ABSTRACT
Gender stereotyping in child development and education is a known issue but as yet little attention has been given to the design for change, or at least attenuate, stereotypical thinking. In our research we explored how Digital StoryTelling (DST) could support children in their awareness of negative gender stereotypes. Following a participatory design-inspired approach we involved 43 participants; children and adults (teachers and experts in the domain), in three workshops with the purpose of exploring this design space. Here, we describe this full process and its outcomes: nine concepts to guide the design of a DST tool. The workflow and toolbox used during the process are instances of an approach that could be replicated in other contexts and/or to challenge other types of stereotypes. The main contribution of our research is towards the design for change with and for children. We hope that our work will inspire members of our community to address these issues.
- M. S. Turner J. C. Hogg M. A. Oakes P. J. Reicher S. D. & Wetherell. 1987. Rediscovering the social group: Basil Blackwell. https://doi.org/10.1111/j.20448309.1987.tb00799.xGoogle ScholarCross Ref
- Olaiya E Aina and Petronella A Cameron. 2011. Why does gender matter? Counteracting stereotypes with young children. Dimensions of Early Childhood 39, 3.Google Scholar
- Cooper Alan. 1999. The inmates are running the asylum.Google Scholar
- Houman Alborzi, Allison Druin, Jaime Montemayor, Lisa Sherman, Gustav Taxn, Jack Best, Joe Hammer, Alex Kruskal, Abby Lal, and Thomas Plaisant Schwenn. 2000. Designing Story Rooms: interactive storytelling spaces for children.Google Scholar
- A Angeli and Sheryl Brahnam. 2006. Sex Stereotypes and Conversational Agents. In AVI 2006 Gender and Interaction: Real and Virtual Women in a Male World Workshop paper, 1--4. Retrieved from https://pdfs.semanticscholar.org/a300/47f9bf4b858e51 62dbba82d0c9d76740766e.pdfGoogle Scholar
- Alissa Nicole Antle. 2006. Child-Personas: Fact or Fiction? In Proceedings of the 6th Conference on Designing Interactive Systems (DIS '06), 22--30. https://doi.org/10.1145/1142405.1142411Google ScholarDigital Library
- Michal Armoni and Judith Gal-Ezer. 2014. Early computing education: why? what? when? who? ACM Inroads 5, 4: 54--59.Google ScholarDigital Library
- Khaled Bachour, Frédéric Kaplan, and Pierre Dillenbourg. 2008. Reflect: An interactive table for regulating face-to-face collaborative learning. Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) 5192 LNCS: 39--48. https://doi.org/10.1007/978-3-540-87605-2_5Google ScholarDigital Library
- Lori Baker-Sperry and Liz Grauerholz. 2003. The pervasiveness and persistence of the feminine beauty ideal in children's fairy tales. Gender and Society 17, 5: 711--726. https://doi.org/10.1177/0891243203255605Google ScholarCross Ref
- Shaowen Bardzell. 2010. Feminist HCI?: Taking Stock and Outlining an Agenda for Design. Proceedings of the 28th International Conference on Human Factors in Computing Systems: 1301--1310. https://doi.org/10.1145/1753326.1753521Google ScholarDigital Library
- A R Barrett and J S Edwards. 1995. Knowledge elicitation and knowledge representation in a large domain with multiple experts. Expert Systems with Applications 8, 1: 169--176.Google ScholarCross Ref
- David N. Beede, Tiffany A. Julian, David Langdon, George McKittrick, Beethika Khan, and Mark E. Doms. 2011. Women in STEM: A Gender Gap to Innovation. Ssrn. https://doi.org/10.2139/ssrn.1964782Google ScholarCross Ref
- Tessa Berg, Alexander Sharpe, and Emma Aitkin. 2018. Females in computing: Understanding stereotypes through collaborative picturing.computers and Education 126: 105--114. https://doi.org/10.1016/j.compedu.2018.07.007Google ScholarCross Ref
- Marina Umaschi Bers and Justine Cassell. 1998. Interactive storytelling systems for children: using technology to explore language and identity. Journal of Interactive Learning Research 9: 183--215.Google ScholarDigital Library
