Young Children’s Utilisation of Smartphones and Tablets

In the present, the employment of smartphones and tablets among young children has become an area of interest for researchers. The study “Young Children’s Use of Smartphones and Tablets”, conducted by Jenny S. Radesky and her colleagues, explores the intricate nuances of young children’s engagement with technological devices. The purpose of this research is to comprehensively examine the implications of smartphone and tablet usage on the development and well-being of our new generation. By employing a discourse analysis approach, the study looks at different aspects of young children’s interaction with these devices, exploring both the benefits and potential risks.

Previous research has highlighted the increasing prevalence of technology in children’s lives and its impact on various areas, including cognitive development, socio-emotional well-being, and physical health. Radesky et al. maintain that despite the potential benefits these devices offer, there are concerns regarding their overuse, potential addictive behaviours, and negative effects on attention spans.

To evaluate young children’s use of smartphones and tablets, Radesky et al. realized a discourse analysis. This qualitative approach allowed the researchers to explore the language, symbols, and social interaction that children have with these devices. The study recruited a diverse sample of participants, comprising children between the ages of 2 and 6 years, along with their parents or caregivers. Data was collected with interviews, observation of children’s interactions with devices, and analysis of relevant artifacts such as children’s drawings and recorded conversations.

The discourse analysis revealed several key findings regarding young children’s use of smartphones and tablets. Firstly, the study pointed out that technology can be used as a tool for learning, entertainment, and socialization. Additionally, it was observed that parents played a significant role in mediating and shaping children’s interactions with these devices. The researchers also identified concerns related to excessive screen time, disrupted sleep patterns, and the potential impact on language development.

The findings of this study contribute to the ongoing discourse surrounding young children’s engagement with smartphones and tablets. The identification of diverse discourses provides a differentiated understanding of how these devices are perceived and utilized by young children and their guardians. The study emphasises the importance of parental mediation and the need for balanced and mindful usage of technology. Moreover, the findings highlight the requirement for further research and the development of evidence-based guidelines to support healthy technology practices for young children.

In conclusion, this study conducted by Jenny S. Radesky and her colleagues offers valuable insights into the usage of smartphones and tablets among young children. Through the lens of discourse analysis, the research sheds light on the multifaceted nature of children’s engagement with these devices, exposure both the advantages and potential risks. The study emphasizes the relevant role of role models in guiding and moderating technology usage, as well as the significance of promoting balanced approaches to ensure the well-being and development of our following generation.

Bibliography

Radesky, Jenny S. et al. (2020, July 01). Young Children’s Use of Smartphones and Tablets. https://econsultancy.com/brands-vertical-video-social-examples/

Photoshop’s Generative Fill

For this entry I wanted to finally sit down and have a look at Adobe Photoshop’s own text-to-image based AI tool, generative fill. This feature was introduced with Photoshop (Beta) 24.7.0. and works off Adobe Firefly, a group of generative models based on Adobe’s own stock images. It allows the user to generate images based on text prompts to remove, change or add to an image inside of Photoshop. The tool currently only supports english and is limited to the beta version of Photoshop.

Basic functionality

For starters, I wanted to have a little innocent fun with the tool’s primarily intended use, which seems to be photo manipulation. For this, I naturally needed to use a picture of my cat. First, I turned the portrait picture into a landscape version, for which I left the text prompt empty and generative fill gave me three versions of the generated content to choose from:

Next, I gave her some accessories for the summer and some friends. The AI was able to generate convincing fellow felines but struggled with giving the left cat glasses so I changed the prompt to a scarf and it worked more or less. I assume that the AI starts lacking in performance quickly when it needs to reference itself. This is when I noticed that files with generative layers get large fast, this particular file takes just under 5GB of storage, at a resolution of 3000 x 3000 pixels. I want to add that performance is excellent, as the first step of filling out the original photograph to an astounding 11004 x 7403 was a matter of seconds.

