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PRODUCT SERVICE SYSTEM DESIGN

MATTIA MAESTRELLI
PSSD MASTER THESIS

780701
A.A 2013/2014
RELATOR

MARTA CORUBOLO
POLITECNICO DI MILANO
FACOLTA DEL DESIGN

Abstract
Conclusions

5
134

PART ONE

PART TWO

PART THREE

CONCEPT

PROTOTYPING

RESEARCH
SHANGHAI PRC

Sky Worldwide Export


A-Champs brand

THE ISSUES OF NOWADAYS KIDS 14


THE KILLERS OF FUTURE ADULTS
Obesity and causation
Kids physical inactivity
A unique opportunity
Technology

KIDS AND MOVEMENT

Who make the kids move ?


Which age which activity ?
Physical education at school
Physical education in Italy
Physical education in the U.S.

KIDS

Target 8/9 kids


Kids development
Motor development
Social development
Cognitive development

24

30

Movement in a wider educational context

Game: a troyan horse

KIDS AND DEVICES

The entering age


Knowledge and capabilities
What next ?

CASE STUDIES
PERSONAS

40

44
48

A-CHAMPS PRODUCT SERVICE


SYSTEM

52

LINKS PARENTSPLATFORM-KIDS

108

A-CHAMPS PHYSICAL TOOLKIT

GAME REQUIREMENTS

64

109

DISCOVERY AND EXPLORATION 120


TOOLKIT

A-CHAMPS LIVING MANUAL


CONCEPT

66

TANGIBLE OUTCOME OF THE


WHOLE SERVICE
STORYBOARD

110

THE 4 ELEMENTS

70

SYSTEM INTERACTIONS

112

BIG EFFORT GAMES

74

BUSINESS MODEL CANVAS

114

SMALL EFFORT GAMES

78

THE GAME INVENTOR

80

OTHER MANUAL PAGES

81

FURTHER GAME IDEAS

82

FURTHER THEORY IDEAS

86

SYSTEM MAP

88

SERVICE TOUCHPOINTS

90

THE MONKEY CHARACTER

98

AFTERSERVICE

102

A-CHAMPS LIVING DIARY

104

118

What this toolkit is ?


What happens ?

TEST REPORT

126

PART FOUR

APPENDIX
BIBLIOGRAPHY

126

PAPERS, RESEARCHES
AND STUDIES

128

SITOGRAPHY

130

BIBLIOGRAPHY

131

SITOGRAPHY

132

For research and educationists

For research and educationists


Book, booklets and comics for kids
Initiatives for kids

INDEX

INDEX

A-Champs pattern and logo


10
A-Champs differential advantages
11
In a race to slow down - Designtomove.org 18
Physical education in Europe - Eurydice
29
Different kind of personas
49
Living manual cover
53
Nourish interactive website
54
Preliminar sketch
54
Examples of big effort manual games
56
Monkey character
58
Afterservice
59
Kids and pedometers
59
Introductive topic pages
72
Big effort games
76
Examples of small effort games
78
The game inventor
80
Index pages of the manual
81
Further game ideas images from
82
-Bambini in giardino
-Non c tempo per annoiarsi
-Invenzioni e inventori
-Basta un bastone
-Manuale delle giovani marmotte
Further game ideas
84
Further theory ideas images from
86
-Enciclopedia Dami
-Collana GM Esplora
-Il manuale dellavventura
-Invenzioni e inventori
-L a biblioteca dei ragazzi
Hints
91
Introductive video page
92
App icon
93
Registration
94
Login
95
Profile landing page
97
Monkey character
99
Monkey customization page
101
Afterservice pages
102
Website page
105
App and web page
107
Toolkits covers
119
Big effort prototype games
121
Cover and back of prototype
124
Shoot from prototyping test session
125-129
Bibliography moodboard
132

A-Champs product placement


Overweight and obesity - IOTF
Map Who make the kids move
Which age, which activity
How kids spend their time - IOTF
Charts from researches NCGM - COHEN
Charts from researches OFCOM - PEW
Kids case study
Parents case study
Games requirements
A-Champs game message
Manual game concept
Game flow
Afterservice
System map
Links parents-platform-kids
Tangible outcomes of the service
Storyboard
System interactions
Business model canvas
Prototyping flow

PICTURES

Abstract

GRAPHICS
12
15
24
25
37
41
43
44
50
64
65
66
69
70
88
108
109
110
112
114
123

Nowadays kids born submersed in electronics,


Their access to electronic devices is lowering
down year after year, they grow up and develop
together with them, which offer a big help for
parents to make their kids spend time safely,
playing and watching all kind of stuffs.
Why, however kids perceive smartphones
as gaming devices ? Is possible to transform
electronics from instruments of passive playing
to active, involving physical movement in the
generated game ?
This is why I designed this product-service
system, composed by an app for kids, a living
website platform for parents and a physical
toolkit to be inserted in the product box to link
them with it.
The device used have to let kids discover the
importance and the added value of sharing
time playing, moving and make activities with
friends on the level of reality, not just through
video games and apps. And this is gonna be an
extremely interesting challenge for me, in this
path because using a website, to promote the
outside world could look tricky and weird but is
important to do it also for their further life: they
have to understand that the interaction between
technological devices and outdoor activities is
possible, is necessary, now and more and more,
in the years to come.
This is the aim of A-Champs Living Manual and
Living Diary. For kids a way to make the best use
of their devices, learning potentials of it while
educating themselves about the environment
and keeping connected with other mates around
the world. For parents a way to be struggled in
kids involvement in physical activity and movement, one of the most precious resources we
are losing nowadays.

I bambini di oggi nascono immersi nellelettronica. Il loro accesso a devices e strumenti


elettronici avviene ad unet sempre pi bassa,
crescono e si sviluppano con i loro congegni
elettronici, e questi offrono ai genitori un grande
ausilio se si tratta di impegnare il tempo dei figli
in maniera sicura, ma come mai i bambini li percepiscono come strumenti di gioco ? Ci sarebbe
la possibilit di riuscire a trasformare il device
elettronico da strumento di svago passivo a
strumento di svago attivo, coinvolgendo lattivit
motoria del bambino nel gioco che esso crea ?
Questi sono i motivi che mi hanno portato alla
progettazione di questo sistema prodottoservizio, composto da unapp pr bambini, un sito
internet per genitori e un toolkit da inserire nella
scatola dei prodotti A-Champs.
Anche usando uno smartphone, I bambini devono scoprire limportanza del tempo condiviso
giocando, muovendosi e facendo attivit nella
vita reale, non solo su schermo. E questa sar
una sfida interessante perch utilizzare unapp
e un sito internet per promuovere la vita allaria
attiva sembra un ossimoro, ma importante
anche comunicare questo per la vita futura dei
ragazzi: capiranno che linterazione tra la tecnologia e lattivit possibile, anzi necessaria ora e
negli anni a venire per loro.
Questo il sistema A-Champs. Per i ragazzi
un modo di imparare ad usare al meglio i loro
smartphones, imparando il loro potenziale e
insieme scoprendo il mondo in condivisione
con amici intorno al mondo. Per gli adulti una
maniera di stimolarli per far condurre ai loro figli
una vita sana e di movimento, una delle risorse
pi preziose che stiamo facendo scomparire.

RESEARCH

SHANGHAI,
POPULAR REPUBLIC OF CHINA

SKY worldwide export


SKY worldwide export is a young and
dynamic Shanghai based manufacturer of sportswear, sports products and
accessories.
Established in 2008 from a german
guy, former METRO GROUP manager,
works with a small selection of qualified
manufacturers, specialized in different
production processes, to produce a
broad range of products and what is
around them, like packagings, manuals
and communication tools.
The product line is focused on sports.
These are mostly fitness accessories,
fun sport items, bags and sporting toys.
The company is divided in two main
departments: Design and Financing/
Sourcing, both located in the same building. Is composed by around 15 people,
with two german guys, the boss and his
brother Product Manager, an international design department with a mexican
product designer and an indonesian
fashion designer who are full employed
there, and a range of interns that varies from one to five, according to the
workflow of the period.
Then there is a garment department,
and a merchandising department, composed by highly skilled chinese people,

each one of those is expert in a specific,


different field.
Their main tasks are the contact with
factories and the supervision of the production, while the german guys are in
charge of the sales department, keeping
the contacts with the customers, who
are mainly european and north-american.
The company approach is to give the
final customer a stable quality at competitive prices, using german quality
control and a young, fresh international
design department in a competitive
production environment.
They mainly work with the big distribution and supermarkets, so the biggest
flows of work are located in SeptemberNovember, when there are the big
orders for After Christmas sport goods
acquiring, and in spring, when take places the orders for the summer season.
Then there are some variables in the
yearly work schedule, according to the
single brands that often require redesigns, new packaging or new line for existing products, or to the internal brands:
one of those is already developed and
sold in Germany, and another one is still
under patent and will be available on the
market since next year.

The daily jobs are extremely fast, most


of the time a packaging design was required in the morning for the afternoon
or maybe two hours for a graphic concept or for a redesign. In this part there
was no organization or time for a proper design desk analysis, just a strong
professional trust in 23-25 years old
guys, that always attended to the tasks,
on time.
Extremely precious was Kilians attitude: he always stimulated us to travel
amongst factories, to understand how
the production is, how is the chinese
reality and how products take shapes.
The design team I worked with was
extremely young but well selected by
Jorge, 27 from Mexico, in charge of the
department. He assembled this various
team with me, Alex, 23 german-portuguese, with high skills about electronics
(coming from TUE) and illustrations
with the Adobe suite. Then there were
a guy and a girl from The Netherlands:
Emma, 26 was a mechanical engineer
with the task to develop a mechanism
for a kids toy, and Thomas, 22, able
with photography and Photoshop editing and sketching.

A-Champs brand
Inside this german-shanghainese reality,
there is the A-Champ brand, founded
and developed by Kilian and Sky
worldwide company.
The mission of the brand is to use the
skills of Sky worldwide and their workers, to create a broad products line,
composed by every kind of artifacts,
from industrial products, to textile,
clothes, games and whatever can be a
product for kids. The particularity of this
brand, and what merges together all
these different designs is the core value:
fighting against an unhealthy lifestyle of
kids.
Is clear that the fast change happened
to our society, is bringing parents further from kids activity, gaming and free
time. This have to be merged together
with the growing, all over the world, of
the junk food culture that allows to eat
fast during the meals, as well as during snacks, and via advertisement and
supermarkets tempts and force people
to buy ad consume chemical food, instead of sane ingredients, and the rapid
diffusion of smartphones and electronic
devices, more and more suitable for
kids, their needs but also parents ones.

