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Teaching our youth how to navigate the online world 

Design Challenge

Challenge:  Increasing student data breaches and sales to third-party advertisers disproportionately impact underserved students, whose information can be used to manipulate their online activity

Solution: A video game educating students about data safety
Tools: Figma, Illustrator, Pen & Paper

Overview

The T522: Innovation for Design course at the Harvard Graduate School of Education gave us a challenge: solve a real-life problem at the intersection of technology and education.

In response to recent massive data leaks and third-party advertisement violations by widely used educational platforms, I decided to examine K-12 student data privacy. I designed a low-fidelity prototype during a 2-week design sprint.

Discover

A lack of formal regulations and accountability have encouraged Edtech companies to dodge transparency concerning student data breaches and sales to third-party advertisers. This means…

Private companies prioritize profit over student safety by selling data that can target students for predatory loans and credit cards

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A disproportionate impact for underserved students whose data can to used to group them into harmful stereotypes and reinforce juvenile profiling

I conducted market research and 19 user interviews (district technology administrators to students) to identify demographics and behaviors around data privacy and online manipulation. 

  • Data mining affords low-cost services provided by these educational monopolies (i.e. CollegeBoard)

  • Laws and regulations struggle to catch up to the rapidly changing technology landscape

  • 85% of students aged 10-14 don’t care about their data privacy on the internet

 

This last statistic was the most striking, and shifted the learner focus from the policy level to the students themselves.

Key Takeaways

Define

Persona: The Middle School Student

Daniela (13); San Jose, CA

7th Grader

Mexican and Tongan

Daniela's personal, academic, and behavorial data is documented by her teachers

This data targets her for things like:

  • Predatory student loans and credit cards

  • Grouping into harmful stereotypes that inform what users see

  • Predictive policing using artifical intelligence

Artboard 1.png

Theory of Action

If students/families have an interactive way to value their data privacy, then they will be more educated about digital manipulation and empowered to challenge unethical privacy practices.

Further Research

After creating the persona and the Theory of Action, I dove deeper into evidence-based practices on how to best reach middle schoolers, and targeted the following:

  1. Interactive learning, such as roleplay​: the learners are presented with real-life, digital dilemmas that teens and pre-teens face regularly

  2. Engaging and playful learning models, such as gamification: individual choice, subtle nudges and tangible consequences can teach how to make "the best choice"

With these strategies and tools in mind, I started to brainstorm possible solutions.

The Solution

Of the solutions I ideated, I picked the one most likely to be used by students across schools and districts.

An alternative platform to Collegeboard this is impossible, as Collegeboard has a monopoly on college admissions/testing in the US

 

An interactive program that gives badges to reward and rank districts on their privacy practices and security  this is really boring

An educational game on privacy practices  empowers users themselves to collectively challenge policies and practices that impact them the most

Develop

Our product is an interactive roleplay game (RPG) that helps students to navigate real-world instances of compromised data privacy and foster better online habits.

Daniela and her classmates play the game often during choice time

Daniela and her community start to engage more in conversations about their data

More Interviews

Observing a focus group interview of 26 middle schoolers gave me insight on overall attitudes around a competitor game around digital safety, which revealed that students were playing through the arcade games without engaging in the content:

Student gameplay data shows how engagement doesn't necessarily mean content retention or deeper learning

After the observation, I conducted a post-game survey to understand what generally drives gameplay for this age group and demographic:

Post-game survey 1.png

Character skins and game money were voted the most enticing incentives

I also interviewed three Computer Science/Robotics Subject Matter Experts to generate Student Learning Objectives using the stems “Students Will Be Able To” (SWBAT).

Insights

Student Learning Objectives:

  • SWBAT identify the tradeoffs between privacy and convenience

  • SWBAT examine ways their data can be used to manipulate what they see online

The post-game survey from the middle schoolers generated the following digital incentives to drive learning:

  • Social incentives such as character skins

  • Financial incentives such as currency gained from choice-making

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Early digital incentive mockups based on survey results

Internal Feedback

I wanted to target one focus for a testable solution, so I took my sketches to three gaming Subject Matter Experts to pare down the project's scope.

Competitive analysis revealed the impact of choice-making is clearer with a single decision point and a wider array of choices, rather than multiple decision points with simple “right” and “wrong” answers:

I decided to target a specific learning interaction (making the safest choice) in order to create sensibility in that moment. Replacing the financial incentive in favor of a “safety meter” clearly visualizes the impact of unsafe choices; the player “loses” the level once it gets to red.

Story Outline.png

Early learner journey map example

Iterate

I tested a low-fidelity prototype with 26 middle schoolers to gauge engagement. After the playthrough, I conducted the same interest survey as before to see what could be improved or expanded. The results changed dramatically:

Gameplay Survey 2.png

An antagonist, or "bad guy," was voted the most likely to drive gameplay

Insights

I learned that a narrative to drive the storyline was most likely to compel the player to finish the game, so I drafted a more complex mission for the main character.

 

The more unsafe choices are made, an intrusive character will disrupt the flow of the game. This, coupled with an exciting narrative, was designed to drive motivation and highlight the tradeoffs between convenience and privacy.

The redesigned storyboard after adding a narrative to drive gameplay

Scene demonstrating Alien interference with the game as the player loses safety points

It was much easier to drive choice-making and motivation through narrative, as well as to simply deliver the lessons around real-life usage of technology and the tradeoffs (such as phone privacy) through the character's journey.

Interactive Prototype

Click through to explore specific player choices + their following consequences

Moving Forward

In terms of the game's actual longevity, I noted how creating the freedom to navigate and explore the “city” will give players the opportunity to invest themselves in the digital world and take a break from the game’s missions. This can lead to more investment and playing hours.

I also wondered — what if the game itself was more complex, and utilized a branching narrative where the player was able to control the progression of the plot through their choices, rather than simplifying the consequences through interference?

Branching Storyline

Storyline Types.png

Gameplay

Beginning

Story Event

Ending

Key:

Linear Storyline

String of Pearls Storylilne

The various types of video game storylines and the choices they present

There is still much left to iterate and refine with DataTrailThese are just a few questions to explore as I continue to work on developing the game.

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