After expanding the image even further to end up with a square, I wanted to test the AI’s generative capabilities with a somewhat abstract prompt: I told it to generate some grunge for me:

To my surprise, the results were not only promising but, standing at 3000 x 3000 pixels, usable as well. After a quick kitbash to generate a fictional album cover of the artists below, I stopped myself to examine another possible use case.

Image to Image

The tool seems to work best with real photographs, likely due to the nature of the data that Adobe Firefly is trained on, but I would need to do more research on that to make a valid claim. For this next test, I wanted to see whether generative fill would be able to take a crude drawing as an input and turn it into a useful result.

For this, I expertly drew the schematics of an island meant to represent a video game overworld, with a rough estimation of a volcano, a beach and a castle. I then selected the entire canvas and prompted the AI to generate a stylised island with a castle and a volcano upon it.

The results, while technically impressive, don’t take the original drawing into account very well. The AI doesn’t seem to understand the implied perspective or shapes of the crude source image.

For this result, I specifically selected the volcano and the castle and told the AI to generate those features respectively. Interestingly, the AI was able to replicate my unique art style quite well but failed to produce any novel styles or results.

As a comparison, this result was achieved with Stable Diffusion with very basic prompts similar to the one used in Photoshop. Stable Diffusion seems to be much more competent at working with crude schematics provided by the user.

Conclusion

I am deeply impressed with the capabilities of this new feature built-in to Photoshop directly. I suppose that image restoration, retouching and other forms of photo and image editing and manipulation will experience a revolution following the release of the AI. It does come with its limitations, of course, so it will most likely not be a solution for all generative AI use cases. This development has me worried however that I can achieve something meaningful with my thesis. It seems that the most powerful companies in the world are spending exorbitant amounts of money to develop tools specifically designed to speed up design processes. Nevertheless I am eager to find out how the field develops in the near future and will for one definitely adapt this feature into my workflow wherever possible.

Des Res – Intellectual Standards

1. Current project idea:

The current project focuses on the exploration of video production in a vertical format. The problem is the growing demand for vertical videos due to the increasing usage of smartphones and social media platforms, which often display content in portrait orientation. The research question seeks to understand the best practices and techniques for creating engaging and visually engaging videos specifically designed for vertical viewing. The project aims to investigate the impact of vertical videos on viewer engagement, user experience, and content consumption patterns. By addressing this research question, the project aims to provide insights and recommendations for video creators to optimize their video production strategies for the vertical format.

3. Questions of different categories:

Clarity

Q: Could you give me an example?
A: The current project focuses on evaluating the impact of including motion graphics in vertical videos for educational content delivery on digital platforms.

Accuracy

Q: How could you verify or test that?
A: I could verify the impact of motion graphics in educational vertical videos through experiments, surveys, or comparative analysis.

Precision

Q: Could you give me more details?
A: I could gather feedback from learners who experienced educational vertical videos with motion graphics. Evaluate their engagement, understanding, and overall learning experience through surveys or interviews.

Relevance

Q: How does that relate to the problem?
A: The methods verify if the created motion graphic improve engagement and comprehension in online educational vertical videos.

Depth

Q: What factors make this a difficult problem?
A: User experience, content adaptation, visual design, pedagogical considerations, and technical limitations, making it a challenging problem.

Breadth

Q: Do you need to consider another point of view?
A: To consider another point of view I could look at the learner’s perspective.

Logic

Q: Does all this make sense together?
A: Yes, all the points mentioned make sense together but it is really important to look at multiple perspectives and do a lot of research. 

Significance

Q: Is this the central idea to focus on?
A: Yes, the central idea to focus on.

Fairness

Q: Do you have any vested interest in this issue?
A: Since I have an education as a teacher I have expierience and interest in finding another way to combine my current education with my former in creating  educational videos.

4. Potential for improvement:

Since I did not know exactly what project I could use it totaly helped me to find one. Educational vertical videos are a “new” and creative way to use videos as  educational programm but is also a complex challenge. Limited screen space, attention spans, user experience, and adaptability are key considerations. To succeed, I should consider diverse perspectives, specific content, and technology for useful outcomes.