- Susan Birrell and Mary G. McDonald. 2012. Break Points: Narrative Interruption in the Life of Billie Jean King. Journal of Sport and Social Issues 36, 4: 343-- 360. https://doi.org/10.1177/0193723512442203Google ScholarCross Ref
- Elizabeth Bonsignore. 2011. Sharing stories ?in the wild": a mobile storytelling case study. In Proceedings of the 2011 annual conference extended abstracts on Human factors in computing systems, 917--922. https://doi.org/10.1145/1979742.1979516Google ScholarDigital Library
- Philipp Brauner, Martina Ziefle, Ulrik Schroeder, Thiemo Leonhardt, Nadine Bergner, and Birgit Ziegler. 2018. Gender influences on school students' mental models of computer science: a quantitative rich picture analysis with sixth graders. In Proceedings of the 4th Conference on Gender & IT, 113--122.Google ScholarDigital Library
- Jerome Bruner. 1991. The Narrative Construction of Reality. https://doi.org/10.1086/448619Google ScholarCross Ref
- Diana Burgess and Eugene Borgida. 1999. Who women are, who women should be: Descriptive and Prescriptive Gender Stereotyping in Sex Discrimination. Psychology, Public Policy, and Law 5, 3: 665--692. https://doi.org/10.1037/1076-8971.5.3.665Google ScholarCross Ref
- Margaret Burnett, Simone Stumpf, Jamie Macbeth, Stephann Makri, Laura Beckwith, Irwin Kwan, Anicia Peters, and William Jernigan. 2016. GenderMag: A method for evaluating software's gender inclusiveness. Interacting with Computers 28, 6: 760--787.Google ScholarCross Ref
- Kay Bussey and Albert Bandura. 2004. Social cognitive theory of gender development and functioning. The psychology of gender: 92--119.Google Scholar
- Justine Cassell. 1998. Storytelling as a nexus of change in the relationship between gender and technology: A feminist approach to software design. From Barbie to mortal kombat: Gender and computer games: 298--326.Google Scholar
- Justine Cassell and Henry Jenkins. 2000. From Barbie to Mortal Kombat: gender and computer games. MIT press.Google ScholarDigital Library
- Madoda Cekico. 2013. Gender Stereotypes in selected fairytales: Implications for teaching reading in the foundation phase in south africa. Journal of Sociology and Social Anthropology 4, 3: 201--206. https://doi.org/10.1080/09766634.2013.11885597Google ScholarCross Ref
- Andrei Cimpian, Yan Mu, and Lucy C. Erickson. 2012. Who Is Good at This Game? Linking an Activity to a Social Category Undermines Children's Achievement. Psychological Science 23, 5: 533--541. https://doi.org/10.1177/0956797611429803Google ScholarCross Ref
- D. J Cuff, B. M., Brown, S. J., Taylor, L., & Howat. 2016. Empathy: a review of the concept. Emotion Review 8, 2: 144--153.Google ScholarCross Ref
- Daniel Christian Wahl. 2017. Meta-Design for whole systems health. Retrieved April 16, 2020 from https://medium.com/age-of-awareness/design-forwhole-systems-health-e700f1f030c6Google Scholar
- Françoise Decortis and Antonio Rizzo. 2002. New active tools for supporting narrative structures. Personal and Ubiquitous Computing 6, 5--6: 416--429. https://doi.org/10.1007/s007790200046Google ScholarDigital Library
- Allison Druin. 1999. Cooperative inquiry: developing new technologies for children with children. In Proceedings of the SIGCHI conference on Human Factors in Computing Systems, 592--599.Google ScholarDigital Library
- A. Durndell and K. Thomson. 1997. Gender and computing: A decade of change? Computers and Education 28, 1: 1--9. https://doi.org/10.1016/S03601315(96)00034-6Google ScholarCross Ref
- Susan K Egan and David G Perry. 2001. Gender identity: a multidimensional analysis with implications for psychosocial adjustment. Developmental psychology 37, 4: 451.Google Scholar
- Ingbert R Floyd, M Cameron Jones, and Michael B Twidale. 2008. Resolving incommensurable debates: a preliminary identification of persona kinds, attributes, and characteristics. Artifact 2, 1: 12--26.Google ScholarCross Ref
- Willem Fontijn and Philip Mendels. 2005. StoryToy the interactive storytelling toy. In Second International Workshop on Gaming Applications in Pervasive Computing Environments at Pervasive.Google Scholar