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11

The results of this new society and its


values, is the physical inactivity and
seating lifestyle of kids, which are more
comfortable for parents while staring
and fingering a screen, instead running
and biking in the streets, which are also
become unsafe and overcrowded by
cars.
What A-Champ wants to bring is a
way to fight this increasing problem,
that is not only concerning the kids life,
which is already a big deal because of
the lower life expectancy, lower fun in
life, serious life-long health issues (bad
blood parameters/damaged bones &
joints/key risk factor for most serious
illnesses), worse intellectual development, social mobbing & less friends,
but is also concerning the sustainability
of our world and society.
This happens because physical inactivity and all the diseases linked to it brings
huge economical issues. The first years
of life are the ones which decide your
fate and also most of the serious illness
of a mans life, like obesity, diabetes or
cancers (if linked to junk food massive
use).
The result of a society without movement, so can be a society made by

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ex-completely inactive children, are


incredibly high costs for health cures
and research and, why not, a big loss of
traditional, healthy and natural food ingredients for the gaining of big corporations that are selling our children death,
packed in shiny attractive colors.
This is why is important to fight this
habits since the beginning of a mans
life, and to work on two levels: the first
one is the one of kid, that have to be
stimulated to move via gaming and
activities which are proper for them and
the second one is the one of parents,
which have to be informed, stimulated
as well and sometimes forced to spend
more time with their kids in an active
way, making them move, play and eat in
a sane and correct manner.
Bottom
A-Champs products aim to make
the kid move because of the fun,
not for duty or for emulation

FITNESS
TOYS

The idea beyond A-Champ line is to give


the kid a way to make movement and
activity, without let him know that is
doing that. This goal is achieved only if
the product, being it a plastic toy as well
as a pair of shoes, is so fantastic and
memorable, while making activity out of
it, to force and involve the kid to make
more and more and more activity with
it. Of course, we are not talking about
sports products, that the kids decide to
buy to make sports, but a product that
aims to stimulate every kid, from the
sporty to the obese ones, to enjoy it as a
game. And to enjoy the game, of course
the kid have to move.
If the activity made with the toy is
something that helps him learning is a
plus, but the unconsciousness of the
movement, while gaming, is something
that doesnt make the kid feel bored by
the time spent (like could be for example a soccer ball for anobese guy), nor

A-CHAMPS
TOYS
fitness because
of the fun

make him feel depres- sed in not reaching a goal and can stimulate him to do
some more activity to compete with the
others, understanding that movement
and open-air activities are sane, joyful,
can help you socialize and improve
yourself more than hours passed in front
of a device, interacting with it and with
people, virtually close, but far away from
him.
This is why in the concepts which are
developing you can find a broad difference from the products point of view,
but all with the same value and proposal
beyond: help the kids to stand up from
their couches, leave Iphones to their
parents and go, discover, move, play,
know, and help the parents to satisfy
this needs, keeping them curious and
making them know how is nice for their
kids to move, and how it is crucial for
their present and future life.

ACTIVITY
TOYS

13

THE ISSUES OF NOWADAYS KIDS,


THE KILLERS OF FUTURE ADULTS

Obesity and causation


Childhood obesity is a growing problem,
recognized as a serious public health
concern due to the rising prevalence in
children and its many adverse health effects, that affect population nowadays,
especially in countries where the western lifestyle doesnt make any good
for fighting it.
The term overweight rather than obese
is often used in children as it is less stigmatizing, but we have to make first of all
a little clarification: 10% of the worlds
school-aged children is overweight,
though only 2.5% of them are obese.
But what is the difference between these two different status ?
We talk about overweight when a
human body carries actually more fat
that the needed and optimally healthy.
Being overweight is a common condition, especially where food supplies are
plentiful and lifestyles are sedentary.
Obesity in children is a condition where
an oversupply of body fat negatively
affects a childs health, wellbeing and
even reduces life expectancy. It is most
commonly caused by a combination
of excessive food energy intake, lack of
physical activity, and genetic susceptibility, although a few cases are caused

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primarily by genes, endocrine disorders,


medications or psychiatric illnesses.
Evidence to support the view that some
obese people eat little yet gain weight
due to a slow metabolism is limited.
Researchers surveyed 1,520 children,
ages 910, with a four-year follow up
and discovered a positive correlation
between obesity and low self esteem in
the four year follow up. They also discovered that decreased self-esteem led to
19% of obese children feeling sad, 48%
of them feeling bored, and 21% of them
feeling nervous. In comparison, 8% of
normal weight children felt sad, 42% of
them felt bored, and 12% of them felt
nervous. Stress can influence a childs
eating habits. Researchers tested the
stress inventory of 28 college females
and discovered that those who were
binge eating had a mean of 29.65 points
on the perceived stress scale, compared
to the control group who had a mean of
15.19 points. This evidence may demonstrate a link between eating and stress.
(Strauss RS, 2000)

As showed by a research by MFMER


(Mayo Foundation for Medical Education and Research), Emotional or
psychological issues are just the first
problems to occur in obese children.
Childhood obesity can also lead to lifethreatening conditions including diabetes, high blood pressure, heart diseases,
sleep problems, cancer, and other disorders. Some of the other disorders would
include liver diseases, early puberty or
menarche, eating disorders such as anorexia and bulimia, skin infections, and
asthma and other respiratory problems.
Moreover overweight children are more
likely to grow up to be overweight adults
and obesity during adolescence has
been found to increase mortality rates
during adulthood.

Bottom
overweight and obesity in school
aged children (5-17) in America
and in Europe, compared to the
world average
source IOTF

30%

OVERWEIGHT
OBESE

20%
10%
0%

WORLDWIDE

AMERICA

EUROPE
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Social changes in the environment (social


development and urbanization) in western
countries led to rising levels of obesity.
(Lobstein-Bur-Uauy, 2004)
For example the increasing use of motorized transports, instead walking to
school, no recreational physical activity, increased sedentary lifestyle, most
of the time for parents responsibility
which use to find apparently safe ways
to fulfill kids days, like watching TV, with
its multiple channels around the clock,
playing with devices and smartphones
or just bringing children with them,
during sedentary activities instead make
them play in the parks or some sports,
with mates.
But the fault of this behavior has to be
searched in the environment around us,
as well.
A large problem of an obese environment
is that this environment has an effect on
the lifestyle patterns (in food consumption
and physical activity) of the child. An
environment where obesity is becoming
normal, where junk foods are advertised all
around, and where technology shows new
models far away from movement, stimulates the child to eat more and be less active.
The parents can be a bad role model here,
but also advertisement stimulates to eat

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unhealthy and children are becoming more


sedentary because of watching television
and using the computer. (Cole, 2006)
Moreover, eating at fast food restaurants is very common among young
people with 75% of 7th to 12th grade
students consuming fast food in a given
week. The fast food industry is also at
fault for the rise in childhood obesity.
This industry spends about $4.2 billion on advertisements aimed at young
children. McDonalds alone has thirteen
websites that are viewed by 365,000
children and 294,000 teenagers each
month. In addition, fast food restaurants
give out toys in childrens meals, which
helps to entice children to buy the fast
food. Forty percent of children ask their
parents to take them to fast food restaurants on a daily basis. (French-Story,
2001)
Children who are obese are likely to be
obese as adults. Thus, they are more at
risk for adult health problems such as
heart disease, type 2 diabetes, stroke,
several types of cancer, and osteoarthritis. One study showed that children who
became obese as early as age 2 were
more likely to be obese as adults (cdc.
gov). According to an article in the New
York Times all of these health effects are

contributing to a shorter lifespan of five


years for these obese children.
Diet, physical activity and (familiar)
social environment are well-established
factors obesity in children can and have
to be brought on by.

Kids physical inactivity


According to a new study, for the first
time in the history in the developed
world, this generation of children is expected to die five years earlier than their
parents.
The reason? Inactivity.
Recent research conducted by Nike and
made public at
Designedtomove.org
Todays 10 year olds are the first
found that in just two
generations, the rate
generation expected to have a shorter
of active play,
life expectancy than their parents
physical education
and overall physical
activity has dropped by 20% in the U.K.,
32% in the U.S., and 45% in China. This
year, says the report, 5.3 million deaths
will be attributed to physical inactivity
while smoking, long considered a leading killer, is responsible for 5 million
deaths a year.

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Recent researches demonstrates the


magnitude of the worlds shift toward
physical inactivity.
The findings are alarming. In just 44
years (approximately 1.5 generations),
physical activity in the United States has
declined 32 percent and is on track for a
46 percent drop by 2030.
The United Kingdom became 20 percent less physically active in the same
amount of time and is trending toward a
35 percent decline by 2030. Not surprisingly, this research shows stark declines in the amount of time individuals
spend being physically active in work,
home and, with the exception of the
U.K., transport for all countries.
However, the drops are far more dramatic in highly developed countries. The
evidence suggests this is an unintended
byproduct of innovation and economic
progress.
Vehicles, machines and technology are
now available to complete the tasks
that once required physical effort. As
economies grow, physical activity is
systematically designed, innovated and
engineered out of daily life.
The research also suggests that the effects of declining physical activity levels

may be felt more acutely in countries


with rapidly developing economies. For
example, Mainland Chinas 1.3 billion
citizens are becoming less physically
active, at a higher rate, than any other
nation: in less than a generation (only
18 years) physical activity declined by
45 percent. Brazilians physical activity
dropped 6 percent in just five years and
by 2030, the decline will be more than
34 percent less than half the time it is
projected to take in the United Kingdom.
(U.S. Department of health)
Russia presents an interesting case
because the overwhelming majority
of the countrys physical activity decline has occurred in the transportation
realm. In just 16 years, active transport
has been cut in half. If current trends
continue, the country is tracking toward
a stunning 97 percent drop by 2030.
One likely cause is the rapid uptake in
car ownership, which is widely reported
to be among the fastest growing in the
world. This decline in physical activity is
of particular concern. (Rogers,2009)
Emerging economies have not had sufficient time in their social and economic
development to establish the levels of
health care and social infrastructure