The Importance of Nature for Children

In her TED talk, Nilda Cosco shares how nature can teach children some great lessons. She believes that letting kids explore the natural world can have a positive impact on their growth and development.

She highlights a few important lessons that children can learn from nature. One is the idea of interdependence—how everything in nature is connected and relies on each other to survive. Kids can learn about their place in the world and the importance of teamwork.
Cosco also talks about how being in nature engages all of our senses. Children can touch, smell, listen, and observe the natural world, which helps them understand and appreciate it more.
She brings up resilience too, comparing the adaptability of plants and animals in nature to the resilience that children can develop. Nature teaches them to problem-solve and keep going even when faced with challenges.
Another point she makes is the value of free play in nature. Kids can use their imagination and creativity in unstructured play outdoors, which boosts their cognitive skills, problem-solving abilities, and social interactions.
Cosco wraps up by urging everyone to create more opportunities for children to connect with nature. She believes that schools, parents, and communities should prioritize nature-based experiences and create environments that inspire curiosity, wonder, and respect for the natural world.

Overall, it was an interesting talk that emphasizes how nature can teach children some life lessons. By giving kids the chance to explore and interact with the natural world, their sense of teamwork, sensory awareness, resilience, and creativity can be nurtured. It’s about fostering a generation of kids who truly care about and want to protect the environment which is something i want to keep in mind while working on this project.

Source:

Aktuelle Lage zum Thema Gendern

Die Entscheidung von Niederösterreich, das Gendern zu verbieten, hat bei vielen Menschen Unverständnis und Kritik hervorgerufen. Gegner argumentieren, dass geschlechtergerechte Sprache unnötig sei und die deutsche Sprache verkompliziere.

Auch das anti-gendern-Volksbegehren hat die 100.000 Unterschriften-Hürde geknackt und muss nun tatsächlich im Parlament diskutiert werden.

Diese aktuelle Situation ist für mich der ausschlaggebende Grund, mich intensiver mit dem Thema auseinanderzusetzen und meine Arbeit diesem Thema zu witmen. Es ist mir wichtig, dass wir uns in einer offenen Gesellschaft mit solchen Fragen auseinandersetzen und den Dialog suchen. Das Gendern ist ein Teil des größeren Diskurses über Geschlechtergerechtigkeit und Chancengleichheit. Es geht dabei darum, sprachliche Ausdrucksweisen zu finden, die nicht nur Frauen und Männer gleichermaßen einschließen und sichtbar machen, sondern auch Personen, die sich nicht mit den traditionellen Geschlechterrollen identifizieren, nicht ausgegrenzt oder unsichtbar gemacht werden.

Nun bin ich am Überlegen, ob ich meine Arbeit vom reinen Fokus auf die Typografische Umsetzung des Gendern, nicht auf den sozialen Aspekt shiften soll. Vorstellen könnt ich mir beispielsweise meine erarbeitete typografische Vorgehensweise dann in einer Aufklärungskampagne darzustellen.

Rückblick – Augmented Reality (SS23)

Im vergangenen Semester habe ich mich intensiv mit dem Thema Augmented Reality (AR) in der Kunstwelt beschäftigt und verschiedene Aspekte erforscht. Ich war fasziniert vom Potenzial von AR, das Erlebnis der Kunstbetrachtung zu verbessern und eine neue Ebene der Interaktivität zu schaffen.

Einerseits befasste ich mich mit der Frage, wie man Menschen dazu bringen kann, AR für die Kunst zu nutzen. Obwohl AR großes Potenzial hat, zögern viele Menschen noch, es zu verwenden. Daher untersuchte ich verschiedene Strategien, wie man Menschen zur Nutzung von AR ermutigen kann, zum Beispiel durch Anreize oder Vereinfachung des Prozesses.