- Alexandra Funke and Katharina Geldreich. 2017. Gender differences in scratch programs of primary school children. In Proceedings of the 12th Workshop on Primary and Secondary Computing Education, 57--64.Google ScholarDigital Library
- Nicole Gardner-Neblett and John Sideris. 2018. Different Tales: The Role of Gender in the Oral Narrative--Reading Link Among African American Children. Child development 89, 4: 1328--1342.Google Scholar
- Angela M Gooden and Mark A Gooden. 2001. Gender Representation in Notable Children's Picture Books: 1995--1999. Sex Roles 45, 1: 89--101. https://doi.org/10.1023/A:1013064418674Google ScholarCross Ref
- Jonathan Grudin and John Pruitt. 2002. Personas, participatory design and product development: An infrastructure for engagement. In Proc. PDC.Google Scholar
- Mona Leigh Guha, Allison Druin, and Jerry Alan Fails. 2013. Cooperative Inquiry revisited: Reflections of the past and guidelines for the future of intergenerational co-design. International Journal of Child-Computer Interaction 1, 1: 14--23.Google ScholarCross Ref
- Geert Hofstede. 2011. Dimensionalizing cultures: The Hofstede model in context. Online readings in psychology and culture 2, 1: 8.Google Scholar
- Dennis Hummel, Sinja Herbertz, and Alexander Mädche. 2018. Biological Sex vs. Psychological Gender-Roles in Online Channel Choices: Evidence from Two Studies in the Financial Services Industry. In Proceedings of the 4th Conference on Gender & IT (GenderIT '18), 199--208. https://doi.org/10.1145/3196839.3196870Google ScholarDigital Library
- Scott G Isaksen. 1987. Frontiers of creativity research: Beyond the basics. Bearly Limited.Google Scholar
- Helvi Itenge-Wheeler, Heike Winschiers-Theophilus, Alessandro Soro, and Margot Brereton. 2018. Child designers creating personas to diversify design perspectives and concepts for their own technology enhanced library. In Proceedings of the 17th ACM Conference on Interaction Design and Children, 381--388.Google ScholarDigital Library
- Ole Sejer Iversen, Rachel Charlotte Smith, and Christian Dindler. 2017. Child as protagonist: Expanding the role of children in participatory design. In Proceedings of the 2017 Conference on Interaction Design and Children, 27--37.Google ScholarDigital Library
- Matthew L Jockers and Gabi Kirilloff. 2016. Understanding Gender and Character Agency in the 19th Century Novel. Journal of Cultural Analytics: 1--11. https://doi.org/10.22148/16.010Google ScholarCross Ref
- Caitlin Kelleher, Randy Pausch, and Sara Kiesler. 2007. Storytelling alice motivates middle school girls to learn computer programming. Proceedings of the SIGCHI conference on Human factors in computing systems - CHI '07: 1455. https://doi.org/10.1145/1240624.1240844Google ScholarDigital Library
- Monica Landoni, Elisa Rubegni, and Emma Nicol. 2018. A comparative study into how pupils can play different roles in co-design activities. International Journal of Child-Computer Interaction.Google Scholar
- Lynn S Liben, Rebecca S Bigler, Diane N Ruble, Carol Lynn Martin, and Kimberly K Powlishta. 2002. The developmental course of gender differentiation: Conceptualizing, measuring, and evaluating constructs and pathways. Blackwell Boston.Google Scholar
- Y-C Liu, Amaresh Chakrabarti, and T Bligh. 2003. Towards an "ideal'approach for concept generation. Design Studies 24, 4: 341--355.Google ScholarCross Ref
- Bonnie Thompson Long, Tony Hall, Michael Hogan, Owen Harney, Theodoros Doukoulos, and Chita Murray. 2017. Using a Collective Intelligence Scenario-Based Design approach to develop a collaboration ecosystem supporting the authorship of pedagogically valuable e-books for children. Journal of Literacy and Technology 18, 2.Google Scholar
- Patricia Louie. 2012. Not so Happily Ever After? The Grimm Truth about Gender Representations in Fairytales. UBC Women's and Gender Studies Undergraduate Journal 4, 1: 74--82.Google Scholar
