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Design for the 
Real Kids: 
let them play! 
Rachel Fincken 
Innovation Studio 
M.Sc. Product-Service-System Design 
Politecnico di Milano 
24th October 2014
The focus areas of my talk are: 
children, design, and play 
Children 
when I talk about children, I refer 
to the real kids and not those 
described in market research data. 
No numbers or percentages 
Design 
when I talk about design, I refer to 
everyday objects, products, 
interactions, and activities, not 
designer goods for kids 
Play 
when I talk about play, I refer to a 
serious design and learning process 
- in other words, education
The title of my talk, Design for the 
Real Kids is borrowed from the 
highly distinguished designer, 
educator, lecturer and writer Victor 
Papanek, whose landmark book, 
Design for the Real World, first 
published in 1971, led the way 
towards an age of morally and 
environmentally responsible design 
Moveable Playground Structure, as 
featured in Papanek's book The Green 
Imperative (1971) (IMAGE Victor J Papanek 
Foundation)
So my goal today 
is to offer some 
insight… 
…and help you innovate 
for real kids!
Who am I 
Rachel Fincken, Designer and Educator 
MA Design, Strategy and Innovation 
Brunel University, class of 1999 
I have worked in the field of art and design 
education in the UK and Italy for many 
years, and as an independent UX 
consultant for industry.
What I love (and do) 
#01 
I love contemporary design (and 
“design thinking” let’s say) in 
relation to education, literature 
(storytelling), technology and 
children.
In 2012 I set up a 
workshop, called 
Tweetkids 
Tweetkids is a vision of design 
education and English language 
learning for children, whereby we 
learn to think through playing 
and making. 
I think of tweetkids as a 
playground, and it is designed for 
infant (age 3 to 6) and primary 
school (age 6 to 10) children.
A quick definition: 
play-ground noun -ˌgraund 
: a place where people go to do 
enjoyable things 
…and that’s exactly what we do!
What I love (and do) 
#02 
I love teaching (and education in 
general). 
I also teach Middle School children 
(age 10 to 14) 
My subject, which I teach in 
English, is Art and Design. 
We make all sorts of creative 
projects, experimenting with 
materials and processes.
Learning objectives and outcomes 
21st century skills 
Leadership 
Digital literacy 
Communication 
Emotional intelligence 
Entrepreneurship 
Global citizenship 
Problem-solving 
Team-working 
Design skills 
Leadership 
Digital literacy 
Communication 
Emotional intelligence 
Entrepreneurship 
Global citizenship 
Problem-solving 
Team-working
Four C’S 
Learning and innovation skills’: 
Critical thinking 
Communication 
Collaboration 
Creativity
Real Kids Stories 
age group profile 
5-10
Mikado 
A new tweetkids group and new 
games to play. Pick-up sticks is the 
English name, Mikado is the 
traditional International version 
(and also the name for a Japanese 
Emperor…). 
How to play: This is a game for 
two or more players. The object of 
the game is to pick up the most 
sticks. 
concept – game design, unusual, 
fun materials
Printshop: bubble, wave, 
zigzag 
We rolled up our sleeves, and 
prepared to print using lots of 
lovely recycled packaging 
materials: soft wavy foam, bubble 
wrap and zigzag corrugated 
cardboard. We learnt about the 
shapes and materials and worked 
with three colours: purple, blue 
and yellow to create a variety of 
patterns and effects. 
concept - shape, recycled 
packaging materials, colour
Spinning tops 
How to make a paper spinner: 
secure the first strip of paper 
around the toothpick with glue and 
then carefully wind the strip 
around and around, then secure 
with glue again. Try to give the roll 
of paper a little ‘stem’. Keep 
adding strips of coloured paper 
(according to preference), until the 
diameter of the spinning top is 
about 4 cm wide. This takes quite a 
while, so be patient! 
concept - toy making with paper/ 
toothpicks/glue
Mini-flora 
Instructions 
Take two strips of paper of the 
same length and width (about 
25x1cm is fine), although you may 
need a 40cm strip to make a full 
circle or ‘roller’. A bi-coloured mini-flora 
is quite stunning, so play with 
different colours. 
