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Creativibee

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Overview

In this project, we designed Creativibee, a tangible object that enables open-ended play for hospitalized children. We considered social and moral responsibilities during the design process: we used fairly sourced, sustainable materials and relied on gender-neutral play principles.

My Role: User research, Sketching

Tools:  Adobe Illustrator, 3D printer

Timeline: February 2021 - May 2021

Deliverables:  Play concept with tangible toys, research findings

Team: Sevda AbdollahiNami, Timo Grootelaar, Casper Hazebroek, Jasmijn Mennink, Anouk Noordeloos

The Challenge

The project started by focusing on the following question:

    How can open-ended and gender-neutral play support hospitalized children?

To answer this main question, the following sub-questions were addressed:

  1. What is open-ended play? 

  2. What are the principles of gender-neutral play? 

  3. What are sustainable materials, and in what way can sustainable materials be applied?

  4. Who are the stakeholders involved in this context?

  5. What does the user environment look like, and how do people act in this environment? 

  6. What are the plays that are already designed for children in hospitals? 

  7. How can scenarios be applied in this project to design for this context?

Plan of Approach

We applyed a scenario-based design approach to the design process. During three phases, we used several research methods to answer the research questions. This approach made research with the core stakeholders possible without physical contact, which was required because of the COVID-19 pandemic.

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Explorative phase

Informal Research

As a preparation for the project, we executed informal research in open-end play, play in the hospital, and the current situations in hospitals. We found the Information on the internet and in videos that represent the current situation at the hospital. Additionally, we contacted an employee about the situation at the children’s ward in the hospital. As the last point, we performed stakeholder mapping. This map formed the base of reaching out to different stakeholders digitally, considering their function concerning children and aiming and better understanding the role of play in hospitals.

Market Research

During market research, we mainly focused on open-ended toys. Moreover, we focused on which toys are possibly used in a hospital or could be used. The important part of this research was the toys themselves and their optional functions.

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Stakeholder Mapping

We conducted a stakeholder analysis to establish who the project's stakeholders are and how much attention and effort should be devoted to each stakeholder in order to keep the project on track.
Since the project mainly focused on children aged 4 to 7 years old, we considered them as the core stakeholders. Several people may be involved during play, so these people use the product too and are direct stakeholders. Family, parents, brothers, and sisters may come over and play with the hospitalized children. Also, other hospitalized children may play with the product, and several employees may play together with the children and are therefore direct stakeholders. Furthermore, some people are indirectly in contact with the product and the children. For example, hospital employees must clean the product, or professionals may use it as a tool. Therefore, these people are all mapped as indirect stakeholders.

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Explorative Scenarios

Based on the knowledge obtained from informal research, market research, and stakeholder mapping, we created five exploratory scenarios. The scenarios are based on the perspectives of a child, parent, and/or hospital employee. Using the gathered knowledge and the created explorative scenarios, the treads and opportunities influencing the design domain became evident.

Threads

  • Busy parents 

  • Too worried parents

  • Loneliness 

  • Shyness

  • Isolation 

  • Scared

  • Quiet children 

  • Anxiousness 

  • Tired because of the play

  • Only thinking of pain 

  • Long waiting time

  • Boring/scary surroundings

  • Disabilities because:

    • Bound to machines

    • Reduces fitness 

    • Broken arm

Opportunities

  • Social play 

    • Prevent loneliness

    • Interaction with others

  • Distraction of negative thoughts 

  • Frequently hospitalized 

  • Long periods of hospitalisation 

  • Play including visitors  

  • Short time play

  • Shared playroom

  • Ronald Mcdonald’s house 

  • Familiar aspects from “normal” life

  • Motivation from family or friends

  • Employees - patient relation

  • Children section in hospital 

  • Pleasant feeling of surroundings

In the scenarios, it is often assumed that children have negative emotions during a hospital visit. These negative emotions can be a thread, but simultaneously, an opportunity because it would be possible to change the emotions through the play. Another often mentioned topic is the loneliness of the children; therefore, play with social aspects would help the children.