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necessary to handle the massive, inevitable consequences. In addition, these


countries have not yet established
broad-based fitness cultures to help
offset the problems to come. (TudorLocke, 2003)
Knowledge of the consequences of physical inactivity has been emerging for years.
For example, between 1994 and 2008 in
the united Kingdom, the prevalence of obesity increased by 79 percent in men and 47
percent in women. Among British children
ages 2-10, obesity increased by 56 percent.
Physical inactivity is a major risk factor for
all-cause mortality, cardiovascular disease,
high blood pressure, stroke, type 2 diabetes,
metabolic syndrome, colon cancer, breast
cancer, and depression. (Scarborough,
2010)
A recent study published in The Lancet
estimates that physical inactivity is a
major risk factor for all-cause mortality,
cardiovascular disease, high blood pressure, stroke, type 2 diabetes, metabolic
syndrome, colon cancer, breast cancer,
and depression. Moreover is responsible
for 6 percent of coronary heart disease,
7 percent of type 2 diabetes, and 10
percent of breast and colon cancers.
(Lee I. - Shiroma E., 2012)

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A unique Opportunity: The first Ten


years of life
Physical inactivity as a child could
result in physical inactivity as an adult.
In the Design to Move report analysis
there are, again interesting surveys. In
a fitness survey of 6,000 adults, researchers discovered that 25% of those who
were considered active at ages 14 to 19
were also active adults, compared to
2% of those who were inactive at ages
14 to 19, who were now said to be active
adults. (Giedd, 2003)
Nature made children perpetual motion
machines for a reason. As they head
into adolescence, children draw the
blueprints for their adult lives. Not just
their adult bodies, but their adult intellect, character, emotional resilience and
social skills.
Their preferences and motivationsfor
physical activity or anything elseform
during this key developmental phase.
The period between infancy and adolescence also represents the time when
the most fundamental motor skills
are developed. These are critical and
foundational movement skills that must
be developed during this phase as they
act as the building blocks of all later
physical activity.(Okely, 2001)

Dr. Jay Giedd, a prominent neuroscientist working in this area of brain research, hypothesizes about the implications of this work in an interview with
the American news program, Frontline. In it, he said, If a teen is doing
music or sports or academics, those are
the cells and connections that will be
hardwired. If theyre lying on the couch
or playing video games or MTV, those
are the cells and connections that are
going to survive.(Giedd, 2003)
While it is important for everyone to
be physically active, the reality of this
unique phase of development is what
makes an emphasis on a physically active pre- and early adolescence so critical. This very young population has the
best chance to break or prevent cycles
of physical inactivity and create a new,
more sustainable way of life.

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Technology

theguardian.com/sustainable-business/technology-inactivelifestyle-changing-children

The evolution of technology has reached


a point where pretty much anything is
available at the touch of a button. Shopping, learning, working and entertainment
can all be accessed from the comfort of our
own homes, on a train or sat in a cafe. But
its coming at a price; and a relatively crucial one at that. Health. And as technology
changes the way we live, those who will
suffer most will be our children.
Recently two studies emerged in the media
that really hit home just how inactive
children are becoming and the role technology may be playing.
The first, a UK study of 6,500 children
aged seven to eight, found that only 51%
achieved the recommended hour of physical activity each day, with girls (38%) proving to be far less active than boys (63%).
The second study revealed that the average
British child gets their first mobile phone
aged around 12, but nearly one in 10 has
one by the age of five. Yes, five. It begs the
question; do these two issues come hand in
hand? As children are given mobile devices
for communi cating, playing games and
watching TV programmes at an earlier and
earlier age, is the result that they become

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less active?
Although these studies are UK specific,
they are just the tip of a very large iceberg.
For instance, in the US, only 29% of high
school studentshad participated in at least
60 minutes of physical activity on each of
the seven days before the survey. Similarly,
a 2008 study in Spain found that just 48%
of six to 18 years old did at least 60 minutes of physical activity per day. The same
research highlighted that 49% of girls and
37% of boys in Spain did not do any sports
in their free time.
Statistics such as these warrant attention
and action. Its during childhood when
habits are ingrained and the freedom exists
for active play and movement. The worry
is, participation in physical activity usually declines as young people get older. If
inactivity figures are currently as high as
these in children, what hope do they have
as adults?

The world is slowing down, but as a result,


the number of people who develop longterm conditions is increasing, as are carbon
emissions that accompany a sedentary
lifestyle. Physical inactivity is the fourth
leading cause of death worldwide and
approximately 3.2 million deaths each year
are attributable to insufficient physical
activity. The only way we can start to bring
this number down substantially is to focus
on education and active encouragement in
children. They are our future and targeted
efforts need to be focused far more here.
Dr Paul Zollinger-Read, chief medical
officer, Bupa

In 2008, around 31% of adults worldwide


aged 15 and over were insufficiently active;
again, women more so than men (34%
versus 28%). But as these figures were
released over five years ago, theyre likely
to now be far higher, especially considering
the statistics emerging on inactivity in
children.

23

KIDS AND
MOVEMENT

Who make the kids move ?

CHURCHES
MUNICIPALITY
ASSOCIATIONS

SCHOOLS

SPORT
SCHOOLS
PLAYGROUNDS
SUMMER
ASSOCIATIONS
REUSE/CONVERSION
OF SPACES
PRIVATE
ASSOCIATIONS
Italy

KIDS

BOY SCOUTS
YOUTH
ASSOCIATIONS
WEBSITES
TIPS

ONLUS

URBAN/PARK
GAMES

SUMMER
CAMPS
LANGUAGE/EXCHANGE
ASSOCIATIONS
Europe

Kids direct environment

TV SHOWS

FAMILY
PEERS

KIDS

SCHOOL

ACTIVITIES
Here is where the sedentary of kids is stopped

24

Worldwide

Which age ? Which activity ?


Clear guidelines are developed for what is concerning kids and
their requirement for exercise and activities.
There are different kinds of moderate to vigorous physical activities school aged children can and have to participate in. Are
divided in 4 big groups, can be played alone, as well as in group
and most of them involve one of the other, in the meanwhile.
Source: Holecko - Shara - Physical Activity For All Ages

AEROBIC
ACTIVITY
1 HOUR/DAY

Playing tag
Basketball, Volleyball
Martial arts
Tennis
Soccer
Hockey
Frisbee

Skateboarding
Tug of war
MUSCLE
Running, jogging
STRENGHTENING
Dancing to music
3 TIMES A WEEK
Jumping rope
Biking
Gymnastics, aerobics
Swimming
Rope, rock or tree
Balancing
climbing
Running or rowing
BONES
STRENGHTENING
Push-ups, pull-ups or
3 TIMES A WEEK
sit-ups
Working out with
weights
Yoga
Martial arts
Hiking
Dance
Gymnastics
Gymnastics
Horseback riding
Walking beams

ALONE

TEAM

Volleyball
Basketball
Tennis

STRETCHES

Physical education at school


healthy lifestyles. It contributes to
childrens confidence and self esteem;
Physical education develops physical
enhances social development by prepacompetence so that all children can move
ring children to cope with competition,
efficiently, effectively and safely and underwinning and losing; and cooperation and
stand what they are doing. The outcome,
collaboration. It is increasingly being
physical literacy, is an essential basis for
used as a tool in development, including
their full development and achievement.
recovery from trauma and conflict; and
Physical education in school is the most
encouragement for school attendance
effective and inclusive means of providing
and retention.
all children, whatever their ability/disability, sex, age,
cultural,
The decline in physical activity is of particular concern.
race/ethnic,
Emerging economies have not had sufficient time in
religious or
their social and economic development to establish the
social
background,
levels of health care and social infrastructure necessary
with the
to handle the massive, inevitable consequences.
skills, values,
In addition, these countries have not yet established
attitudes,
broad- based fitness cultures to help offset the
knowledge
for lifelong
problems to come.
participation
Nike research
in physical
Contemporary physical education has
activity and sport. (treccani.it)
an eclectic background, merging together last two centuries discipline
It is the only school subject whose pricontamination: military conception,
mary focus is on the body, physical acfrom Obermann and Prussia, hygienistic
tivity, physical development and health
conception from Baumann and Sweden,
to help children to develop the patterns
french psychomotricity, sport founding
of and interest in physical activity, which
conceptions, from England and their
are essential for healthy development
sporty culture, and the naturalistic ones,
and which lay the foundations for adult

26

from Hbert and the scout movement.


European countries adopt different approaches to the development of strategies for promoting physical education
and physical activity. Established national strategies are often based on the
results of previous ones, or on projects
or research findings in the field of physical education. They may also result from
a consultation process involving various
stakeholders, such as specialised bodies
or experts in the sports sector.
Strategies in place do not always specify
concrete actions. However, they indicate
directions and areas in which changes
and improvements are needed. They
thus anticipate the development and
implementation of concrete measures
or action in particular areas. (European
Commission/EACEA/Eurydice, 2013)

its general aims.


The aims of national strategies may vary
from one country to another, in line with
ongoing political, economic and social
priorities. The most frequently reported
aims are those of increasing the number
of young people who take part in sports
activities, raising awareness of the value
of physical education, developing positive attitudes to physical activities, and
motivating young people to take part in
them throughout their lives.
Many strategies thus refer to the role of
physical activity and sport in promoting
health and healthy lifestyles, as well
as their broader contribution to physical, personal and social development.
(Eurydice Report Luxembourg, 2012)

Strategies may concentrate on physical


education in schools, or more broadly
target society as a whole, with measures aimed specifically at schoolchildren
at the same time. A strategy often
provides an overall framework for the
development of physical education and
physical activity. Concrete action is then
either directly referred to in the strategy
or developed later, in accordance with

27

Physical education in Italy


In Italy physical education is a school
topic since 1946. The ministry of public
interaction take care of it and, in synergy
with CONI, founded in 1947 a special
office, called Ispettorato per leducazione fisica.
In 1982 the teaching program was
renewed, considering contemporary
issues and the idea that this subject, in
the school context, has to form young
people also in the plan of social matters.
The objectives were so underlined as:
- Physic empowerment
- Integration and building of motor
schemes
- Strenghten the disposition
- Social and civic development
- Acquiring of a sport and movement
culture, that promotes physical movement as lifestyle
- Discovering and orientation of personal attitudes in sports

nality.
Medicians are in alarm and are asking
schools to make the physical education pervasive, as approach to sports,
lifestyle, classroom behaviors. It should
involve, from their point of view, families
and food education of the kids.
After this, Sport ministry, CONI and
MIUR, started a big work together, to
put the basis for formative offer empowerment, to fight dispersion and understatement of this topic.
In this direction there is a proposal to
keep schools open during afternoon
to dedicate this to the use of gyms, for
minimum amount of movement and
to set up back Youth games, big link
between schools, sports and movement
in the past decades.