Weiters beschäftigte ich mich mit den Vor- und Nachteilen der Verwendung von AR für Plakate. AR-Plakate können zwar fesselnd sein, erfordern jedoch ein Smartphone oder Tablet, was nicht jeder besitzt. Ich diskutierte die Vor- und Nachteile von AR-Plakaten und wie Künstler einige der potenziellen Nachteile überwinden können.

Ein weiterer interessanter Bereich war die Verwendung von AR in Kinderbüchern. Kinderbücher sind bereits interaktiv, aber AR könnte sie auf eine neue Ebene bringen. Ich untersuchte Beispiele für AR in Kinderbüchern und diskutierte die potenziellen Vorteile und Herausforderungen dieser Technologie in diesem Kontext.

Am Ende des Semesters hatte ich die Möglichkeit, selbst mit AR-Tools zu experimentieren. Ich erstellte mein eigenes AR-verbessertes Kunstwerk und dokumentierte den Prozess in einem Blogbeitrag. Dadurch konnte ich meine Forschung in die Praxis umsetzen und die Möglichkeiten und Grenzen dieser aufregenden Technologie aus erster Hand erfahren.

Insgesamt war das Semester eine spannende Erfahrung, in der ich viele neue Ideen und Perspektiven zum Einsatz von AR in der Kunst entdeckt habe. Die Möglichkeiten, das Erlebnis der Kunstbetrachtung zu erweitern und die Interaktion mit Kunstwerken zu intensivieren, sind beeindruckend. Ich freue mich darauf, meine Forschung in diesem Bereich fortzusetzen und weitere Erkenntnisse zu gewinnen.

Brand personality & experiment part 3

Since I was aware that people wouldn’t express themselves that much after giving them a chart-survey about how logosare perceived, I decided to ask another group of people directly about their opinion. So I sent the same 10 logos I made in the last blog post to people who didn’t take part in the last survey. I asked them to describe what they think about the brand personality of the logo or target group. With every answer we can again see all of the 10 logos.

Here are the answers:

1. Adolescents (Levis), children or families, fashion brand for teenagers

2. Upper class, classy and modern, more for fashion enthusiasts, a brand that wants to sell stuff that looks expensive and classy but is not

3. Teenage girls (Stradivarius), rather for children or colourful fashion for adults like Desigual

4. Mature population, real luxury, expensive, something classy, doing dresses or suits

5. Children, babies and children, brand for kids or babies, for clothes and teddy bears, good quality

6. Wedding, formal dresses, female fashion, but it’s pretty oldschool and doesn’t look that high quality, for wedding dresses, but not super high quality ones

7. Sporty, menswear or more basic, sailing type clothes, quite expensive, a bit like Petit bateau

8. Something more special, boho, secon-hand, “funky” fashion or accessories, a bit trashy, brand for jewellery but with poor quality, a bit like Claire’s, but for older people like 20-30.

9. Younger generation, girls, for children or the whole family, rather cute

10. Neutral (Tom Tailor), multi-generational, could be women’s or men’s, very modern and contemporary, but not too expensive, for teenage/young adult men, fast fashion

RESULTS

The most significant factor that changed my perspective after the first survey is for sure the quality. People were more likely to express themselves in the second experiment. I believe that good quality is a very important factor, because this can have a huge impact if people will buy the brand or even go inside the store. What is also helpful are the examples that the respondents gave me. I think it Is interesting to see to which brand they compare a logo that might be similar or isn’t at all.

Analyzing Instagram’s Design Features and Toxicity: Identifying Addressable Processes and Assessing the Potential Impact of Changes

During the past week, I have been more focused on the scientific background of my work. To accomplish this, I have developed an abstract summarizing my research, documented the methods I have already employed and plan to use, and formulated additional detailed research questions. This process involves assessing the current state of my topic and how I approach it. The objective is to aid in further planning by clarifying my intentions and desired outcomes, while also enhancing the overall scientific thoroughness of the work.

