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Identifying Youths’ Spheres of Influence through Participatory Design Cover

Identifying Youths’ Spheres of Influence through Participatory Design

Open Access
|Jun 2021

Figures & Tables

Table 1

Participant breakdown for all sessions.

StudentsParentsTeachersAdministratorsTotal participants per session
Session 11333120
Session 2840113
Session 3432110
Session 4932014
Total participants per category34155357
Figure 1

The process used to identify the Spheres of Influence.

Table 2

Definitions and examples of Spheres of Influence, expanded from: Coenraad et al., 2020.

Sphere of InfluenceDefinitionProportion of Results and Examples Generated by Youth during Design SessionsRelation to Original Framework
Home and FamilyThe people, activities, and beliefs that surround a person’s family and home including their neighborhood and broader community11% of Youth Ideas
“Family reunion,”
“cousins,”
“motivated by mother”
Unchanged
School and WorkPeople and activities specifically related to school or school programs as well as focus on future schools and careers15% of Youth Ideas
“good high school,”
“teachers,”
“Spanish class,”
“wants to be an Olympian”
Expanded (formerly School)
Hobbies and LeisureThe things that students do such as arts, sports, or interacting with media forms such as music and video games19% of Youth Ideas
“sleep,”
“dancer,”
“cooking,”
“Saturday science group”
Unchanged
MediaThings that youth consume including social media, television, movies, books, videos games, and characters/locations from these media sources12% of Youth Ideas
“Cardi B,”
“Mario Kart,”
“Anime,”
“Tomato Town” (location in the video game Fortnite)
Expanded (formerly TV)
InterestsThings that attract youth attention but are not an activity that can be done such as animals, sports teams, locations, and things like hair and fashion.24% of Youth Ideas
“Marley hair styles,”
“zodiac sign,”
“Titanic,”
“White Sox” (a baseball team)
New
PeersActivities referenced as done with a peer or people considered to be peers including neighbors, classmates, and online “friends”.6% of Youth Ideas
“people on social media,”
“talking to my friends,”
“video games with friends,”
“best friend”
New
IdentityLearner characteristics such as gender, age, and appearance, views of themselves such as “beauty girl” and “vegetarian,” and personal qualities.9% of Youth Ideas
“follows her own mind,”
“thinkers,”
“curly hair,”
“fast”
New
Figure 2

Likely Learner Participatory Design Artifacts: Tyrone.

Figure 3

Likely Learner Participatory Design Artifacts: Shelly.

Figure 4

Bags of Stuff Participatory Design Artifacts: Cardi B and Offset Proposal.

Figure 5

Bags of Stuff Participatory Design Artifacts: Two boys “just chillin’”.

Figure 6

Module Design Participatory Design Artifacts: One on One Basketball Game Big Paper.

Figure 7

Module Design Participatory Design Artifacts: Tomato Town Storyboard.

DOI: https://doi.org/10.16993/dfl.163 | Journal eISSN: 2001-7480
Language: English
Page range: 20 - 34
Submitted on: Aug 13, 2020
Accepted on: May 28, 2021
Published on: Jun 17, 2021
Published by: Stockholm University Press
In partnership with: Paradigm Publishing Services

© 2021 Merijke Coenraad, David Weintrop, Donna Eatinger, Jen Palmer, Diana Franklin, published by Stockholm University Press
This work is licensed under the Creative Commons Attribution 4.0 License.