Physical education in U.S.


IcSSPE reaffirms the 1978 uNEScO
International charter on Physical Education and Sport and the Berlin Agenda for
Governments, agreed at the 1st World
Summit on Physical Education in 1999
in Berlin, and endorsed by the declaration of Punta del Este at MINEPS III
in the same year, which calls on governments commitment to implement
policies for physical education, recognise that good quality physical education
depends on well qualified educators and
scheduled time within the curriculum
and invest in initial and in-service professional training and development for
educators

For children and adolescents (aged 6


- 17), the US government set up a few
guidelines for physical activities:
- They should do 1 hour or more of daily
physical activity
- Most of the hour or more a day should
be moderate to vigorous aerobic physical activity
- As part of their daily physical activity,
they should do vigorous physical activities on at least 3 days per week. They
also should do muscle strengthening
activity on at least 3 days per week
(U.S. Department of Health and Human
Services, 2008 Physical Activity Guidelines for Americans)

(indire.it, 2013)
(corriere.it-scuola, 2013)

This picture is unfortunately different


from the status quo: cinderella of the
whole education system, is considered
only for its recreative function, instead
than the importance for helping development of fundamental traits of perso

28

29

KIDS

Target: 8/9 years kids


The target group that is given by the
company for the A-Champ brand is
children aged approximately 7 - 10.
This is the age group included within the
primary school age group, often referred
to as school-aged children. It is a very
wide group to trigger, especially when it
comes to children, because at early ages
children develop their skills fast. This
causes them to like different things at
different ages.
Although children develop through a
generally predictable sequence of steps
and milestones, they may not proceed
through these steps in the same way or
at the same time. A childs development
is also greatly influenced by factors in
his or her environment and the experiences he or she has. However, this age
range, which goes broadly from 6 to 12
years old, is the one which characterize
most the kids transforming him, at the
end of this period, from a childish kid,
to a teenager. It is the period where are
casted inside him all his convictions,
knowledge and willing to explore, learn
and analyze the world around him.
(Kidspot Team, 2012)
There are many changings that affect

30

kids to evolve, but during this age group,


the kids will enjoy many activities and
stays busy, acquiring with time a higher
grace with movements and abilities.

of collecting and customizing, they can


read age-appropriate books and materials, enjoying reading as well as writing.
(Kidspot Team, 2012)

They start to like personal crafts and


interests like paint, draw, ride a bike,
jump, with a rope as by themselves,
they practice skills in order to become
better, and they will arrive to use adults
tools (like hammers, screwdrivers) for
their personal works and passions. They
will also start to build visions, as sharp
as adults ones.
As children enter into school-age, their
abilities and understanding of concepts
and the world around them continue to
grow.
Even here well have different rates for
reaching abilities, but there are some
common milestones where kids will
arrive: theyll understand the concept of
numbers, till counting backwards and
to high amounts, they will know daytime and nighttime and their properties,
know the date, right and left hands.
They will also get to the copy of complex shape, to the concept of space and
time, understand commands with three
separate instructions. They will start a
relationship with objects, knowing how
to explain them and getting to the desire

A very important part of growing up is


the ability to interact and socialize with
others. During the school-age years,
there will be a transition in kids as they
move from playing alone to having multiple friends and social groups. While
friendships become more important, the
child is still fond of his or her parents
and likes being part of a family. While
every child is unique and will develop
different personalities, there are some
common behavioral traits that may be
present in general: they want and need
cooperation and sharing, they like and
enjoy competitions and games even if
jealous of others and sibling, friends are
becoming more and more important
and they may have a best one. They enjoy talking to others, modest about body
and start to mix play and games with
children of opposite gender.
In the report A CRITICAL WINDOW:
The First Ten Years of Life (DesignedToMove.org), an organization that wants
to motivate children in physical activity,
it is stated that children before that

31

age of 10 should be most stimulated to


become more active. Children who start
being active before this age have better
developed motor skills, which positively
impact the physical activity experiences
theyll have as they get older.

Kids development
The specific target for the project is
fixed in kids from 7-8 years to 9. This
age is the best one for our purpose,
because is an age when kids are challenging themselves in learning and play
alone, but parents are the milestone
they are looking at. This is the good age
to create, with a game approach, stimula for moving and understand the world
around them for the rest of their life. Is
also the perfect age for them to build
and collect a tool that can be shared,
customized and kept for the future, with
a low impact on parents (kids dont
want, at this age, to involve always parents in their games).
Is interesting to understand which ones
are the mechanisms of kids evolution in
this years of fast development, from all
perspective. To cluster those mechanisms, experts are referred to a sort made
32

in three different groups we are going to


understand deeply:
- Physical and motor development
- Social development
- Cognitive and intellectual development
Dan Acuff, in his book What kids buy and
why, 2000, assures that in these age
group a very important shift in development is within the brain, because
from the age of 7 - 8, children will start
to develop the left part of the brain
more. This means they start to develop
a better sense for intellect, logic and
reasoning. Math and analytical activity
will have an important role in this stage,
creating a better feeling for language
and numbers. Catharine Fishel adds
they can bring their own information to
a design to permit a complex interactive
experience. Knowing what is right lets
them enjoy this that are wrong. (Fishel, 2011)
Eight-year-olds enjoy having the opportunity to solve problems independently.
They are able to concentrate on tasks
for longer periods of time and begin to
use their own resources prior to seeking
adult help or they may seek out peers
for assistance. Eight-year-olds demonstrate more highly-developed

thinking skills as well as the ability to


solve problems with creative strategies.
(http://www.pbs.org/parents/childdevelopmenttracker) They are continuing
to establish their individual interests
and preferences, which are shaped by
their unique personalities as well as
experiences,and are likely to be continuing to develop skills in activities they
love, whether its soccer, chess, music,
art, or a myriad of other hobbies and
interests. (http://childparenting.about.
com/od/schoollearning/a/8-Year-OldChild-Cognitive-Development.htm)
They are building upon the abilities they
have been developing both cognitively
and physically.
Which ones are these abilities ?

Motor development
Physically, this is the age when the
amount of practice and play done in the
earlier years begins to manifest itself in
skillfulness and in what might be called
athleticism. Motor skills like throwing,
catching, kicking, balancing, rolling and
batting approach the mature stage and
allow some youngsters to be highly successful in traditional sports like baseball,
soccer and basketball.
33

Earlier years of practice also provide the


foundation for success in sports like skiing, skating, golf, dance and gymnastics.
This year is also the time when children
frequently begin to identify themselves
as athletic or unathletic, thereby
influencing their future involvement in
sports and physical activity.
Furthermore kids:
- begin to be capable of playing games
with small pieces or buttons
- are active, but still need rest
- can appreciate design alone or quietly
fit it well into their lives
- perseverance gets a great boost.
- need just fast recovery after intensive
activity
- Power increases
- Can handle a ball and being able to
catch a throw large and small balls/
objects with and without bouncing
- Are mastering waving, jumping, rolling,
somersaulting, balancing, walk-jumping,
climbing and sprinting
- Can combine locomotor and motor
skills better (turn,spin and jump, for
example as seen in basketball);
- Finger control is quite refined
- Stamina increases; can run and swim
further

34

is important to underline that childrens


actual skill levels will vary based on their
amount of physical activity. Sedentary
children will not mature as quickly as
those who participate in activities like
dance lessons, team sports or backyard
play.
(created withe the support of Dott.ssa
Adria Corradi, educationist -

http://www.greatschools.org/special-education/
health/903-developmental-milestones-your-8-year-oldchild.gs)

Social development
When interacting with others, eightyear-olds enjoy sharing their viewpoints
on a variety of topics. This is the time
of relationship creation with the others,
in an aware way, and of constructive
agonism.
They have a clearly developed sense
of self-worth and may express frustration in response to activities that they
perceive as areas of personal weakness.
Eight-year-olds begin to understand the
concept of masking emotions and can
vary their use of coping strategies to
deal with challenging situations.

Furthermore they :
- Are good team players
- Start to enjoy risks
- Develop sense for game rules and
guidelines. They know the rules and are
willing to respect them
- Create customized design and personalization is popular
- Are very interested in friendship and
doing activities together
- Have strong need for love and understanding, especially from mother
- May be quite sensitive and overly
dramatic
- Change quickly emotions in a ongoing
way
- Favor group play, clubs, and team
sports; wants to feel part of a group
- More influenced by peer pressure
- Have a strong need to belong.
- Seek to understand the reasons for
things
- Think in an organized and logical way,
they always look for new whys and, of
course, new answers

Cognitive development
First of all, children at this stage are
becoming better readers. They select
and combine skills and strategies to
read fluently with meaning and purpose. They apply comprehension and
vocabulary strategies to a wider variety
of texts and are better able to check on
and improve their comprehension as
needed. Their fundamental reading skills
are established and one function of reading becomes its use for learning about
various topics. They read for pleasure
and choose books based on personal
preference, topic or author.
At the same time, childrens writing
skills continue to develop. It is also the
time for critical thinking development,
in a subsequence of hypothesis and
experimentation.