This research project focuses on examining the design features of the Instagram platform that contribute to toxicity and negative influences from various perspectives. By studying these features and their influence on user behavior, the aim is to identify processes on Instagram that can be addressed to mitigate toxicity and determine the potential impact of implementing such changes. 

Two potential directions for intervention are proposed: a media-critical approach targeting specific features of Instagram, and a media pedagogical approach involving the creation of a restricted youth version of the platform. By employing a mixed-methods research approach, including qualitative analysis and quantitative data, this study seeks to shed light on the design aspects of Instagram and their implications, providing insights for users and informing strategies for positive change.

Methodology:

1. Literature Review: Conducting a comprehensive review of existing research, academic studies, industry reports, and relevant sources to gain an understanding of the design features of Instagram that contribute to toxicity and negative influences.

2. Qualitative Analysis: Employing qualitative data collection methods, such as interviews, focus groups, and content analysis, to explore user experiences, perceptions, and attitudes regarding Instagram’s design features and their impact on behavior.

3. Quantitative Analysis: Utilizing quantitative approaches to analyze available data, including engagement metrics, user surveys, and social media analytics, to assess the effects of Instagram’s design features on user behavior and platform dynamics.

Research Questions:

1. What are the design features of Instagram that contribute to toxicity and negative influences, particularly in relation to user behavior and engagement?

2. How can the identified processes on Instagram be effectively addressed to mitigate toxicity and promote healthier online interactions?

3. What are the essential features and design considerations for developing a youth version of Instagram that promotes a safe and positive online environment while addressing the specific needs and concerns of young users?

4. Which specific features of Instagram could be targeted through a media-critical approach to effectively reduce toxicity and negative influences, and how might the implementation of such features improve the overall user experience and foster a healthier online environment?

5. To what extent do changes in Instagram’s processes, implemented through a media-critical or media pedagogical approach, contribute to creating a healthier and less toxic environment by influencing user behavior, improving engagement metrics, and shaping overall platform dynamics?

I also researched for some literature that could help me in the future:

Goodyear, Victoria A., and Kathleen M. Armour. Young People, Social Media and Health. Taylor & Francis, 2019.

Chatzatoglou, Anna. Social Media and Its Potential Effects on Mental Health. 2020.

Pabi, Anna. Gesundheitliche Belastungen durch intensiven Social Media-Konsum. 2020.

Neuwirth, Selina. Einfluss von Social-Media-Influencerinnen und Social-Media-Influencer auf die Schönheitsideale von Mädchen in der Pubertät. 2021.

Stradner, Michelle. Auswirkungen sozialer Medien auf die Selbstwahrnehmung von Jugendlichen im Hinblick auf die psychische Gesundheit. 2020.

Maier, Verena Sophie. „Wer lässt sich schon gern von einer Software erpressen?” : ein Film über die psychosozialen Auswirkungen der Social Media Nutzung von Jugendlichen. 2018.

Hartwig, Gerald. Dekonstruierte Selbstbilder : Selbstinszenierung und ihre Gegennarrative auf Instagram. 2020.

Kaia the Kākā:

gamification set in a local park

“Kaia the Kākā” is an interactive adventure set in Central Park where participants can help a virtual Kākā parrot named Kaia and her chicks. The goal is to ensure their safety by overcoming challenges and obstacles in the park. Participants need a phone with internet access and the Facebook Messenger app installed in order to play the game. It can only be played in Wellington, New Zealand since everything is located there. Starting at the main gates of Central Park, participants follow a race against time, visiting various points in the park to aid Kaia and her young. During the adventure, participants search for clues, uncover hidden artworks, and interact with Kaia through the chatbot on Facebook Messenger. They can send Kaia photos of artworks, signs, and clues and answer challenges presented by the chatbot. It’s important for an adult to accompany the kids and manage their interactions through Facebook Messenger. All messages with the chatbot are private and it is recommended to have no more than two users per device to avoid any conflicts. The adventure is free of cost, and participants are advised to bring snacks and water to stay energized throughout the experience.