Turn and fold, alternating between 
each leg of the L shape, so that 
eventually you have no L left, but 
a little ‘spring’. 
You can join different springs 
together to make circles, and what 
we call ‘mini-flora’. They can also 
be turned inside out. 
concept – paper and colour play, 
decoration
Soapbox 
Making beautiful stones, and 
learning about colour and light. 
Let’s get geological with soap! 
The soft soap is easy to cut and a 
nice precious stone effect can be 
made by carefully slicing corners of 
the original piece. Once each piece 
has been carved to make a 
faceted surface, it glows and 
sparkles just like a real gemstone 
when held up to the light. 
concept: colour, light, cutting/ 
manipulation skills
Snow granita 
It’s snowing yet again! So let’s 
make the most of it. After 24 hours 
of beautifully thick, falling 
snowflakes, it was time to play, but 
this time indoors! The slushy snow 
recipe is super fast and easy to 
make with just 3 ingredients: snow, 
lemon and sugar. Quantities can 
be adjusted to taste. 
concept: natural materials, 
cooking, spontaniety
Floaters 
Nautical adventure 
Navigating waves with unusual 
materials. 
These are our beautiful little sailing 
ships made from a 50 cent piece, 
wine cork, 2 toothpicks, and 
coloured paper triangles (for the 
sails). We made lots more sailing 
ships and did some serious testing 
in the bathtub. The 50 cent piece 
creates a perfect stem on which the 
wine cork balances and floats. 
concept: toy design, balance, 
floating experiment
Real Kids Stories 
age group profile 
10-15
mini still life drawing, 1st year 
visual encyclopedia
motion optics, 1st year 
optical animation work
art lab wunderkammer (cabinet of curiosities), 
2nd year 
investigations and booklets about COLOUR
art lab wunderkammer (cabinet of curiosities), 
2nd year 
investigations and booklets about COLOUR
colour mapping, 2nd year 
colour discovery, identification and classification 
project
colour mapping, 2nd year 
colour discovery, identification and classification project
colour mapping, 2nd year 
colour discovery, identification and classification project
colour mapping, 2nd year 
colour discovery, identification and classification project
colour mapping, 2nd year 
colour discovery, identification and classification project
colour mapping, 2nd year 
colour discovery, identification and classification project
colour mapping, 2nd year 
colour discovery, identification and classification project
IdentitY Concepts 
2nd year 
cutouts applied to 
glassware
faces, 3rd year 
bruno munari workshop, face invention, 
memory game design and construction
faces, 3rd year 
bruno munari workshop, face invention, 
memory game design and construction
typefaces from A to Z, 3rd year 
character/lettering research
reflection symmetry, 3rd year 
kaleidoscope research and production
reflection symmetry, 3rd year 
kaleidoscope research and production
reflection symmetry, 3rd year 
kaleidoscope research and production
reflection symmetry, 3rd year 
kaleidoscope research and production
graphic design portraits, 3rd year 
Milton Glaser research and production
Creative lab, years 1-3 
wiry work
UX design research 
considerations
EdU - PLAY model Tell stories 
T 
Involve 
I 
Motivate 
Make M 
M 
Feedback 
F 
Communicate 
C
Benchmark 
B 
EdU – Design Process 
Social-history 
S 
Anthropology 
A 
Context 
C
Social - history 
PRINCIPLES Activities 
Begin an immersive, interactive 
experience, even in the research and 
concept stage. 
If you can’t do field research, put 
yourself in the shoes of your user. 
Give yourself some questions and 
activities: 
What kind of child were you? 
How would you describe yourself at age 
8-9, and at 11-12. 
What did you like and dislike about key 
moments of your childhood? 
What were your favourite games and 
toys? 