(created withe the support of Dott.ssa


Adria Corradi, educationist -

In mathematics, eight-year-olds can


count to 1,000 and gauge the relative
proximity of three- and four-digit numbers to one another. They are able to
apply a host of strategies when solving
problems with three-digit numbers or
less.

child.gs)

Furthermore:

http://www.greatschools.org/special-education/
health/903-developmental-milestones-your-8-year-old-

35

- Eight-year-old children may become


interested in a particular subject or interest and delight in learning everything
they can about it.
- Obsession with a game, sport, or hobby is common among this age children.
- They are experimenting with different
shades of colours
- Children this age show greater concentration and sophistication in playing
different characters and can draw from
a variety of sources to improvise dialogue and tell stories.
- They can create storyboards and clearly understand the sequence of events,
in time.
- They can understand simple instructions with pictures
- Can count in new ways (by
fives,tens,etc.)
- Working with money and time becomes easier
- There is more awareness regarding
theme that need it (like money saving or
spending)
- Being timed starts to be a possible
part of the game
- Design can contain more extreme
colours and graphics
Eight-year-old children are increasingly
expressing interest in making their

36

own decisions about their meals and


snacks. While younger children certainly
may express dislike for certain foods or
preferences for others. Peer pressure
can also come into play as 8-year-old
children see what food choices their
friends make; if many of their friends eat
junk food and soda, an 8-year-old child
may want to follow their example.
Body image issues can arise in some
children at this age. The important thing
is to remember that 9-year-old children
are still influenced by their parents
attitude toward physical activity and
body image. When parents make physical fitness, healthy food, and positive
attitudes about weight and body image
a priority, they set a good example for
their children to follow.
Nine/Ten-year-old children are on the
brink of adolescence. In the next few
years, they will experience significant
changes in physical development as
they enter puberty and their preteen
years. Nine-year-old children can vary
greatly in size. At this age xperience a
growth spurt, getting taller and gaining
more weight. Some children may be taller or shorter than others. You can also
expect to see some differences in body

shapes, with some children being naturally stockier or skinnier than others.
(created withe the support of Dott.ssa
Adria Corradi, educationist http://www.greatschools.org/special-education/
health/903-developmental-milestones-your-8-year-oldchild.gs)

Museum, theatre
library etc.
4%
Hanging
9%
Sport
9%

Right
the graphic shows how school
age kids (5-17) spend their time
while not at school or studying
source IOTF

Games
13%

Reading
3%
Walking, cycling
3%

Tv, radio, music


computer
34%

Contact with
family and friends
25%

PIAGETS THEORY OF COGNITIVE DEVELOPMENT


Jean Piaget was a psychologist and philosopher known for his
studies with children. He finds the concrete stage a very important turning point in the childs cognitive development, because it
marks the beginning of logical or operational thought:
Children in the concrete operational stage are typically ages 7 to 11.
They gain the abilities of conservation (number, area, volume, orientation) and reversibility. Their thinking is more organized and rational.
They can solve problems in a logical fashion, but are typically not able
to think abstractly or hypothetically
37

Movement in a wider educational


context
In his book Poter giocare (Societ
Stampa Sportiva, Roma 1993) Antonio
Borgogni assures that The psycho-motor
education cant be by herself a teaching
topic, because it express the discovery (or
better, its application) of the constant relationship between the man-body that set
his movement in the reality, and between
the man-mind that evolves intellectually,
better knowing they reality. Reality is not
a blurred data, but a net of emotionally
connected signals.
He also says that this reality is set up as
an element characterized by four possibilities: to receive signals, to link them together, to understand them and to compare
them with personal needs.
Is crucial to refer its growing and evolution not to motor activities for their end
in themselves, but to educational projects
that use movement as analytical element
for skills , because it is center of communicative experience and of psychological
customization process of the kid, protagonist of his evolution.
It is immediately clear the importance
to assume as reference in the evaluation
of these four steps not only the

38

movement perspective, but the entire


educational context. There should be a
least common denominator on coherence, a background that can link together
different educational aspects, with the
same aim: let the kid learn, not only the
movement but also the why, what for
and how to best use movement out of it.
He goes on telling that there is obviously
an educational process, and movement
activities, designed, developed and verified
following the global idea, is basic part of
the process. This is the idea of psychomotor
After this is clear that talking about
learning, in general, make sense if we
immediately think about interdisciplinary matters, traversal planning, or rather
a group of different interventions, with
the aim of an unique, whole final goal.
This is the first step where start from:
movements and motor activity is and
have to be always part of a broad drawing, a bigger educational speech and
involve kids to move, not for just making
steps or moving, but to highlight and
foster the other points, giving the kid a
learning tool, that enhances his movements.

Game: a troyan horse


Daniel Zylberberg, vice-president of
Federation National Natation Prescolaire
Paris, and also psychologist watchful for
childhood problems, assures that there
is no toy that can replace game.
The kid starts to play games whale inside baby bump and will do it forever. A
huger number of works and topics were
done and written about game, its cognitive functions and its been vehicle for
exploration, but adults attitude regarding it tend to highlight the fun part. For
the child, instead, is a serious thing, that
requires extreme attention and focus. Of
course, to have fun !!
It is for him the most natural and untimely motor experience. Movement
is associated to the game, and is what
makes it possible and doable by the kid.
J. Piaget describes accurately (Lo
sviluppo mentale del bambino - Nuova
Italia Editrice) the different phases in a
kid gameplay, from imitation of rules to
first trials, to infinite possibilities. In every phase there is movement, is crucial
and is what allow kids to play and

overcome the step.


Some years ago, there was who assured that (Massimo Davi - Un cavallo di
Troia, il gioco) if Piaget said that there is
no game without movement, there could
be movement without game.
Sadly times are changed, technology
is now everywhere and this postulate
is extremely ephemeral: now game
without movement is the normality.
Kids approaches their devices, phones,
computers, consoles earlier and earlier. Internet more than that, is offering
free games that, even if some of them
educational, are bringing kids to sedentary lifestyle, and to rewrite down the
law of movement: there is game without
movement and it is cool !! This seems to
be the new rule.
In this scenario, will be interesting and
fruitful to have, paraphrasing Davi, a
Trojan Horse, to involve kids in movement, learning and having fun, keeping
them inside a game, that is what kids
need to approach the world, discover it
and grow up.

39

KID DEVICE RELATIONSHIP

What is the relationship between kids


and digital devices ? How is it spreading
and which are kids capability in their
use today ? And tomorrow ? Is there the
possibility to create a system to use the
potential of smartphones and devices to
teach kids good values and activities ?
In this study Ive collected datas, words
and studies of some of the world most
influent field researchers to understand
how further can this trend arrive.
Is immediately clear that devices are
spreading families at speed of light and,
as a reflection, on kids that demonstrate high capabilities and curiosity with
touch screen interaction since first years
of age.
The entering age
The report Net Children Go Mobile
(Mascheroni - Olaffson 2014) gives
a precise focus on the access and use
of mobile convergent media among
children aged 9-16. Based on a survey
that involved 2000 children in the age
range who are internet users and their
parents in Denmark, Italy, Romania and
the UK and random stratified survey
sampling of some 500 children who use
the internet per country, demonstrate
that the ways through and the locations
40

from which children go online are diversifying, and this trend is continuing. Indeed, the increasing diffusion of portable
devices and convergent mobile media may
actually expand the range of places and
social situations where children access the
internet, fostering the so-called ubiquitous
inter-netting.
The same research, shows that the
average age when children start using the
internet is dropping, with younger children
starting to use the internet at a younger
age.
The graphic kept from the report shows
that the average age of first using of
the internet is decreasing rapidly even
amongst kids of the same generation. They also asked children how old
they were given a mobile phone and
a smartphone and the data that result
here is that children across Europe start
using the internet before they are given a
mobile phone.

Knowledge and capabilities


A research made by Michael Cohen
for the U.S. Department of Education
Ready to Learn Program regarding
the capabilities of using tablets and
smartphones by kids from 3 to 8 (2013),
highlights that
touch screen technology and accompanying digital Apps offer an accessible
and meaningful media platform for children
as young as two years of age and the risk

of frustration and boredom ishigh unless


game challenge is sustained through leveling.
The scheme taken from his research
shows the potential that kids in examined age range have, while first interfacing to smartphones as own object, full
time available, considering the capabilities that could develop passing from
novice to master.

Bottom left
chart from Cohens research regarding today kids capabilities in the use of devices,
divided by age range.

This means that as soon as kids receive smartphones, in an age range that
is lowering down year after year, they
already perceive the internet as a fundamental part of it, and can use smartphones sharing and connection potential
since their first time.

41

The research made by Ofcom in 2013


with the aim to investigate childrens
use, knowledge and understanding of
media, in comparison to parents and
childrens concerns and attitude, gives
some interesting feed about the spreading of tablets and devices nowadays,
as source of internet service, more
unlinked from the static space of the
computer.
It reports that while four in five children
(81%) go online at home through a PC,
laptop or netbook, a quarter go online via
a mobile phone (27%) or a tablet computer (23%), one in six go online via a fixed
or portable games console/ games player
(17%), and one in ten through a portable
media player like an iPod Touch (9%). The
incidence of children going online through
any of these devices increases with age
and also that compared to 2012 there has
been an overall increase in the incidence of
children aged 5-15 going online via a mobile phone (27% vs. 22%), due to increases
for children aged 8-11 (18% vs. 12%), even
if boys aged 8-11 are more likely than girls
of this age to ever access the internet at
home via a fixed or portable games console/games player (25% vs. 14%)
Moreover it assures that use of a tablet

42

computer for gaming has increased since


2012 among all 5-15 year olds (23% vs.
7%) and among each of the age groups
(23% vs. 6% for 5-7s, 26% vs. 8% for
8-11s, 19% vs. 8% for 12-15s).
According to the report Pew Internets
report, Teens and Technology 2013,
based on Zact 2013 Mobile Families
Survey, 44% of U.S. kids aged 12-17 are
using smartphones in 2013. It expects
that number to grow to 51% in 2014,
59% in 2015, 66% in 2016, and 73% in
2017.

What next ?
If we consider also technological advancement that will lead in the next years
300 million smartphones to the hands
of kids just for parents replacement
of it (Gass - Kliman speech in Digikids
Conference, New York 2014), we can
assure that we are heading towards the
direction of a huge spreading, year after
year, of smartphones and devices in the
researched age range, made of kids that
will be more and more capable of

understanding the value and the potential of technology they have in the hands. Technology that should be however
teached them, in order to make them
perceive device as a whole platform of
shared resources, not just a way to share socials, moments or pictures.

Previous page
Right
charts from NCGM with datas about approaches to internet
and phones of kids and about their usage of media and devices,
in general

Next page
Top left
a scheme by Ofcom research that shows the use of devices by
children
Bottom left
a scheme by Ofcom that shows devices used for gaming
Bottom right
forecasting about the expected growing of
smartphones

43

CASE STUDY KIDS


IL MANUALE DELLE GIOVANI MARMOTTE

Full and innovative manual that


aims to educate kids to the use
of books to retrieve infos
quickly.
Funny and complete way to
retrieve informations.
Deus ex machina to support
kids acknowledgement in a
funny gamey style.
Edited in Italy from 1969.