- Diane M Mackie, David L Hamilton, Joshua Susskind, and Francine Rosselli. 1996. Social psychological foundations of stereotype formation. Stereotypes and stereotyping: 41--78.Google Scholar
- Carol Lynn Martin, Richard A. Fabes, Laura Hanish, Stacie Leonard, and Lisa M. Dinella. 2011. Experienced and Expected Similarity to Same-Gender Peers: Moving Toward a Comprehensive Model of Gender Segregation. Sex Roles 65, 5: 421--434. https://doi.org/10.1007/s11199-011-0029-yGoogle ScholarCross Ref
- Carol Lynn Martin and Diane Ruble. 2004. Children's search for gender cues: Cognitive perspectives on gender development. Current directions in psychological science 13, 2: 67--70.Google Scholar
- M. A. Messner. 2000. Barbie Girl versus Sea Monster: Children Constructing Gender. Gender & Society 14, 6: 765--784. https://doi.org/10.1177/089124300014006004Google ScholarCross Ref
- Jenna Lee Moore. 2008. The Impact Of Participation In School Choirs On The Construction Of Gender Identity?: An Autobiographical Narrative Jenna Lee Moore Westminster Choir College of Rider University. GEMS -- Gender, Education, Music & Society 4, 2008. Retrieved from www.queensu.ca/music/links/gems/moore5.pdfGoogle Scholar
- May M Narahara. 1998. Gender Stereotypes in Children's Picture Books.Google Scholar
- Ageliki Nicolopoulou. 2014. The elementary forms of narrative coherence in young children's storytelling. Narrative Inquiry 18, 2: 299--325. https://doi.org/10.1075/ni.18.2.07nicGoogle ScholarCross Ref
- Lene Nielsen. 2013. Personas-user focused design. Springer.Google Scholar
- A.S North and J.M Noyes. 2002. Gender influences on children's computer attitudes and cognitions.computers in Human Behavior 18, 2: 135--150. https://doi.org/10.1016/S0747-5632(01)00043-7Google ScholarCross Ref
- Johanna Okerlund, Madison Dunaway, Celine Latulipe, David Wilson, and Eric Paulos. 2018. Statement Making: A Maker Fashion Show Foregrounding Feminism, Gender, and Transdisciplinarity. In Proceedings of the 2018 Designing Interactive Systems Conference, 187--199.Google ScholarDigital Library
- Alex F Osborn. 1957. Applied Imagination, revised edition. Scribner, New York, NY.Google Scholar
- Louise G Phillips. 2010. Young Children's active citizenship: storytelling, stories and social actions.Google Scholar
- Mark Rice, Yian Ling Cheong, Jamie Ng, Puay Hoe Chua, and Yin-Leng Theng. 2012. Co-creating games through intergenerational design workshops. In Proceedings of the designing interactive systems conference, 368--377.Google ScholarDigital Library
- Bernard R. Robin. 2008. Digital storytelling: A powerful technology tool for the 21st century classroom. Theory into Practice 47, 3: 220--228. https://doi.org/10.1080/00405840802153916Google ScholarCross Ref
- Jennifer A Rode and E Shenan Poole. 2018. Putting the gender back in digital housekeeping.Google Scholar
- Mary Beth Rosson and John M Carroll. 2009. Scenariobased design. In Human-computer interaction. CRC Press, 161--180.Google Scholar
- Elisa Rubegni and Monica Landoni. 2014. Fiabot?! Design and Evaluation of a Mobile Storytelling Application for Schools. In Idc 2014, 165--174. https://doi.org/10.1145/2593968.2593979Google ScholarDigital Library
- Elisa Rubegni and Monica Landoni. 2018. How to design a digital storytelling authoring tool for developing pre-reading and pre-writing skills. In Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems, 395.Google ScholarDigital Library
- Elisa Rubegni, Monica Landoni, Antonella De Angeli, and Letizia Jaccheri. 2019. Detecting Gender Stereotypes in Children Digital StoryTelling. In Proceedings of the 18th ACM International Conference on Interaction Design and Children (IDC '19), 386--393. https://doi.org/10.1145/3311927.3323156Google ScholarDigital Library
- Andy Russell. 2010. ToonTastic: a global storytelling network for kids, by kids. In Proceedings of the fourth international conference on Tangible, embedded, and embodied interaction, 271--274. https://doi.org/10.1145/1709886.1709942Google ScholarDigital Library