Creativibee: Text

Requirements Phase: Current Practice

Literature Research

The literature research focused on open-ended play, gender-neutral play, sustainable materials, hospital experience, play in the hospital, architecture, and parents. We gathered information from academic research, hospital websites, blogs, and different journals. We also used the literature study to learn more about the research methods used, how they should be applied, their advantages and limitations, etc.

Interviews

In order to connect with stakeholders and collect data about children's play in the hospital, we conducted semi-structured interviews with pedagogical employees, a strategic program director in the Child Health Program, and an architect who designed a children's hospital. The interviews had open-ended questions developed around the research questions. Since respondents could give any answer in the interview, it allowed in-depth conversation of thoughts and ideas and possible issues.

Observations

The original aim for the observations was to observe children in this environment. Due to the measures against the spread of the coronavirus, it seemed irresponsible to observe children physically. The alternative was to ask nurses or other employees to make (video) recordings of children when they are playing, but these activities would conflict with the privacy of patients. However, as a result of the collaboration with the Medical Spectrum Twente, we had an opportunity to visit the children’s section, while delivering the needed materials as a preparation for the collaging. From this event, many insights were validated concerning various topics.

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Context Map

From the literature research, interviews, and observations, we gained many insights. To be able to distribute all information, we created a detailed mind map to store the information from various sources and make connections between insights.

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Current Practice Scenarios

Based on the methodologies performed in this phase of the project, we gained a better insight into the context. Within the current practice scenarios, we described different perspectives on play in the hospital and the behavior of stakeholders. These have made the needs of various stakeholders more explicit.

Creativibee: Text

Requirements

Based on the insights from the various conducted methodologies in the first phase of the project, we created the following requirements. These specifications describe the characteristics that the product should meet, which are important to various stakeholders.

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  • The product relies on the principles of open-ended play.
    This type of play leaves room for the imagination and exploration of its user.

  • The product relies on the principles of gender-neutral play.
    Children should explore different interests and develop skills without forcing them to do so.

  • The materials of the product are sustainable and fairly sourced.
    This principle aims to use materials that are not harmful to the people and the planet.

  • The product is a tangible object that does not include digital user interfaces.
    This aim supports the development of children through physical play.

  • The product should not reflect inappropriate themes (e.g., death, violence).
    Based on the interviews, the product's primary purpose is to play, and it should derive positive emotions and experiences.

  • The product should not have sharp edges, small parts, room for pinching fingers, or parts that could potentially harm the user when broken.
    Possible harm to the user can interrupt their activities and the flow experience of playing. Maintaining this ability makes the product more durable. 

  • The product should be intuitive to use.
    The child should be able to find out how to use the product to play easily independently without any instructions. 

  • The product should be usable for the target audience, thus being tuned to ergonomic values that suit the target group and not including text.
    The desk research has shown that the target audience has specific capabilities given their age and stage in physical and mental development, yet many people within this group would be able to use the product.

  • The product requires little maintenance and cleaning.
    The product should still be usable if parts are lost, reflecting its durable character and maintaining the ability to play for the user.

  • The product's material is easy to clean and complies with the hygiene standards for hospitals.
    As obtained from the interviews, alcohol is used to clean the toys after usage. Therefore, the chosen material(s) should allow for cleaning with this type of liquid, without traces of wear.

  • The product is resistant to wear in contact with the user and environment.
    The choice of material should allow for intensive use without losing the build quality, reflecting its durable character.

Requirements Phase: Future Practice

Context Mapping

We used collaging as a methodology to learn more about the experience of children and to get familiar with their thoughts and imagination. We chose this method because it is suitable for the young age of the participants and the limitations due to the corona measures. Since we could not be in the hospital, the employees facilitated this activity through instructions that we gave them.


Sensitizing

As a preparation for the collaging,  we provided instructions and the needed materials for the hospital employees to facilitate this session. We emphasized letting the children explain what they are doing, aiming to do it in a fun way for them. We wanted to transcribe their imagination and thoughts, which is extremely important for designing, as it could reveal information that we could use as input for the design of the product.

