In April, when we set out on our first year of our research and development partnership with the Nominet Trust, we had in place a pretty robust six stage social innovation model, which we had been evolving and refining over several years of work in behaviour change and product design.
I had the pleasure of attending the launch of the 2013 OxIS report 'Culture of the Internet: The Internet in Britain' on Tuesday evening - the findings of a robust study by OII into perceptions and uses of the Internet in the UK. After a presentation of the main findings and a fascinating panel, I was asked to give a brief response, which I've summed up below.
The Flip Yourself team will be launching a closed trial of a new web platform that helps young people showcase their achievements and employability skills. I have written a brief summary of the process we've been through with the aim of sharing our approach to software development.
Risk is a significant factor in human lives. Evaluating, taking or avoiding risk are daily choices. Yet, without risk, there is little chance of bringing about significant change or transformation, either in our personal lives or in wider society.
Over the Summer, while the Mayot co-design process and app development has been progressing, we have been reviewing research literature around youth offending and technology. This has reinforced our opinion that while young people who offend are heavily researched, they often remain as subjects rather than participants in this process. Although some researchers increasingly attempt to bridge this gap, it remains rare that young people who offend are given an active voice in the research or policies that are centred on them, particularly in the area of technology.
Where do you feel most stimulated? In a care home there may be very little that is stimulating. This can lead to anxiety, loneliness, depression and worse. Sometimes when we arrive at a care home to run a session, people are already along that path, so it might not be a good idea to launch in with too much reminiscence right away. At times I do like to use some purely sensory content using the iPad.
When I was on Brighton beach at the beginning of the summer I took the time to sit and relax.
This was only the second time I had met John (at Maristow House residential home in Salisbury) but immediately felt that he would benefit from a Virtual Wishes session. We looked at a number of apps including 'Draw Free', 'Fluidity' and 'Bloom'. John is unable to communicate verbally but seems to be constantly trying to make himself understood and can get quite frustrated.
John was given a lobotomy in Thailand over 20 years ago and has been very much isolated socially since then. He is unable to speak but clearly wants to communicate.
How does a love of football extend into a digital making activity (sensor football boots anyone?); what digital making activities are borne from a passion for fashion and where does a fascination with Harry Potter, Wallace and Gromit or Moshi Monsters enter into digital making?