CHI 97 Electronic Publications: Panels
CHI 97 Prev CHI 97 Electronic Publications: Panels Next

Computers, Kids, and Creativity: What Does the Future Hold?

Allison Druin (Panel Organizer)
University of New Mexico
allisond@unm.edu

David Smith
Apple Research Laboratories, Apple Computer
dsmith@apple.com

Brenda Laurel
Interval Research Corporation/Purple Moon Media
laurel@interval.com

Jordana Huchital
Starbright Foundation, Starbright Pediatric Network
jordana@starbright.org

Michael Chanover
Chanover Consulting
michael_chanover@studio.disney.com

Amy Bruckman
Epistemology and Learning Group, MIT Media Lab
asb@media.mit.edu

ABSTRACT

Our children are fast becoming one of the largest new user groups taking advantage of emerging technologies. How our children learn, play, and communicate are quickly changing. This panel will not ask the question whether technology will be a part of our children's lives. The panel participants believe this is a given. Instead, the panelists, professionals in developing new technologies for children, will consider the impact and possible changes that may be in store for our children and their future technologies. Once the panelists have offered brief statements on their visions of the future, children from the CHIkids program will be discussants and ask questions that concern them about the future of new technologies for children.

Keywords

children, the future, social issues, home, multimedia Internet, educational applications, entertainment.

© 1997 Copyright on this material is held by the authors.



INTRODUCTION

Thanks to new, more powerful, easier to use technologies the future of children's healthcare, education, and day-to-day lives are profoundly transforming. When children sit down to read a book, it may be a Living Book on a CD-ROM. When children write to a pen-pal, it may be using the Internet or the World Wide Web. When children visit a sick friend in the hospital, it may look like a virtual computer world, rather a sterile unfamiliar hospital.

There are many questions that we as HCI practitioners and/or parents have begun to ask concerning children and technology: How will technology impact our children's lives? What new technologies should we expect for our children? What will these new technologies enable our children to do that they haven't been able to do previously? This panel will not ask the question whether technology will be a part of our children's lives. The panel participants believe this is a given. As our technologies become more powerful and common in our homes, schools, and hospitals, we believe children will increasingly learn and play in a social context thanks to technology. In the past, computer critics have seen technology as offering an isolating learning and social experience for children. We believe in a very different future: a future where children, teachers and parents will all have the opportunity to learn, work, and play together, because of technology. Cultural exchanges, team building, and collaborative creative expression are among the many opportunities that new technologies can offer our children in the future.

Our panel presentation will include not only a look at what the panelists believe may be in store for children in the future, but representatives from our CHIkids program will also offer their insites into the future. After these brief statements, children from the CHIkids program will be discussants, and ask questions of the panelists concerning the future of new technologies for kids.

PANEL POSITION STATEMENTS

The following statements from our panelists summarize their views of the future. These are the panelists' best guesses based on their current work with children and technology. These view points are not meant to promise crystal-ball accuracy, but rather, visions of what they would like to see in the future.

David Smith

Ms. Brown's 4th grade class is studying ocean science. Along with their reading materials and physical manipulatives, they are programming on their computers a simulation of an undersea world with fish and plant life. A team of five kids has been assigned to develop predator fish. After drawing and programming several types of sharks, they place their sharks into the class' simulation and watch with satisfaction as the sharks devour everything in sight. "We rule!" they exclaim. But they notice other kids running back to their computers to develop shark-avoidance rules for their fish. They're not really worried, however, since they feel they can always upgrade their sharks to keep them "kings of the sea."

"Let's see if anyone on the Net has shark ideas," suggests one. So they search the Internet and soon discover numerous fish simulations and individual fish written by other children in other schools. They download a few and run them, but they're not too interesting. Then they discover a particularly mean-looking shark. But when they try to download it, their Net browser informs them that it will cost them 25 cents to copy it.