Play a game or do an activity you did as a 
child. Note down your feelings and 
memories.
Anthropology 
PRINCIPLES Activities 
Design anthropology is a growing field 
in both industry and academic studies. 
All designers need a deep 
understanding of users and exchange 
systems. 
Design is a relational process whereby 
the more we know about the people we 
are designing for, the more successful 
we will be in meeting their needs. 
Give yourself some questions and 
activities: 
Remind yourself of the gifts you received 
on your Birthdays as a child 
Visit exhibitions, bookshops, toy shops, 
museums and libraries devoted to children 
Choose a toy or object you were 
particularly fond of as child and write/talk 
about it.
Context 
PRINCIPLES Activities 
Remember that the “prime consumer” 
of your product is not the child but 
those people within the context of the 
child’s life. 
Don’t forget the influence and choices 
of the people that play a vital part in a 
child’s life. 
Consider the various actors: 
Parents 
Mums 
Dads 
Brothers and sisters 
Grandparents 
Family relations 
Friends and friendship 
Boys and girls (together and apart) 
Learning/play environments: school, 
home, extra curricular activities, Birthday 
parties 
Specific educational and cultural “needs”
Benchmark 
PRINCIPLES Activities 
There are many actors in the design 
education field, feeding the system with 
ideas, projects and products. 
Many of these work within digital realms 
and represent important sources of 
information. 
Look at these and others to discover 
what the competition are doing. 
These groups influence the space for 
which you are designing. 
Search and discover reference points: 
Meetupandmake | Tinkerlab 
Babbledabble | Mindcraft 
Institute of Play | The Imagination Tree 
Funkymamas | Keri Smith 
The Big Draw | Lotta Magazine 
Mindshift | Make things do stuff 
Make-to-learn | Timbuktu Labs 
Mr Printables | VA Museum of Childhood 
Me Books | Made by Joel | Maker Faires 
Moma Kids | Tate Kids | Muba
However, 
the most important thing TO REMEMBER is… 
the best ideas and inventions come from children themselves, so 
whatever your design intent, 
ensure that 99% percent of your project opens up possibilities for 
iteration and that children are given opportunities to design, make, 
and above all 
PLAY!
Thank you! 
You can discover more or follow my 
stories on: 
www.tweetkids.net 
https://twitter.com/tweetkidsplay 
https://www.facebook.com/ 
tweetkidsplay 
http://instagram.com/tweetkids 
https://steller.co/tweetkids

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Design for Real Kids: Innovation in Play

  • 1. Design for the Real Kids: let them play! Rachel Fincken Innovation Studio M.Sc. Product-Service-System Design Politecnico di Milano 24th October 2014
  • 2. The focus areas of my talk are: children, design, and play Children when I talk about children, I refer to the real kids and not those described in market research data. No numbers or percentages Design when I talk about design, I refer to everyday objects, products, interactions, and activities, not designer goods for kids Play when I talk about play, I refer to a serious design and learning process - in other words, education
  • 3. The title of my talk, Design for the Real Kids is borrowed from the highly distinguished designer, educator, lecturer and writer Victor Papanek, whose landmark book, Design for the Real World, first published in 1971, led the way towards an age of morally and environmentally responsible design Moveable Playground Structure, as featured in Papanek's book The Green Imperative (1971) (IMAGE Victor J Papanek Foundation)
  • 4. So my goal today is to offer some insight… …and help you innovate for real kids!
  • 5. Who am I Rachel Fincken, Designer and Educator MA Design, Strategy and Innovation Brunel University, class of 1999 I have worked in the field of art and design education in the UK and Italy for many years, and as an independent UX consultant for industry.
  • 6. What I love (and do) #01 I love contemporary design (and “design thinking” let’s say) in relation to education, literature (storytelling), technology and children.
