Report: Sirius Thinking Playtesting & Prototyping Session at GIANT

Sirius Thinking team joined our team of researchers and GIANT kids for one session of playtesting and prototyping. This session was part of their research studies for Phase I of their SBIR grant.


INDUSTRY PARTNER

PRODUCT

  • Game Changers: A Library of

    Literacy Games & Videos

    Featuring Between the Lions,

    the Award-Winning PBS Series

PRODUCT DEVELOPMENT STAGE

  • Beta Prototype

RESEARCH & DESIGN METHODS

PARTICIPANTS

  • Ages: 4 to 6 year olds

  • Number of participants: 5

FORMAT & SETTING

  • In person at The GIANT Room Flatiron Hub

  • 1 Session

  • One-on-one, Small group, educator-child duo formats

 

Background

Christopher Cerf from Sirius Thinking and Harold Moss from FlickerLab joined us in The GIANT Room’s Flatiron hub for one session of playtesting and prototyping focused on Game Changers – a library of literacy education games and videos based on the Emmy-awardwinning PBS television series Between the Lions. The team was interested in assessing preliminary learning outcomes and engagement with their product as they prepared for Phase II of an SBIR grant awarded to Sirius by the U.S. Department of Education.


The Big Question

  • Engagement: (1) How long would kids like to spend on the portal? (2) What type of media would they engage with more?

  • Learning: To what extent are early readers able to improve their reading skills after one session of interacting with the software?


Process

Christopher Cerf and Harold Moss joined five kid participants at The GIANT Room. We started the session with a round of introductions and asked Christopher to read a few pages of his book A Skunk in My Bunk aloud for the participants. The book reading gave the kids a great opportunity to learn more about him and helped them to feel more comfortable with the adults in the room. After the book reading, we asked participants to interact with the Game Changers portal on computers and iPads. Throughout the session, we asked kids to play on their own, in small groups with one, two, or three other kids, or in collaboration with one of the adults in the room. The last 45 minutes of the session were set aside for the kids to design their own games, make prototypes, and share their creations with the design team.


Key Findings & Recommendations

Recommendation: When possible, adjust scaffoldings in the game based on the user's performance. Educators and parents can also provide these scaffoldings as they co-play with kids.

Recommendation: Features such as “turn taking” allow for fair gameplay in small groups. The players can cooperate or compete to reach a goal in the game.

Recommendation: Portals that provide access to a diverse set of content can engage a diverse group of kids, especially if they allow kids to create and engage based on their interests.


Impact on Product Design

  • Our industry partners were pleased to see kids learning and engaging with their platform, and took notes on ways they could improve the product in terms of usability, engagement, and learning outcomes in Phase II of their SBIR grant.

  • In particular, most kids showed higher engagement with one game on the portal that focused on teaching short vowel sounds. Designers, therefore, decided to incorporate a similar play pattern to teach other phonemes.

  • Sirius Thinking and Success for All were awarded Phase II SBIR grant from IES. They are partnering with The GIANT Room to continue engaging with GIANT kids for the next two years.

Impact on Kids

  • Kid participants who were not proficient in reading showed signs of improvement in detecting certain phonemes after just one session of gameplay. Parents of these participants asked for a link to the product so that they can continue learning with the portal at home.

  • Kids love to meet and interact with real designers who actively design products for them to play and learn with. As they interact with the designers, share ideas, co-play and co-create with them, not only do they develop their creative confidence, but they also practice design thinking, collaboration, and the art of giving and receiving feedback.

  • As kids interact with designers and learn about the behind-the-scenes development of real products, they trust more about their own design process, become more forgiving with their own failures, and start internalizing that prototyping, testing, and refining their designs are necessary steps to bringing their ideas into the world.

  • Interactions and engagements with designers amplify kids' voices, needs, interests, and perspectives in the design process of products that may touch millions of other kids when these products enter the market.

Credits

A GIANT thank you to kids and adults who participated in this session, generously shared their ideas and feedback, and contributed to the design and development of the Game Changers Portal!

Kid Participants:

Aiyla, Aleph, Cena, Julian, Seppe

Adult Participants:

Christopher Cerf (Sirius Thinking)

Hongjin Du (The GIANT Room)

Azadeh Jamalian, PhD (The GIANT Room)

Lisa Lei (The GIANT Room)

María Eugenia Segovia (The GIANT Room)

Harold Moss (FlickerLab)

Collaborate with GIANT

Is your company designing and developing a product for kids? Reach out to us to learn more on ways The GIANT Room’s team and GIANT kids can support you in your research and development efforts. From recruitment and space for conducting research, to designing a robust research program based on the stage of your product development— including facilitation, data collection and analysis, reports, executive summaries, and experience/play design consulting; we’re here to support.

I watched how [the facilitator] worked with my son with this software and I love to continue working with him at home. I’d love to have a link to the application to use at home!
— Parent
I want to participate in the workshop again! I can do it 100 times!!
— Kid Participant
 

Check out more reports from GIANT DesignLab