I personally think it would be good to make it web based so that having a facebook account isn’t necessary. Other than that, I believe Kaia the Kākā to be a great approach to the gamification of nature for children.

Sources:

https://events.stuff.co.nz/the-press/2019/kaia-the-k-k-family-adventure-in-nature/wellington

https://naturethrougharts.files.wordpress.com/2019/04/kaia-the-kaka-report-oct-2018-final-pdf-1.pdf

Fazit dieses Semesters

Auch in diesem Semester war ich wieder verblüfft, wie mächtig Werbung tatsächlich ist. Klar, an sich weiß man es, wenn man in der Branche tätig ist, aber gerade durch die Recherchen und Experimente wurde es wieder ein Stückchen nähergebracht. Sie hat das Potenzial, unsere Wahrnehmung zu formen, unsere Entscheidungen zu lenken und unsere Emotionen zu beeinflussen. Die bereits vorgestellten Experimente verdeutlichen, wie gezielte Techniken und Strategien in der Werbung eingesetzt werden können, um die Reaktionen und das Verhalten der Zielgruppe zu beeinflussen.

Die verschiedenen Experimente haben gezeigt, dass Werbung nicht nur überzeugende Texte und schöne Bilder verwendet, sondern auch subtile Methoden einsetzt, um uns zu manipulieren. Das Experiment zum Einsatz von positiven und negativen Texten verdeutlicht, wie unsere Emotionen und Vorlieben durch den sprachlichen Inhalt einer Anzeige gezielt gesteuert werden können. Positive Texte können uns motivieren, uns mit einem Produkt zu identifizieren und es zu kaufen, während negative Texte möglicherweise unsere Ängste oder Bedenken ansprechen und so zu einer anderen Reaktion führen können.

Das Experiment zur Rhetorik in der Werbung zeigt, wie geschickte sprachliche Techniken eingesetzt werden, um unsere Aufmerksamkeit zu erregen und uns zu überzeugen. Durch die Verwendung von Slogans, Wiederholungen und emotionalen Appellen kann Werbung eine starke Wirkung auf unser Denken und Handeln haben. Die gewählten Beispiele haben verdeutlicht, wie bestimmte rhetorische Mittel, wie beispielsweise die Verwendung von Superlativen oder das Ansprechen von sozialen Bedürfnissen, unsere Reaktionen und Entscheidungen beeinflussen können.

Das Experiment zur Effektivität von Call-to-Action-Phrasen hat gezeigt, dass die gezielte Aufforderung zum Handeln einen erheblichen Einfluss auf unsere Reaktionen haben kann. Indem wir klare und überzeugende Handlungsanweisungen geben, können Werbetreibende unsere Aufmerksamkeit lenken und uns dazu bringen, bestimmte Schritte zu unternehmen, sei es der Kauf eines Produkts, die Anmeldung zu einem Service oder das Teilen einer Werbebotschaft.

Diese Experimente verdeutlichen, dass Werbung eine starke manipulative Kraft besitzt. Sie nutzt verschiedene Techniken, um unsere Emotionen, Überzeugungen und Verhaltensweisen zu beeinflussen. Es ist wichtig, sich dieser Tatsache bewusst zu sein und kritisch zu hinterfragen, welche Botschaften und Motive uns in der Werbung begegnen.

Indem wir uns der Beeinflussungspotenziale in der Werbung bewusstwerden, können wir unsere eigene Entscheidungsfreiheit wahren und bewusste Kaufentscheidungen treffen. Darüber hinaus sollten Werbetreibende ihre Verantwortung erkennen und ethische Grundsätze in der Gestaltung und Verbreitung von Werbung beachten.

Es liegt an uns, diese Manipulationsmöglichkeiten zu erkennen und eine bewusste Entscheidung darüber zu treffen, welchen Einflüssen wir uns aussetzen möchten. Aber auch wie wir sie als Gestalter*innen sinnvoll einsetzen.