CASE STUDY KIDS


MAGIC KINDER APP

MEMORABLE
EDUCATIVE

IMAGINATIVE

MENTAL

CRAFTY

VIRTUAL
EFFORT

REAL
EFFORT

TRUST
AMONGST
PARENTS

scale built on percentage amounts

CASE STUDY KIDS


DADE.IT - SEARCH ENGINE

Parallel search engine for kids


only, with high safety filters to
send them to fully safe child
websites only.
Is an interesting idea to safely
allow kids to discover internet
and its resources in the same
way as adults do.
In a registration part the kid can
create and keep his database.
44

It is a huge database of games


with, as characters, surprises
kids find inside chocolate Kinder
eggs.
It has online games, but most of
them are educational, logic or
tricky things to solve using
intellect and reasoning.
Involves the kid in real activities,
giving downloadable kits to use.

MEMORABLE
EDUCATIVE

IMAGINATIVE

MENTAL

CRAFTY

VIRTUAL
EFFORT

REAL
EFFORT

TRUST
AMONGST
PARENTS

scale built on percentage amounts

CASE STUDY KIDS


MATTEL APPTIVITY

MEMORABLE
EDUCATIVE

IMAGINATIVE

MENTAL

CRAFTY

VIRTUAL
EFFORT

REAL
EFFORT

TRUST
AMONGST
PARENTS

scale built on percentage amounts

It is a new play experience


developed by Mattel, to create
synergy between toys and
devices to give structure to kids
games.
Is an App that generates
scenarios for mattel physical
products, to play with them in
the proper environment, with a
car as well as with card games.

MEMORABLE
EDUCATIVE

IMAGINATIVE

MENTAL

CRAFTY

VIRTUAL
EFFORT

REAL
EFFORT

TRUST
AMONGST
PARENTS

scale built on percentage amounts

45

CASE STUDY PARENTS


NESQUIK.COM

Double website, with a section


for parents and one for kids.
Has an high game approach, but
is more concerning the real
physical activity of kids, that
aims to stimulate with a good
database of possible interesting
activities.
Other parts are educational
tests, quiz and virtual games.

CASE STUDY PARENTS


QUIMAMME.IT

STIMULATIVE

EDUCATIVE

TRUST
GENERATED

MEMORABLE

GAME
APPROACH

DATABASE
COMPLETENESS

scale built on percentage amounts

CASE STUDY PARENTS


KIDSPOT.COM.AU

Complete website for parenting,


that report a huge amount of
topics, divided in different areas
of interest.
It is perfectly organized, like an
encyclopedia that aim to
communicate to parents only.
There are also games ideas,
healthy recipes, blogs and
storytelling kept by people.
46

Really well done parenting


website, with strong impact for
cleaness in comunication and
language.
Big space is given to advertising
banners, most of them for well
known brands.
Reports topic of any kind, in a
clean way, nicely catalogated
and recognizable.

STIMULATIVE

EDUCATIVE

TRUST
GENERATED

MEMORABLE

GAME
APPROACH

DATABASE
COMPLETENESS

scale built on percentage amounts

CASE STUDY PARENTS


PARENTS.COM

STIMULATIVE

EDUCATIVE

TRUST
GENERATED

MEMORABLE

GAME
APPROACH

DATABASE
COMPLETENESS

scale built on percentage amounts

STIMULATIVE
Is a full parenting database,
regarding different topics of
MEMORABLE
EDUCATIVE
parents sphere.
The big number of topics are not
deep in comprehension, most of
them have the X ways to do
TRUST
GAME
GENERATED
APPROACH
this.... format.
DATABASE
Has a very soft and gamey
COMPLETENESS
approach, even if is a completely
parenting platform.
scale built on percentage amounts

47

PERSONAS

David, 8

He is a fat rich american kid. His parents travel a lot because of


their work and he use to stay with grandma or with the babysitter.
Both of them are lovely, but he is the small boy of the family,
so for both of them is difficult to say no to his bad habits, regarding food and videogames addiction.
His parents use to say a lot about this to their kid, but in the
end he is always winner.
He has some friends, but most of them are the ones who play
with, and almost all the other dislike him, because of his arrogance and his desire to overtake everyone in every field.
His dream is to have a huge doghnut shaped armchair, immersed in virtual reality, where to play ultimate videogames and
gibe all of his peers all time.

Yun Pen, 8

He is a Shanghainese guy who would like to travel and know


places, but he cant afford it.
Everything his family could give him was a new generation
smartphone, and he uses it very well.
He loves to spend time with it without annoying himself, so he
uses a lot of videogames, but he reads comics, solves logical
games and watch a lot of videos as well.
He wants to spend time, enjoy himself and know the world
around him with its device, but he would really love to do it
with a paper map in the hands.
He is sure about he future: he wants to become an engineer,
because of his high math skills, earn a lot of money and travel.

United States

China

48

Paolo, 9
Italy

He is an extremely active kid, interested in everything.


He loves to read and to research information regarding what
he loves the most on dedicated websites: nature, animals,
environment, history and science.
He wants to join the Boy Scouts movement, but his parents
are so passionate in nature to keep him always with them,
around the seas and mountain sorrounding his small town so
he passed this idea, for he moment.
He is sure he wants to become Archeologist and travel around
the world discovering unsolved mystery.

49

50

CONCEPT

A-CHAMPS
PRODUCT SERVICE SYSTEM

When in the half of my chinese experience i told Kilian, my boss, that I was
interested in taking care of A-Champs
internet platform for my final master
thesis he probably wouldnt have been
thinking that his idea turns to something
so different from just a website.
And me neither probably, but at that
time i was working on my A-Champs
product, finalizing a research phase that
brought me fully inside the value of the
brand, and the importance to create something that allows these modern guys
and girls to move, get outside and play
with other kids, rather than stay home,
getting lazy and fat.
When he told us about his idea for the
website, a double structured platform,
with educative and informational tips
and articles reported in blog style, with
videos and access to product line and
topics for parents, and a gameful approach learning application regarding he
themes for kids, Ive immediately seen
the opportunity there to work again with
this crucial and contemporary themes,
to turn into service this double sided
platform idea.
Was interesting the idea to create a
synergy between the products line and
the website, providing an educational
platform for parents and an educational
52

game for kids, to be integrated with the


product, sharing the same values, and
with a toolkit to be provided with the
product itself, with the aim to make the
child move and play, making positive activity and best using A-Champs product
itself.
Ive found a lot of these platforms, developed by associations, private institutes,
brands, corporations, all stuck in the
same direction of educational games
and learn by doing, but in virtual sphere.
There is plenty of platforms about food
education, really well done in terms of
leaning and lessons, but from the virtual
game side as well !
This was the point, everyone uses the
language of video games to communicate moving, eating, playing sports
and enjoying activities in the correct
way, but none of them aims to give a
real support for open air activities, they
rather keep kids focused on screens
teaching theory.

Right
the cover page of the manual,
with the big personal monkey and
the possibility to add the name

Bottom
last page of the manual where, as
soon as printed, the kid can write
property and uses of it

LIVING MANUAL OF

Play video

THIS LIVING MANUAL


IS PROPERTY OF

i need this manual for


53

Some of those parenting websites are


reporting suggestions of activities for
parents, to be done with children, but
what I wanted was something more: a
game that makes the kid move in the
real world, not forcing but involving him
in real activities, based on an educational game on devices and smartphones
and uses their sharing power to report
activities done for real, that become
achievements for the virtual game unlocking.

So I arrived to design this service system, which integrates different elements that communicate between
them, creating a link between kids,
parents and the values of the brand and
its proposal to make kids move, enjoy
open air activities and healthy food and
lifestyle: A-Champs LIVING MANUAL
(manual game for kids), A-Champs
LIVING DIARY (interactive website for
parents), all of these advertised in the
web with some hints pages to stimulate curiosity of kids and parents who
arent users nor knower of the brand,
and A-Champs TOOLKIT GAME (paper
book game to be found inside the box of
A-Champs product effectively bought).

The kids game, with the manual approach, aims to create a constructive
relationship between kids and devices,
letting them understand that technology
and smartphones are not just video games and virtual worlds, but useful tools
to be understood, learned and used in
safe and controlled way to gather informations, because that is what kids will
do with devices as adults.
Doing this is crucial to make the kid
himself move, not only because activity
requires it, but for the joy and the interest into the activity, so that to forget
about his laziness barriers to movement,
idea that struggles all A-Champs products.
Taking as inspirations book manuals of
some decades ago till now, which aimed
to create the relationship between kid
and printed manuals, as a precious
source for information reported in a
gamey way, Ive designed this app as
a kids support manual, opening this
to all the possibilities that an evolutive
system as internet based applications
gives, in comparison to a printed paper
book. This manual can and have to be
built and customized by the kid, step by
step, doing and create something that
effectively is continuously related to
movement and activities done.

54

55

THE AIR DOMINO

There are four sections, to be unlocked


by kids, in the order they want, making
one BIG EFFORT GAME each.
Are simple and effective games that involves high amount of movement, that have
to keep high kids attention. Not repetitive
games, but like four steps of a treasure
hunt, stimulating all kids senses and learnings, without highlighting any peculiarity
nor creating any dejection in insuccess.
(Dott.ssa Adria Corradi)

ARE YOU READY


TO BECOME A
PHOTOGRAPHER ?
FIELD
CITY
FACTORY
ANIMAL
RIVER
ELECTRIC
CENTRAL

HIGHWAY
WOOD
Build the air domino, with elements you
collected, unlock the AIR section of the manual and
play with friends, with your own design game !!

BUILD THE BOAT, IN THE WAY YOU THINK


IS THE BEST ONE FOR THE SOLUTION
YOU EXPECT

WASTE
CENTRAL

SUBMIT AND UNLOCK

DEFINE A STARTING POINT IN YOUR


ENVIRONMENT AND WALK WITH AN
ADULT, TO TAKE PICTURES OF THE 5
SPOT HIGHLIGHTED ON THE MAP

This page
some of the screenshots of the 4
Big Effort Games and the icons
that the kids will achieve once
shared collected datas

EVERY SQUARE ON THE MAP MEANS 5 STEPS TO BE DONE

56

These games are the first step of each


section of the manual. Once the section is unlocked, doing the proper step,
are unlocked all the pages of that. Are
theory pages about interesting topics
regarding the section, with informations
and curiosity to help the kid understand
and learn, furthermore there are games,
activities, experiments to be done by the
kid in the real world and to be reported
and shared via picture, data collecting or
other way that involves the device in a
constructive way.
Most of these sections are, indeed,
empty, to be fulfilled by the kid, involving him in the creation of his own
manual, personal and unique.

completeness of the full manual.


