Cyber Space Adventure
Interaction Design/Product Design
Interaction Design/Product Design
Interaction Design/Product Design
Interaction Design/Product Design
Interaction Design/Product Design
Interaction Design/Product Design
Interaction Design/Product Design
Interaction Design/Product Design
Interaction Design/Product Design
Packaging Design, Print/Brand Communications
Designer(s)
Sion Kim
Duration
31 Weeks
Recognitions
Child Protection & Parental Action
Root issue is the "increasing number of child predators." The possible solution with larger potential of faster and more effective risk prevention is to protect children by building awareness. Awareness training should inform about the danger a child might face due to certain behavioural choices online, and why they should avoid doing it. Also, educating how to report crime/scam, and what to do when encountered with online lurkers. Online, but also physical object should be used in the training method to enhance children's learning experience. Although, training could be useless if it isn't repeated and practiced on a daily basis. Families should be supportive about the training process and should help their children to be responsible online. The training and intervention should be part of their lifestyle.
“How can design support preadolescence creating online risk awareness?”
Design criteria are based on the design problem statement and are focusing on how the design problem can be approached strategically. Parents should be included in all solutions. The learning experience of children is most effective when parental support is combined. Parents are also in need of awareness training as the digital generation's adaptation to the online world is unfamiliar to the adults' generation. In order for parents to make online awareness a lifestyle, their deep understanding of the digital world, platforms, risks, potential routes for encountering online dangers and how to avoiding them is vital. Physical and tangible materials are essential to the method of solution since it makes learning experience highly engaging, easy to understand, and entertaining. I tried to focus on the 'interactivity' and 'tangibility' of the educational design product.
Online Risk Awareness Kit
The tangible experiential game kit. The kit consists of a board game, an information brochure, and an activity book. This kit invites both children and parents to participate in an educational game that encourages participants to expand their knowledge on the cyberspace and risks it contains. The main goal of this kit is to bring awareness into the dangers online and making the practice of awareness – conversations, activities and interventions, a lifestyle among families.
Cyber Space Adventure
"Cyber Space Adventure" is an Online Risk Awareness kit. The kit is a physical tool that provides online risk awareness learning for the preadolescence and parents. It is to provide the right resources and motivation for the parents to make online awareness a lifestyle. And also to give educational training for children in which will enhance skills to self-protect from dangers online. Eventually, the distribution of this kit will contribute to decreasing the number of online child victims. "Cyber Space Adventure" follows a classic monomyth story structure where a hero goes onto a journey and finds what they need. The Fighter, preadolesecence who plays this game, ventures into the cyberspace to solve tasks, meet challenges, and fight the foe. The Fighter becomes a hero by learning how to protect themselves in the cyberspace. The Wizard, parents who plays this game, is the mentor of the story. He/She fights alongside the Fighter and gives necessary tools and insights into how to win a challenge. Challenges are the risks that users might fall in the cyberspace, and foes are the internet predators.