It’s Not Just TV Anymore: The Promises and Perils of Immersing Children in Technological Environments
Nathan G. Freier
|
Special journal issue explores interaction,
development, and design issues
Today’s children are coming of age immersed in video gaming,
Web browsing, and instant messaging. Many have cell phones,
laptops, and hand-held video games. Others have created avatars
of themselves, and some are raising robot pets in virtual
worlds. What impact does this technology have on children? A
new journal issue co-edited by a human-computer interaction
(HCI) professor from Rensselaer Polytechnic Institute and a
developmental psychology professor from the University of
Washington explores the promises and perils ahead for children
in technological environments.
The journal Children, Youth and Environments (CYE)
this month published a special issue titled “Children in
Technological Environments.” The issue examines the increasing
prevalence of technology from various perspectives, including
knowledge and education, social and moral development, culture
and community, access and equity, relationship to nature,
therapy and health, art and expression, and future
scenarios.
“Today, technology is part of everyday life, and it can
easily mediate or even replace other types of experiences,”
said Nathan G. Freier, assistant professor of HCI in the
Department of Language, Literature, and Communication, with a
joint appointment in Information Technology, at Rensselaer.
“This journal issue provides us with a forum to address this
ongoing dialogue regarding the impact of technology on
children, and find ways to strike a balance in terms of
interaction, development, and design.”
With readers in more than 160 countries, CYE offers
access to authoritative research articles, in-depth analyses,
cutting-edge field reports, and critical book reviews.
Articles in this month’s special issue are authored by
leading researchers from the United States, Britain, and Japan,
and offer insight related to their projects and observations
regarding interactive humanoid robots, digital libraries,
virtual natural environments, video and online games, hacking,
assistive technologies for children with learning disabilities,
learning by doing with shareable interfaces, among other
topics.
“Through past centuries, technologies have offered enormous
benefits to children,” Freier said. “Written language, for
example, can be incredibly beautiful, and compared to spoken
language, the written word — from clay tablets, to pen and
paper, to digital computers — has allowed for new depths and
forms of communication and expression, an unfolding of human
awareness.”
Freier’s research interests fit within the broad area of
human-computer interaction with emphasis on technologies for
children, social robotics, and value sensitive design. His
work explores how children develop socially and morally in the
context of increased interactions with apparently intelligent,
autonomous systems such as graphical avatars and social
robots. His co-author, Peter H. Kahn Jr., is an associate
professor in the Department of Psychology and adjunct professor
in the Information School at the University of Washington. He
also serves as director of the university’s Human Interaction
with Nature and Technological Systems (HINTS) Lab.
The field of human-computer interaction holds the design and
evaluation of digital technologies as central to its
mission. Traditionally, the field has considered the
human relationship to technology to be one of ‘use’; but the
field is expanding to address the many facets of
human-technology interaction that include a focus on emotional,
social, and moral experiences, which account for this
complexity in the design and evaluation process. Thus, the
special issue includes scholarly work on many aspects of
children’s relationships to their technological
environments.
According to their research, today’s technology is more
sophisticated and invasive. Children play multiplayer online
role-playing games (MMORPGs), which allows for large numbers of
players to interact by controlling and developing their
fictional characters in adventurous game settings. In 2006,
MMORPG revenues exceeded $1 billion. Also, video games dominate
children’s media entertainment. In more recent years,
inexpensive robot pets and online virtual pets have become
increasingly popular.
“Technology is good and it can help our lives, but let’s not
be fooled into thinking we can live without nature,” said Kahn.
“We are losing direct experiences with nature. Instead, more
and more we’re experiencing nature represented technologically
through television and other media. Children grow up watching
Discovery Channel and Animal Planet, playing with robotic pets,
and taking virtual tours of the Grand Canyon on their
computers. That’s probably better than nothing. But as a
species we need interaction with actual nature for our physical
and psychological well-being.”
Freier also noted that the interactions and amount of time
that children are spending with technologies, particularly the
Internet, communication technologies, and video games, are
forcing educators to redefine what they mean by learning
processes and outcomes.
“As we worked to develop ideas for the special issue of the
journal, important considerations when assessing the benefits
of new technologies, especially those of a digital and virtual
form that act as a go-between with the physical world, are the
benchmarks to rely upon when establishing the benefits and
harms,” Freier added. “Such benchmarks may include
psychological and physiological effects experienced while using
a form of technology.”
The Future Impact of Yesterday’s
Technology
The journal also highlights the fact that visions of the
future as portrayed through media and literature (such as
science fiction) are one of the powerful drivers of
technological environments. In the mid-1960s, for
example, Gene Roddenberry, creator of the original Star
Trek television series, saw the value of small, handheld
mobile communication devices; thus the “flip” design of the
crew’s Communicators seemingly influenced the design of the
common cell phone we see in use today. Also, the android
character Data in Star Trek: The Next Generation shows
us how fragile our own self-identity is when we look into the
eyes of a man-machine and see our own reflection. And perhaps,
the woman-machine in the classic Metropolis reflects
our deep-seated nightmares of a future gone wrong.
Freier noted that we also see this tension play out in
Asimov’s iRobot series of short stories in which
robots are intentionally designed to benefit humanity, but all
too often the robots (and humans, ironically) fall victim to
their own immense complexity.
“It is obvious that today’s children are coming of age in
yesterday’s science fiction future,” Freier said. “Children
today know no other way of being, no other way of existing in
the world. Our faith in the benefits of those who play a
significant role in shaping our technological force is often
balanced with the fears of the unknown and uncontrollable
sinister force embedded within the technologies, often
unbeknownst to the designers themselves.
“This process of balance — which leads to children’s
intellectual, social, and moral development — will be, and
already is, strongly shaped by the technological environments
children inhabit,” he added. “Thus we need to design our
technological environments wisely.”
According to the authors, the most important lesson to
remember is that “we are not only a technological species, but
one that came of age through deep and intimate daily contact
with other humans and with an embodied, physical natural and
often wild world – and we still need that world to flourish as
a species.”
“In the years ahead, technological nature will get more
sophisticated and compelling,” Kahn said. “But if it continues
to replace our interaction with actual nature, it will come at
a cost. To thrive as a species, we still need to interact with
nature by encountering an animal in the wild, walking along the
ocean’s edge or sleeping under the enormity of the night
sky.”
To view the publication, visit http://www.colorado.edu/journals/cye/19_1/.
|
Published
May 22,
2009 |
Contact: Jessica Otitigbe
Phone: (518) 276-6050
E-mail: otitij@rpi.edu |
|