Moreover the app allows us to create an interesting and stimulating add
for the kids: sharing. Everything the
kid does, have to be proved to give
the achievement, in big effort games
as in the others, so what kids share is
an opportunity for other kids of this
learning community to learn, looking
at difference between their outcomes
and the ones from mates all around
the world, coherently with the idea of
learn by doing as with the one of shared
knowledge that devices and web are
representing so much.

Obviously these games are achievements, that the kid have to do and will
be stimulated for it, to arrive to the
57

Obviously this is the game side, the service system is way bigger. Once the kid
downloads the app he will be directed
into the A-Champs platform landing
page, where an introductive video explains what the game is and how does it
work.
Here there will be some part of
acknowledgement about A-Champs
active games, the space for the communication of the brand and the manual
part, where he will be asked to register
himself. He will register himself with
name and password, but at this time we
need to know his details.
Considering the age, rules on privacy
that deny to publish personal datas
and to agree without permission, and
educational ones that suggests to use
symbols and images wherever possible,
the kid will in this section create his own
character: a monkey.

Once the manual is 100% completed


the kid have the possibility to buy his
own puppet of the monkey.
With the same features as the monkey
character has, this puppet is an
A-Champ branded small toy, sold in
Europe for 15 , and has inside a pedometer, which dials with the app directly.
Whoever buys this toy automatically
access to an after service where the
achievements are directly related to the
active movement of kids, detected by
the puppet-pedometer.

This monkey will evolve during the


game, based on achievements that the
kid reaches. Every unlocked section releases items, to give kids the possibility to
customize, dress, accessorize, color and
make stronger the monkey, that will be
the main actor of manual graphics and
illustrations contributing to the unicity
for kids of their proper manual.

This online profile will be the personal


page of kids on the platform, what will
appear to other users that, from around
the world, looks at their manuals for
confrontation and inspiration. The kid
will be represented by his monkey, plus
a map that shows where country is he
from, the size of his city and the environment.

58

This achievements will be daily, weekly


and monthly and will ask the kid to
move, run, make steps in order to make
him train and do an active lifestyle. In
here there will be the consciousness of
movement, not as in the manual games,
is for the PRO of the manual that will be
marked for this in their online profile.

59

The other awesome value that technology can add to the manual is to make
it evolutive. In fact, even if the manual
finishes apparently here, new topics and
sections, so new activities and movement games, are continuously added
and kids are stimulated to download
and complete them.
Once new sections are fulfilled, the kid
will find these added to his manual.
This is because of the importance that
kids, even some time after finishing the
manual is stimulated to play new games
and to go on with customization and
acknowledging, looking at other kids
stories around the world.
There will be also the possibility to give
offers and discounts to kids for acquiring A-Champs products.

A-Champs Living Diary, the website for


parents, is a core of this service and is
extremely crucial.
Is the opportunity for parents who know
A-Champs to enter inside the value and
learn how to manage it, for parents who
knows the value and not the brand to
share the same stories, researches and
aims of it, and positively know it, eventually buying from the online store. For
both of them is a door on kids game,
and have to be something that stimulates them to fully believe in the mission,
in its importance and to share this with
their kids and incite them to play the
manual.
For parents who dont care about topic
can be something that helps them to
understand better the meaning of the
value and is, however, the place every
parents of manual game players iterate
with to give his permission, so is important to catch also that kind of parents
with a meaningful platform.

discuss in an easy communicative way


the argument, avoiding boring texts
that takes full pages on other parenting
websites.
There are interviews of consistent
people talking about them, modern
acknowledging sections done as quizzes, tests and mini games for adults.
Important and central will be the explanation regarding A-Champ products
(active games) and the online story, that
allows people to buy toys from countries where probably the new brand is not
distributed yet.
Then, of course, the game hints and tips
to stimulate parents to let kids download and play with the app and, last but
not least, some ideas for movement games and activities to be done by parents
with kids.

The living diary will be a responsive


website, in order to make it usable on
smartphones and not to develop also
the app. It will be a blog style report
of topic informations about the brand
values and mission, where highlight is
given to the video of the day that
60

61

The link between products line and the


service system, in the reality, is inside
the product box.
Here we find, indeed, a paper manual,
where are reported four big effort games, related to the product bought, with
the aim to help the kid make the best
use out of it.
In this paper manual the data collection
is more romantic, as actually done a few
decades ago: the kid is expected to pick
elements, pictures or materials and stick
those in the album after cutting with
scissors and adjusted.
The cover is completely customizable,
in order to give A-Champs users the
possibility to build their own personal
manual, for real, to be kept and saved
for future experience and memories.
Once the kid completes his toolkit
manual, is involved to download the app
and the manual, where he will start with
already a good percentage and some
highlighting in the profile, for being a
toolkit accomplisher and will be part of
the system, going on playing with the
app manual, to get a better completeness regarding all topics.

first of the four big effort games, printed


on paper.
After they will finish the game they will
get the second one plus some bonus
pages, then the third one and the fourth.
After finishing all the four steps, collecting some bonus pages, i will provide
kids the cover of the manual and tools
to customize it, like pens, markers, colored cardboard and stickers.
I want to test with this prototype how
are the kids involved in the four games Ive designed, and how can the
idea to create a self designed personal
collection stimulate kids to enjoy this
experience, and how is the interaction
between kids and physical toolkit considering that the project is thought considering projection of big realities, and in
small cities like mine, where the prototype will be made, there are still fightings
against smartphones and devices to
9-10 years kids.

This will be what I will prototype with


kids at summer camps: I will take 2 or 3
kids in the target age, provide them the
62

63

1 STEP

GAME
REQUIREMENTS

FOR ACTIVE KIDS LOOKING FOR ACKNOWLEDGEMENT


discover and educate yourself with this active game

FOR KIDS LOOKING FOR A WAY TO SPEND TIME


learn, play, have fun and get a reward

CREATE AN ONLINE OPEN SHARING

FOR LAZY KIDS LOOKING FOR GAMES AND APPS

FAST AND VIRAL

rewarding awesome game

2 STEP

DEVICE

WORLD

3 STEP

WORLD

DEVICE

DOING
MOVEMENT AND
ACTIVITIES

CUSTOMIZABLE

COHERENT WITH
KIDS EXPECTATIONS

FIRST APPROACH WITH EVERY


SECTION, WILL BE SOMETHING
THAT EXPLAINS AND
INVOLVES THE KID FOR
FURTHER ACTIVE STEPS

DEVICE

INVOLVE KIDS TO PASS FROM


VIRTUAL GAME TO REAL GAME
DIFFERENT APPROACHES NOT
TO BOTHER HIM, AND
STIMULATE THEM TO PLAY IN
THE REAL WORLD, BETTER
THAN VIRTUALLY
BREAK DOWN
KIDS BARRIERS AND LET HIM
DISCOVER THE DEVICE AS AN
USEFUL HELP, BETTER THAN A
GAME CONSOLE

60 min/day of moderate to vigorous activity


the old street games can help us a lot in this
build your own toy is more fun if creativity is involved
importance of sport
how does the human body work ?

COHERENT WITH
THE VEHICLE USED
(PLATFORM-APP)

HEALTHY FOOD
AND
LIFESTYLE

11% of kids no breakfast


no consumption of fruit and vegetables
no vitamines, mineral,fibers
no knowledge about modern food habits

COHERENT WITH
A-CHAMPS MESSAGE

GAMES

DISCOVERING
THE WORLD
AROUND THEM

nature is a big value for food providing

we are natural explorers


science and phenomena

SAFE AND EASY

STIMULATING
AND EDUCATIVE

SAFE AND EASY TO MANAGE


SAFE TASKS TO DO

discover the world


use the device to help yourself in this
importance of experiments to visualize science
national task force on obesity (2005)
sio-obesit.org

EDUCATIVE FOR
FURTHER LIFE OF KIDS
SHOWING SOMETHING THEY
CAN REPEAT AND REDO
SOCIAL MEANINGS AND
ACKNOWLEDGEMENTS
PERSUASIVE IN SOME WAYS

SCIENCE AND PHYSICS


THE WORLD AROUND US

FUN - FREEDOM - POWER - BELONGING

LOW EFFORT
GAMES

HIGH EFFORT
GAMES

NATURE, GROWING and natural elements


the importance of NUTRITION
THE HUMAN BODY and how it works
the importance of PHYSICAL ACTIVITIES
do it discovering OLD GAMES and SPORTS

64

TOPICS

He has to do the BIG EFFORT GAME TO UNLOCK THE SECTION


The first activity, for every section, is the one that unlock it. It is a big effort game, where is required
the kid a big effort, in terms of movement but also learning, crafting, thinking and reasoning

A-CHAMPS
LIVING MANUAL CONCEPT

He download this app, a manual to help him discovering the world


Is divided in 4 sections, the 4 elemets.
He decides which section of the 4 to be completed first and he opens it.
He has the first page where is explained the section and the BIG EFFORT GAME

SECTION UNLOCKED
After completing the BIG EFFORT GAME, the regarding section will be unlocked, and the kid will get all
the pages of it.
In every section there is the theory and acknowledgements, already full of everything needed for the
kid to learn and play, and experiments and activities regarding the topic.
Experiments and activities, as well as picture collecting and persolal statements, are to be completed
by the kid itself. He will be asked, in every chapter, to do some activities, from LO EFFORT to MEDIUM
EFFORT, in order to create and customize his own manual, and share them, in order to let other kids
looking at his manual, as he can do, as well

IF ONE OF THE
FOUR SECTIONS IS FULLFILLED
or 30% - 80%
Possibility to get the gears for the
puppet regarding the section achieved

IF EVERY SECTION IS
FULLFILLED
or 80% -100%
IF NO SECTION IS FULLFILLED
or 0% - 30%

Possibility to get the puppet with all


gears unlocked

Buy the puppet with no customization


Incomplete but functional manual

PUPPET WITH PEDOMETER


66

UNLOCK ALL THE MANUAL TO ACHIEVE THE FINAL REWARDING


After finishing the 4 steps of the maual the kid can already buy the PEDOMETER, without
customization.
Finishing the 100% of it, the kid will have the possibility to customize his manual in order to have it
unique, download it as e-book and buy the PEDOMETER with customization or get it for free, but the
standard one, plain

ENTER THE APP

INCOMPLETE
BUT FUNCTIONAL MANUAL

USE IT !
BUILD IT !
CONFIGURE IT !
CUSTOMIZE IT !