  • 7. In 2012 I set up a workshop, called Tweetkids Tweetkids is a vision of design education and English language learning for children, whereby we learn to think through playing and making. I think of tweetkids as a playground, and it is designed for infant (age 3 to 6) and primary school (age 6 to 10) children.
  • 8. A quick definition: play-ground noun -ˌgraund : a place where people go to do enjoyable things …and that’s exactly what we do!
  • 9. What I love (and do) #02 I love teaching (and education in general). I also teach Middle School children (age 10 to 14) My subject, which I teach in English, is Art and Design. We make all sorts of creative projects, experimenting with materials and processes.
  • 10. Learning objectives and outcomes 21st century skills Leadership Digital literacy Communication Emotional intelligence Entrepreneurship Global citizenship Problem-solving Team-working Design skills Leadership Digital literacy Communication Emotional intelligence Entrepreneurship Global citizenship Problem-solving Team-working
  • 11. Four C’S Learning and innovation skills’: Critical thinking Communication Collaboration Creativity
  • 12. Real Kids Stories age group profile 5-10
  • 13. Mikado A new tweetkids group and new games to play. Pick-up sticks is the English name, Mikado is the traditional International version (and also the name for a Japanese Emperor…). How to play: This is a game for two or more players. The object of the game is to pick up the most sticks. concept – game design, unusual, fun materials
  • 14. Printshop: bubble, wave, zigzag We rolled up our sleeves, and prepared to print using lots of lovely recycled packaging materials: soft wavy foam, bubble wrap and zigzag corrugated cardboard. We learnt about the shapes and materials and worked with three colours: purple, blue and yellow to create a variety of patterns and effects. concept - shape, recycled packaging materials, colour
  • 15. Spinning tops How to make a paper spinner: secure the first strip of paper around the toothpick with glue and then carefully wind the strip around and around, then secure with glue again. Try to give the roll of paper a little ‘stem’. Keep adding strips of coloured paper (according to preference), until the diameter of the spinning top is about 4 cm wide. This takes quite a while, so be patient! concept - toy making with paper/ toothpicks/glue
  • 16. Mini-flora Instructions Take two strips of paper of the same length and width (about 25x1cm is fine), although you may need a 40cm strip to make a full circle or ‘roller’. A bi-coloured mini-flora is quite stunning, so play with different colours. Turn and fold, alternating between each leg of the L shape, so that eventually you have no L left, but a little ‘spring’. You can join different springs together to make circles, and what we call ‘mini-flora’. They can also be turned inside out. concept – paper and colour play, decoration
  • 17. Soapbox Making beautiful stones, and learning about colour and light. Let’s get geological with soap! The soft soap is easy to cut and a nice precious stone effect can be made by carefully slicing corners of the original piece. Once each piece has been carved to make a faceted surface, it glows and sparkles just like a real gemstone when held up to the light. concept: colour, light, cutting/ manipulation skills
  • 18. Snow granita It’s snowing yet again! So let’s make the most of it. After 24 hours of beautifully thick, falling snowflakes, it was time to play, but this time indoors! The slushy snow recipe is super fast and easy to make with just 3 ingredients: snow, lemon and sugar. Quantities can be adjusted to taste. concept: natural materials, cooking, spontaniety
  • 19. Floaters Nautical adventure Navigating waves with unusual materials. These are our beautiful little sailing ships made from a 50 cent piece, wine cork, 2 toothpicks, and coloured paper triangles (for the sails). We made lots more sailing ships and did some serious testing in the bathtub. The 50 cent piece creates a perfect stem on which the wine cork balances and floats. concept: toy design, balance, floating experiment
  • 20. Real Kids Stories age group profile 10-15
  • 21. mini still life drawing, 1st year visual encyclopedia
  • 22. motion optics, 1st year optical animation work
  • 23. art lab wunderkammer (cabinet of curiosities), 2nd year investigations and booklets about COLOUR
  • 24. art lab wunderkammer (cabinet of curiosities), 2nd year investigations and booklets about COLOUR
