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hi everyone my name is xenab and today
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i'm presenting a case study on user
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experience bootcamps with teens to
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co-design real-time online safety
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interventions
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so we know that teens are almost always
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online and while that is beneficial to
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them in many ways they're often facing
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risky situations such as cyber bullying
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sexual solicitations people stealing
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their information and so on so
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these risks are happening but teens
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don't have the guidance and the features
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that can help them resolve these risky
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situations online
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recently real-time interventions or
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nudges
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are being researched and coming out to
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be a promising way to help teens be safe
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online
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moreover
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recent co-design research shows that
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teens themselves as the main
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stakeholders want to have a voice in the
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design of these
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online safety solutions like real-time
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interventions and nudges
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now the problem is that teens often lack
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the skills and trainings to be equal
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co-design partners
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we learned also from video at all's
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research that teens want to be want
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their participation to be mutually
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beneficial in research
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so now taking all of these different
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things into account the question arises
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that how can we design effective online
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safety interventions with teens in a way
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that benefits them and promotes their
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online safety
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to address this question we conducted
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user experience boot camps with teens
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that taught them important ux design
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skills and industry standards tools such
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as canva fig jam and figma in this way
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we benefited teens through our boot camp
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process
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in the process we also asked teens to
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share and design solutions for their
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personal social media experiences
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especially those that made them or
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someone else feel uncomfortable or
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unsafe online
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we conducted eight of these boot camps
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with each boot camp having two to three
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teens
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and with a total of 19 teens each boot
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camp who happened over a span of two
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days and had a combination of training
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activities and research activities the
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research activities were focused on
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creating prototypes and storyboards that
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depicted their unsafe interactions
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online and ways in which they wanted to
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address those situations through
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real-time interventions
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day one of the boot camp mostly focused
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on user experience training and
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storyboard training we provided teens
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with a template which they used to
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depict their unsafe interactions online
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and then after that they uh we use this
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used fig jam to whiteboard their ideas
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through a low fidelity prototype of
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their ideas for addressing that risky
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situation online
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day two of the boot camp focused on
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prototyping using figma we taught teens
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the different functionalities and
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features offered by figma after which
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they had their own independent
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prototyping project in which they
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depicted the unsafe interaction as well
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as the feature or real-time intervention
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that they thought would be most
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effective in helping them or other teens
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be safe online
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conducting these boot camps online in a
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remote setting we've faced several
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challenges such as teens often had
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different ages backgrounds or skill sets
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which led to differences in the time
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that they needed to do the activities
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and their learning speeds moreover there
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were often sensitive topics discussed
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such as unsafe interactions online which
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made teens uncomfortable or led them to
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having privacy concerns
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lastly it was difficult to engage teens
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in a remote setting there were several
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technical issues it was hard to engage
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them
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and it was hard to get them motivated to
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finish the boot camp or even to speak up
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sometimes
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to address these issues over time we
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figured out a few contingency plans for
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example to set things up for success and
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to make them on equal footing
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in the design process we gave them
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preparation worksheets which
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outlined different onboarding tasks that
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they could do to become familiar with
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the tools before the boot camp we also
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gave them warm-up tasks sometimes in the
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form of interactive games and we also
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made special effort to make sure that
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teens get a balance of independent
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working time plus researcher assistance
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to ensure their privacy and well-being
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we made explicit guidelines at the start
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of the boot camp for everyone to protect
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the participants privacy we also gave
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them the option for anonymous or private
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responses and breakout rooms which
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helped teens
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elaborate on their experiences in more
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depth with the researchers in a private
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setting lastly to overcome the
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challenges of remote research we came up
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with the troubleshooting guide which
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outlined different ways to overcome the
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technical issues
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then to engage teens more in the remote
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setting we made sure to engage with them
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and have conversations that went beyond
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the design process and the design
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activities we made sure we talked to
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them about their hobbies about their
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interests and get to have a connection
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and relationship with them lastly we
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incentivized the boot camps with ux
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certificates which
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led to 100 completion rate of the boot
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camps
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we also got feedback from 13 teens
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through a survey that was sent to them
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after the boot camp most teens valued
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the training activities that we gave to
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them in the boot camp and thought they
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were they would not be able to learn and
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complete the entire bootcamp process
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without those activities
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however some teens thought that there
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were some improvements that could be
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made such as more collaborative and
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group work amongst the teens in the boot
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camp
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we saw that teens cared a lot about the
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impact of their activities and they know
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and they really thought that if youth
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were given the skills um to make these
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different designs then they could
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actually make a difference in the on in
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their own online safety
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lastly teens felt that little was done
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to protect their own online safety in
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the world through the boot camp which
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means that there was a gap in what they
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expected from the boot camp versus what
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they got which is important to note for
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future work
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based on our lessons learned and
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the feedback gotten from teens we
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outlined these
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guidelines for conducting boot camps
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co-design research or remote research
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with teens we think it's important to
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acknowledge and overcome differences in
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their background ages or abilities it's
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also important to be prepared for
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trouble or things that could go wrong
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beforehand
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it's also very important to build
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rapport or relationship with teens since
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that's what ensures the success and
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interactions of teens with the
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researchers it's important to in ensure
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their privacy their independence and
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their well-being and also to communicate
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the impact of their efforts and their
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participation in research since that is
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their primary motivation for
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participation
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lastly teens love to work with other
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teens and they love collaborative
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activities which is something to keep in
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mind for future researchers
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thank you and if you have any other
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questions i would be happy to answer
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them in the live chat thanks again
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