Monday, July 25, 2011
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This past week was the midterm presentation, and I got some useful feedback from my peers.
– Look into making an augmented reality app.
– Research electronic devices made especially for children to learn a specific task.
– The use of humor was well received and much appreciated.
– In my hypothesis, it should include the word negative.
ORIGINAL: It was hypothesized that if information about the impact of children using electronic devices was
readily available, and clearly visible to parents, they would be less likely to allow their children to
use them so freely.
REVISED: It was hypothesized that if information about the negative impacts of children using electronic
devices was readily available, and clearly visible to parents, they would be less likely to allow their
children to use them so freely.
Friday, July 8, 2011
SECOND SURVEY
This is a link to a survey to be completed by children, with the help of an adult. This will serve as another method of data collection for my research.
https://spreadsheets.google.com/spreadsheet/viewform?formkey=dHppdmRjOTBEZFN2TXMtcUJ0OWdZTXc6MA
This is a link to a survey to be completed by children, with the help of an adult. This will serve as another method of data collection for my research.
SURVEY QUESTIONS to be given as one method of data collection.
{ 1 } Your age please:
a. 18-24
b. 25-31
c. 32-38
d. 39-45
e. 46+
{ 2 } Your gender if you don’t mind:
a. Female
b. Male
{ 3 } Do you have a smartphone and/or tablet?
a. Yes
b. No
{ 4 } How many times per month do you hang out in person with your friends/family?
a. 0-1
b. 2-3
c. 4-5
d. 6-7
e. 8+
{ 5 } What type of activity do you remember enjoying most when you were a young
child (1-5 years old)?
{ 6 } What do you think about children playing with smartphones and/or tablets?
a. who cares
b. its great
c. bad idea?
Why?
REVISED PROBLEM
Young children are spending increasing amounts of time playing with portable electronic devices therefore lacking the educational, physical, and social benefits that come from stimulating real world activities.
REVISED PURPOSE
The purpose of this study was to discover a plan to encourage parents in San Francisco to hand over their smartphone and tablet less, opting instead for a more proactive type of play for their children.
Thursday, June 30, 2011
Initial problem and purpose statements.
PROBLEM
Children are spending increasing amounts of time playing with electric devices and are lacking the educational, physical, and social benefits that come from outdoor activities.
PURPOSE
The purpose of this study was to discover a plan to encourage young children in San Francisco to play outdoors more often and to decrease the amount of time they spend on e-play.
After researching what ages are the appropriate targets of this study, these statements will be refined to include said age group.
Feedback directed my attention to the following concerns and ideas:
-specifying a demographic
-targeting parents
-social interactivity
-loss of imagination
-targeting app makers
-specific products
-everything in moderation
-Urban living=small or no backyard for children to play
-Study teens "hanging out" with friends but talking/texting on their phones the entire time.
Sunday, June 26, 2011
BIO. INTRO. PROFILE
Born and raised in Santa Cruz, a beach town an hour south of San Francisco, I grew accustomed to a slow pace of life. Choosing to study in San Francisco quickly changed that. Coming out of high school where I was involved in every creative class I could possibly fit into my schedule, I learned about the design program at SFSU and realized I could use my love of the arts and still attain a technologically relevant degree. Being able to develop my creative skill-set in a future forward manner was something that really excited me about the program.
WHO AM I?
Striving for something more than good, hoping to add something of value to society, wanting to work to live rather than living to work. More than anything else, I'm just a girl who loves the sun and wound up in a foggy but quite interesting and often brilliant city.
WHAT INSPIRES ME
+ Failure in that you learn the most when things go wrong.
+ Kindness.
+ [Folks] Sebastian Hempel. ENESS. Travis Millard. Mel Kadel. Jessica Hische. Alex Alvarez. Michel Bouvet. Dylan Brady. Agnete Enga. Ghostpatrol. Y muchos mas personas.
INFLUENCES
+ People who teach themselves new skills.
+ Nature (put a bird on it?) (think Rachel Carson and the sense of wonder the great outdoor provides).
+ Experiences and conversations–sometimes the people you least expect surprise you the most with the clever or ingenious things they say and/or do.
+ Children, who in their careless curiosity are more daring and brave than most cautious adults who tend to over-think situations and end up missing out on being present in the present.
WHAT THE FUTURE HOLDS
There is a plan, and whether or not I follow it strictly or loosely, if at all, will depend on the moment. That said, I see myself being professionally engaged in a San Francisco based advertising agency (something like 11 would be nice) where I will be able to utilize a good portion of the skills I have acquired over the years on a variety of challenging projects. After a couple years I will have had enough of San Francisco to have satisfied my appetite and will be ready to cleanse the palette for something new. Relocating either to the east coast or abroad (Europe or New Zealand) will be the next step. Working a few more years I will have had sufficient experience in the design realm to be ready to delve further into something more substancial, a.k.a. graduate schooling. This is where the plan train stops, and we transfer to the who knows what's next train letting the situation and present time guide the next step.
Born and raised in Santa Cruz, a beach town an hour south of San Francisco, I grew accustomed to a slow pace of life. Choosing to study in San Francisco quickly changed that. Coming out of high school where I was involved in every creative class I could possibly fit into my schedule, I learned about the design program at SFSU and realized I could use my love of the arts and still attain a technologically relevant degree. Being able to develop my creative skill-set in a future forward manner was something that really excited me about the program.
WHO AM I?
Striving for something more than good, hoping to add something of value to society, wanting to work to live rather than living to work. More than anything else, I'm just a girl who loves the sun and wound up in a foggy but quite interesting and often brilliant city.
WHAT INSPIRES ME
+ Failure in that you learn the most when things go wrong.
+ Kindness.
+ [Folks] Sebastian Hempel. ENESS. Travis Millard. Mel Kadel. Jessica Hische. Alex Alvarez. Michel Bouvet. Dylan Brady. Agnete Enga. Ghostpatrol. Y muchos mas personas.
INFLUENCES
+ People who teach themselves new skills.
+ Nature (put a bird on it?) (think Rachel Carson and the sense of wonder the great outdoor provides).
+ Experiences and conversations–sometimes the people you least expect surprise you the most with the clever or ingenious things they say and/or do.
+ Children, who in their careless curiosity are more daring and brave than most cautious adults who tend to over-think situations and end up missing out on being present in the present.
WHAT THE FUTURE HOLDS
There is a plan, and whether or not I follow it strictly or loosely, if at all, will depend on the moment. That said, I see myself being professionally engaged in a San Francisco based advertising agency (something like 11 would be nice) where I will be able to utilize a good portion of the skills I have acquired over the years on a variety of challenging projects. After a couple years I will have had enough of San Francisco to have satisfied my appetite and will be ready to cleanse the palette for something new. Relocating either to the east coast or abroad (Europe or New Zealand) will be the next step. Working a few more years I will have had sufficient experience in the design realm to be ready to delve further into something more substancial, a.k.a. graduate schooling. This is where the plan train stops, and we transfer to the who knows what's next train letting the situation and present time guide the next step.
Adventurous. Caring. Creative. Quirky. Generous. Determined.
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