); Papert, 1993). StoryBird provides these views into the transformations that children’s stories can undergo by allowing subscribers to share comments that can change the story flow. However, StoryBird is primarily a social networking site whose collaborative potential has not been incorporated into mobile storytelling applications. 
  5. http://www.placethings.com/demo/lasting-things.htmlhttp://www.narrativemagazine.com/iStory
  6. Interaction flow for editing a book
  7. Take a closer look at the editing interface and tools palette for an individual page.
  8. Caitlyn’s OXON HILL Storyhttp://iphone.childrenslibrary.org/cgi-bin/view.py?b=5o23wjutniuemmwk3u62Geese (Michael) OXON HILL Storyhttp://iphone.childrenslibrary.org/cgi-bin/view.py?b=43hdlyfjvwx5yyeld7nsWhat to notice – Mixture of media and modes of communication (and I/O) –Which are iPods, which are iPhones….Lots of audioContext Sensitivity – An interest in capturing the experience (sounds of hayride, sounds of milk hitting the bucket)
  9. Klopfer – Teacher EdSquire – Comparative Media StudiesJenkins
  10. The social interactivity was supported by the small form factor of the device – demanded that the device had to be passed around – like a book.
  11. She could tweet….
  12. When asked what they liked best ---
  13. When asked what they liked best ---
  14. Get a list of top countries,Get the iPod vs. iPhone statistics
  15. Charts that show the Device Distribution for all StoryKit Users (Left)And those StoryKit Authors who shared storiesNote the changing distribution ….
  16. 1) the analysis showed that rich stories are being created and shared by users even though the interface is simple, because StoryKit integrated several multimodal tools that other mobile apps have only used in part (e.g., Jokela used photos and short text, but limited their use to 5 sequences, and had no audio; the MMPE used video, but had no real story context/metaphor that people could use to create 'stories'...so some multimodal expressive aspects were missing);2) the analysis showed that the task of writing/sharing stories between kids-kids and grownups-kids (or any combination of users) was enriched by context-sensitivity (i.e., the audio, the picture taking), the "in-the-moment" capture of memories, and the portability. All of these are inherently part of a mobile device, so that's not so exciting. However, because StoryKit used the metaphor of the storybook, it was a familiar construct for kids and grownups -- for example, children's publishing is one of the few areas that continues to grow in publishing circles, where other areas are floundering. I "concluded" that the combination of the integrated media tools, the storybook metaphor, and the device inherent portability/context sensitivity was what made it more interesting/engaging to use and what made the stories more detailed/different/richer narrative expressions.