  • 25. colour mapping, 2nd year colour discovery, identification and classification project
  • 26. colour mapping, 2nd year colour discovery, identification and classification project
  • 27. colour mapping, 2nd year colour discovery, identification and classification project
  • 28. colour mapping, 2nd year colour discovery, identification and classification project
  • 29. colour mapping, 2nd year colour discovery, identification and classification project
  • 30. colour mapping, 2nd year colour discovery, identification and classification project
  • 31. colour mapping, 2nd year colour discovery, identification and classification project
  • 32. IdentitY Concepts 2nd year cutouts applied to glassware
  • 33. faces, 3rd year bruno munari workshop, face invention, memory game design and construction
  • 34. faces, 3rd year bruno munari workshop, face invention, memory game design and construction
  • 35. typefaces from A to Z, 3rd year character/lettering research
  • 36. reflection symmetry, 3rd year kaleidoscope research and production
  • 37. reflection symmetry, 3rd year kaleidoscope research and production
  • 38. reflection symmetry, 3rd year kaleidoscope research and production
  • 39. reflection symmetry, 3rd year kaleidoscope research and production
  • 40. graphic design portraits, 3rd year Milton Glaser research and production
  • 41. Creative lab, years 1-3 wiry work
  • 42. UX design research considerations
  • 43. EdU - PLAY model Tell stories T Involve I Motivate Make M M Feedback F Communicate C
  • 44. Benchmark B EdU – Design Process Social-history S Anthropology A Context C
  • 45. Social - history PRINCIPLES Activities Begin an immersive, interactive experience, even in the research and concept stage. If you can’t do field research, put yourself in the shoes of your user. Give yourself some questions and activities: What kind of child were you? How would you describe yourself at age 8-9, and at 11-12. What did you like and dislike about key moments of your childhood? What were your favourite games and toys? Play a game or do an activity you did as a child. Note down your feelings and memories.
  • 46. Anthropology PRINCIPLES Activities Design anthropology is a growing field in both industry and academic studies. All designers need a deep understanding of users and exchange systems. Design is a relational process whereby the more we know about the people we are designing for, the more successful we will be in meeting their needs. Give yourself some questions and activities: Remind yourself of the gifts you received on your Birthdays as a child Visit exhibitions, bookshops, toy shops, museums and libraries devoted to children Choose a toy or object you were particularly fond of as child and write/talk about it.
  • 47. Context PRINCIPLES Activities Remember that the “prime consumer” of your product is not the child but those people within the context of the child’s life. Don’t forget the influence and choices of the people that play a vital part in a child’s life. Consider the various actors: Parents Mums Dads Brothers and sisters Grandparents Family relations Friends and friendship Boys and girls (together and apart) Learning/play environments: school, home, extra curricular activities, Birthday parties Specific educational and cultural “needs”
  • 48. Benchmark PRINCIPLES Activities There are many actors in the design education field, feeding the system with ideas, projects and products. Many of these work within digital realms and represent important sources of information. Look at these and others to discover what the competition are doing. These groups influence the space for which you are designing. Search and discover reference points: Meetupandmake | Tinkerlab Babbledabble | Mindcraft Institute of Play | The Imagination Tree Funkymamas | Keri Smith The Big Draw | Lotta Magazine Mindshift | Make things do stuff Make-to-learn | Timbuktu Labs Mr Printables | VA Museum of Childhood Me Books | Made by Joel | Maker Faires Moma Kids | Tate Kids | Muba
  • 49. However, the most important thing TO REMEMBER is… the best ideas and inventions come from children themselves, so whatever your design intent, ensure that 99% percent of your project opens up possibilities for iteration and that children are given opportunities to design, make, and above all PLAY!
  • 50. Thank you! You can discover more or follow my stories on: www.tweetkids.net https://twitter.com/tweetkidsplay https://www.facebook.com/ tweetkidsplay http://instagram.com/tweetkids https://steller.co/tweetkids