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Collaging

After the introduction, the children were asked to make a collage. Collaging supports the creativity and motor skills of children. In this activity, three children in the desired age group have participated, two girls and one boy. The children picked several pictures out of supplied magazines and paste them on an A3 paper. After children were satisfied with their collage, they were asked to present it, like presenting a TV program. Through the presentation, the children talked about their thoughts; this is where the value of the exercise lied for us as researchers. 

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Future Practice Scenarios

We used the future practice scenarios to start and accelerate the ideation phase. Through the process, several new ideas and directions popped up in our minds, reflecting on the insights from the current practice scenarios. In each of these scenarios, there is a 'magic box.' This magic box of each scenario can take any shape and illustrates the main direction. We intentionally kept the visuals and the text vague, leaving room for interpretation and the creation of many ideas.

Creativibee: Text

Conceptualization Phase

Analysis Context Mapping

From the collages gathered from the participants, we drew conclusions that could be used in the product's design. Although the participants created distinctive collages through unique images, there were also similarities. All results reflect the following themes: nature, animals, adventure, and roleplay. In some way, the participant's choice of images seems to fulfill a boy or girl's stereotype. Every collage includes a unique color palette. But, thinking of the generally applied theme of nature, it can be obtained that natural colors are reflected in all collages. Based on the children's stories about the collages, it became clear that the animals play a crucial role in their imagination. All children were already attracted to the animal when seeing a picture.

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Ideation

The collaging activity helped us learn more about children's experiences and get familiar with their thoughts and imagination. By doing so, our knowledge and the experience of the end-users were connected. We created sketches based on the information gathered during the project, the collaging activity's outcomes, and the future practice scenarios as inspiration.

From all ideas, we created three concepts: Creativibee, Create your buddy, and the private shared space.

Interaction Scenarios

Based on the chosen final concepts, three interaction scenarios are created to describe the possible interactions between the users and the created concepts.

Creativibee: Text

Concept Choice and Validation

​We considered the characteristics of each concept and reviewed them based on the principle of open-ended play. 

 Comparing the pros and cons of each concept, we chose the first concept, Creativibee, since it reflects the open-ended character more clearly than the other concepts. It encourages children to create their own play or game, whereas the other concepts only do so to a restricted extent.

Experimental Future Scenarios

We used the experimental future scenarios as a methodology to elaborate and validate the redefined concept of the Creativibee. It aimed to show and review user and product interaction, meaning what triggers particular behavior and how behavior is changed. Therefore, it was meant as an exploration of what can be achieved by the concept.

Creativibee: Text

Final Product

The chosen concept can be used to make patterns on the ground or walls. For example, when a pattern on the ground can be used as a playground. The hexagonal tiles are available in different colors, are rather big, and can be connected to each other from the side and the bottom. This allows for the creation of two-dimensional surfaces and three-dimensional structures. The tiles can also be attached to the wall to create a (pixel-based) image or build a construction on the wall, thus functioning as a decoration for the environment as well.
It is up to the imagination of the child to create their own purpose for the tiles, which reflects the principle of open-ended play. Children are responsible for the procedure of playing. They can create their own rules and types of play. Therefore, children of different ages can play with the product, both individually or with other children. As a result, the play is likely to encourage children to interact with one another and play collaboratively. 
The shape of the tiles is simple and, therefore, easy to clean. It is big enough to hold and not get lost. Children are encouraged to create structures or constructions with the piles, which is beneficial for developing their motor skills and spatial understanding. The communication of this concept is rather passive, as there is no feedback between the user and the product (e.g., through light). It is argued that the simplicity of the product supports the open-ended character and encourages imagination.
The aim is to implement the concept within the determined environments currently used to facilitate play for children. These environments might have to be equipped with a wall-mounted board to allow this functionality, but many other purposes of the concept can be utilized without the wall mount. The concept can also be used in other environments. However, it is likely that more interaction will take place in an environment where peers are, such as a playroom.

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