- Kimiko Ryokai and Justine Cassell. 1999. StoryMat: a play space for collaborative storytelling. In CHI'99 extended abstracts on Human factors in ?, 272--273. https://doi.org/10.1145/632716.632883Google ScholarDigital Library
- Douglas Schuler and Aki Namioka. 1993. Participatory design: Principles and practices. CRC Press.Google ScholarDigital Library
- Sindre B Skaraas, Javier Gomez, and Letizia Jaccheri. 2018. Tappetina's empathy game: a playground of storytelling and emotional understanding. In Proceedings of the 17th ACM Conference on Interaction Design and Children, 509--512.Google ScholarDigital Library
- Cyd Skinner. 2013. Gender and language in best-selling children's picture books: Who gets to speak? Retrieved from http://search.ebscohost.com/login.aspx?direct=true&d b=psyh&AN=2013-99240-205&site=ehost-liveGoogle Scholar
- Rabea Sonnenschein, André Loske, and Peter Buxmann. 2016. Gender Differences in Mobile Users' IT Security Appraisals and Protective Actions: Findings from a Mixed-Method Study.Google Scholar
- Katta Spiel, Os Keyes, and Pιnar Barlas. 2019. Patching gender: non-binary utopias in HCI. In Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems, 1--11.Google ScholarDigital Library
- Bernadette Spieler. 2018. Reinforcing Gender Equality by Analysing Female Teenagers' Performances in Coding Activities: A Lesson Learned. In Proceedings of the 4th Conference on Gender & IT (GenderIT '18), 209--219. https://doi.org/10.1145/3196839.3196871Google ScholarDigital Library
- Cristina Sylla, Vítor Martins, Gabriela Sá, Ana Paula Caruso, Bruno Amaro, Douglas Menegazzi, and Francisco Sylla. 2019. Mobeybou-A Digital Manipulative for Multicultural Narrative Creation. In Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems, VS15.Google Scholar
- Jennifer Tsan, Kristy Elizabeth Boyer, and Collin F Lynch. 2016. How early does the CS gender gap emerge?: a study of collaborative problem solving in 5th grade computer science. In Proceedings of the 47th ACM technical symposium on computing science education, 388--393.Google ScholarDigital Library
- Marina Umaschi and Justine Cassell. 1997. Storytelling Systems: Constructing the Innerface of the Interface. Second International Conference on Cognitive Technology - Humanizing the Information Age: 98--108. https://doi.org/10.1109/CT.1997.617688Google ScholarCross Ref
- Susan D. Witt. 1997. Parental influence on children's socialization to gender roles. Adolescence 32, 126: 253.Google Scholar
- Korlan Zhumabekova, Altynay Ismailova, Daniyar Kushkinbayev, and Anara Sandygulova. 2018. Exploring the Effects of Robot Gender on Child-Robot Interaction. In Companion of the 2018 ACM/IEEE International Conference on Human-Robot Interaction, 287--288.Google Scholar
Index Terms
- Design for Change With and for Children: How to Design Digital StoryTelling Tool to Raise Stereotypes Awareness
Recommendations
Collaborative comic-based digital storytelling with primary school children
IDC '20: Proceedings of the Interaction Design and Children ConferenceThis work explores how comic-based digital storytelling can support primary school children in reflecting on situations involving conflict in the classroom. In particular, we focus on investigating three specific aspects: (1) the potential of digital ...
Detecting Gender Stereotypes in Children Digital StoryTelling
IDC '19: Proceedings of the 18th ACM International Conference on Interaction Design and ChildrenGender is a major variable affecting identity and life opportunities from a young age. Our research aims to explore the persistence of gender stereotypes in multimedia stories created by children with the final purpose of attenuating this stereotypical ...
Technology Probes to Explore How Children Learn About Gender Stereotypes
Distributed, Ambient and Pervasive InteractionsAbstractThere are widespread gender stereotypes in society that would influence children’s physical and mental cognitive development and future career choices. Gender equality education for children is critical. However, few studies have explored how ...
Comments