"I'm not going to pay a quarter for a piece of junk," says one. "Let's see if it's any good first." They connect to a chat area, but no one there knows anything about the shark. So they browse though a bulletin board and discover four notices about it. Three think it's the coolest thing they've seen, and one thinks it's overpriced.

"Let's take a chance," they say. So they pay the fee electronically and download the shark. It lives up to its billing, having some beautiful animations and being programmed with some clever behavior. The kids modify its programming to adapt it to their class' simulation. They chuckle to themselves, because they know that the next time the class gets together to run their simulation, they will be in for a big surprise...

Brenda Laurel

Any technology that pervades the lives of young people needs to support play in ways that are conducive to healthy development. Particularly relevant-- and fragile in technological environments-- are constructive and narrative forms of play. Like television, computer interfaces and interaction paradigms have often proven inimical to these activities. Yet, it seems clear that the health, not only of our children, but of the entire human enterprise is deeply related to our ability to act constructively and to delight in creativity. Likewise, the ability to hear, construct, and tell stories is a vital means of creating and sharing knowledge, understanding, values, and wisdom. My focus is on those things that we can do as designers and inventors to assure that our future technology enhances rather than dulls these abilities and sensibilities in our children.

Jordana Huchital

In the future, I see a world in which children with illnesses will have access to variety of tools to help empower them to better understand, cope with, and manage their illness. Through computers, kids of any age will be able to access information about their illness in a fun and engaging manner in terms that make sense to them, from their bedside at the hospital or at home. They will be able to play games on the computer, to learn how to achieve a state of relaxation, and to learn techniques to manage their illness better. Kids will be able to change their hospital environment to reflect the mood they want to create, by projecting self-created images onto the walls and ceilings of their hospital rooms.

Interactive technology in the future will be used to help kids with illnesses manage pain and anxiety, and most importantly, will serve as an enabling tool. The connectivity of interactive technology will also enable sick kids not to feel so alone, whether they are at home or in the hospital. They will be able to communicate and engage in activities with sick kids in other locations, as well as with friends, family members, classmates and teachers.

Michael Chanover

Story telling is a ritual that has taken place since the beginning of time. It is a set of events or ideas that can be woven together, like a piece of fabric and then unraveled again, time after time; each instance bearing the change of the story teller. The role and influence of technology in our world culture today is causing a radical change in the way that individuals receive and process stories. It is not hard to find a 10 year-old child with a computer and a CD-ROM, a TV and VCR, and a 28.8 kps connection to the Internet and World Wide Web.

People are discovering and inventing a plethora of new ways to integrate this ritual of story telling into our lives. It means, that as we become more disconnected from each other as individuals, we must look harder for a commonality that we can share. As the various kinds of media increases that can support new ways of story telling, the importance of new technologies in this area becomes ever greater. What will these new technologies be, and how will they influence the stories we tell? These are some of the interesting questions that may be in store for us in the future.

Amy Bruckman

In Mindstorms, Seymour Papert has a vision of a technological samba school. At samba schools in Brazil, a community of people gathers to prepare a performance for Carnival. People of all ages learn together. Everyone is learning and playing-- even the stars are there to learn their difficult parts. Papert imagines a kind of technological samba school where people of all ages come together to learn and play with technology. Virtual communities on the Internet (like my own MOOSE Crossing project) have the potential to fulfill that vision.

With MOOSE Crossing, kids are building a world together, doing creative writing and computer programming in their spare time for fun. Kids have made baby penguins that respond differently when you feed them five different kinds of food, magic eight balls that tell your fortune, and the place at the end of the rainbow where you must answer a riddle to get the pot of gold. Kids are directing their own learning experiences, and learning from one another.

Technology can regiment kids into answering drill and practice questions, or it can open up a new opportunities for creative expression and self-directed, self-motivated learning. Market forces will determine which technologies become more prevalent. We need to educate parents and kids to demand more empowering technologies.


CHI 97 Prev CHI 97 Electronic Publications: Panels Next

CHI 97 Electronic Publications: Panels