CUSTOMIZE THE
CHARACTER
(and the manual
style)

BUY IT OR GET
IT FOR FREE

AFTERSERVICE

PROFILE PAGE STRICTLY RELATED TO THE PUPPET/PEDOMETER


The kid have the possibility to play here allover time, with always new games and achievements

SHARE YOURS

INSIDE THE SHOES I FIND A SHORT PAPER


TOOLKIT, WITH THE 4 BIG GAMES TO BE DONE.

SEE THE
OTHERS

ONCE FINISHED, THE KID WILL UPLOAD IT,


DOWNLOADING THE APP, WITH THE 4
SECTIONS UNLOCKED. HE WILL ACHIEVE LITTLE
STEPS TO GET THE PEDOMETER

EARTH
WATER
FIRE
AIR

DECIDE WHICH
SECTION TO
DO BETWEEN
4

EARTH
DNVCIJEN3ENCONECO
KNOC
WJDCNWDENCOENCOWNM
DNVCIJEN3ENCONECO
KNOC
WJDCNWDENCOENDN
VCIJEN3ENCONECOKN
OC
WJDCNWDENCOENCO
WNMDNVCIJEN3ENCO
NECOKNOC
WJDCNWDENCOENCO
WNMCOWDNVCIJEN3E

THEME
THEORY IS
UNLOCKED

EARTH ACTIVITIES

THE WOOD

DNVCIJEN3ENCONECOKNO
Cdvev3rve3rverve3rve

DNVCIJEN3ENCONECOKNO
C
WJDCNWDENCOENCOWNM
DNVCIJEN3ENCONECOKNO
C
WJDCNWDENCOENDNVCIJ
EN3ENCONECOKNOC
WJDCNWDENCOENCOWN
MDNVCIJEN3ENCONECOKN
OC
WJDCNWDENCOENCOWN
MCOWDNVCIJEN3ENCONE
COKNOC

COMPLETE
BIG EFFORT
GAME

TOPIC
THEORY IS
UNLOCKED

- NEW ACHIEVEMENTS TO DO TO UNLOCK THE CHARACTER


- DAILY, WEEKLY AND MONTHLY CHALLENGES
- SPECIAL OFFERS AND REWARDING
- NEW GEARS FOR THE PUPPET TO BE CONQUERED
- TIPS AND STIMULA TO LOOK AT OTHER DATA COLLECTIONS,
VISUALIZED ON A MAP WITH ITS CHARACTER
- NEW UPCOMING GAMES
- NEW UPCOMING TOPICS FOR THE MANUAL

WOOD ACTIVITIES

WATER
FIRE

SHARE

DNVCIJEN3ENCONECOKNO
C

A CHAMPS
MATTIAS
MANUAL

SUBMIT
SHARE
AND GET
THE
PUPPET

CUSTOMIZE
THE MANUAL

SUBMIT THE
OUTCOME AND
GET
REWARD
PUPPET

AIR

LO/MED EFFORT
GAME,
COMPLETE AND
DO
ACTIVITIES
WHERE AND
HOW REQUIRED
(POSSIBLE TO
BE DONE LATER)

SHARING

DECIDE WHICH
SECTION TO
DO BETWEEN 3

FIRE
DNVCIJEN3ENCONECO
KNOC
WJDCNWDENCOENCOWNM
DNVCIJEN3ENCONECO
KNOC
WJDCNWDENCOENDN
VCIJEN3ENCONECOKN
OC
WJDCNWDENCOENCO
WNMDNVCIJEN3ENCO
NECOKNOC
WJDCNWDENCOENCO
WNMCOWDNVCIJEN3E

HI EFFORT

MED EFFORT

LO EFFORT

educational game, with the aim


to make the kid move and
learn.
Thestimula for it will be the unlocking of the manual section

collecting pictures of what required


in the manual.
can be indoor or outdoor, but the
aim is to make the kid going around
shooting

create stories, build home made experiments, make drawings or give statements

unconsciousness of moving

unconsciousness of moving

not so much activity but the possibility


for the kid to learn, have fun and perceive the game not only as a movement activity

THEME
THEORY IS
UNLOCKED

FIRE ACTIVITIES

COOKING

WOOD ACTIVITIES

DNVCIJEN3ENCONECOKNOC
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COMPLETE
BIG EFFORT
GAME

TOPIC
THEORY IS
UNLOCKED

SHARE

LO/MED
EFFORT
GAME

SHARING

69

THE
FOUR ELEMENTS

Kids need to be stimulated while playing


learning games. Is extremely important
to communicate interesting and serious topics with tangible explanation,
to involve them in looking things and
feeling part of a common, tangible environment.
Moreover this age kids already have
their passions and interest and, being
attracted a lot from the first impression of something (the chapter title,
for instance), is important to give them
curious choices for arguments to be
handled in the manual sections.
The evolutive nature of the application,
then, allows the manual developement
to be ongoing in time, adding features,
topics, arguments and acknowledging
that the kid can integrate later, without
the perception to finish it. An infinite
manual that adds, form time to time,
new pages to the knowledge of the kid.
Starting from this three main points and
the evaluation made regarding game
content to be vehicles of A-Champs
values, was interesting to create sections that do not close any door in terms
of further communication and learning
tools, to girls as well as boys.
So the idea of characterizing 4 different
sections with the 4 natural elements:
Earth - Water - Fire - Air.
70

EARTH

Divided in this 4 main sets, is possible


to gather all topics that a kid can and
could be interested to learn, giving a
structured way in communication and a
strong idea of belonging and identification by the kid in the whole he choose.
After chasing one, the completeness of
it will be perceived as an achievement in
something he masters, but the incompleteness of having other three or less
elects to be completed will involve him
in trying again.

Cataloguing and design of the elements


of the game made in collaboration with
Dott.ssa Adria Corradi, Educationist)

in this theme will be handled the planet, nature, sort of


environments, spatial indicators, orientation, maps and
cartography, art and architecture, gardening (colture of
healthy food, vitamins)

WATER

in this theme will be handled water, the sea, boating


and marines, planet resources and the importance,
recycling, floating, swimming and rescue, food nutritional properties (water percentage in food and our body,
importance of h20, mineral salts)

FIRE

in this theme will be handled the sun, the light, the


human eye and sight, seasons, time and its measurements, timezones, sports and muscles, fire discovering
(food cooking, calories, burners of our body, fats,
proteins)

AIR

in this theme will be handled the air, the sky and the
dream of flight, atmospheric events, pressure, instruments that uses the air, constellations, pollution (food
and oxygenation, the importance of food for our body
To be noticed that food is present in all of the 4 sections
in small amounts, in order to make the kid see and learn
it without make the kid playing a section regarding only
food, that could be perceived as boron and not interesting at all.
71

72

BIG EFFORT
GAMES

Connect collected elements to build a


story and unlock the EARTH section of
the manual !!!

Build a boat with materials you have


collected and make it float, move, play,
to unlock the WATER section of the
manual !!!

Walk in the labyrinth you have to solve


and discover the environment and
things around us, from your and from
others labyrinth !!!

Build the air domino, with elements


that you collected, unlock the AIR
section of the manual and play with
friends, with your own design game !!!

GIVEN TOOLS
A LIST OF COMPONENTS:
FIELD - CITY - FACTORY - ANIMAL - RIVER
WOOD - HIGHWAY - ELECTRIC CENTRAL
WASTE CENTRAL

GIVEN TOOLS
AN IDEA OF HOW THE BODY ARE FLOATING

GIVEN TOOLS
A GEOMETRICAL, SCALED LABYRINTH MAP WITH
FOUR POINTS MARKED ON IT

GIVEN TOOLS
THE PICTURE OF A CLOUD AND THE PICTURE OF
A DOMINO

WHAT HAPPENS
THE GEOMETRICAL MAP HAVE TO BE FULLFILLED
TO REACH THE CENTRAL POINT. THE DRAWING
WILL BE GEOMETRICAL BECAUSE THE SCALE
WILL TELL THE KID THAT EVERY DISTANCE ON
THE MAP IS A STEP ON REALITY

WHAT HAPPENS
RECOGNIZE AND COLLECT 10 ELEMENTS (PICTURES) OF ENTITIES THAT USE AIR, ITS ENERGY OR
ITS MECHANISMS;

WHAT HAPPENS
FOR EVERY COMPONENT THE KID HAVE TO SEEK
AND COLLECT PICTURE OF AN OBJECT THAT CAN
REPRESENT IT. (F.I. A LEAF FOR THE WOOD, A
BATTERY FOR
ELECTRIC CENTRAL)
SHARE THEM ON THE PLATFORM
LINK TOGETHER COMPONENTS, EXPLAINING THE
LINK
IT HAS TO BE BIUNIVOCAL (F.I. FIELDS-FACTORY
BECAUSE FIELDS GIVE FOOD FOR WORKERS AND
FACTORIES GIVE MACHINERY FOR FIELDS).
UNIVOCAL LINKS ARE NOT VALID;
EACH COMPONENT CAN BE LINKED TO MORE
THAN ANOTHER AND INSERTED IN A CYCLE OF
EXCHANGE;
EVERY LINK BETWEEN 2 IS 1 POINT, BETWEEN 3
IS 2 POINTS, BETWEEN MORE THAN THREE IS 3
POINTS;

WHAT HAPPENS
RECOGNIZE AND CATALOGATE, BETWEEN
RECYCLED MATERIALS THAT YOU CAN FIND IN
YOUR ENVIRONMENT, WHICH ONES ARE THE
ONES THAT FLOAT EASILY ON WATER;
COLLECT ALSO MATERIALS THAT YOU THINK
CAN BE USEFUL TO MAKE THE STYLE AND LOOK
OF YOUR BOAT
TAKE PICTURE OF THOSE MATERIALS AND SHARE
THEM

AFTER THIS THE KID WILL HAVE A STREET THAT


REACHES THE CENTRAL POINT
WILL APPEAR, ON THIS PATH, THREE POINTS,
EXACTLY PLACED IN INTERSECTIONS OF STEPS

USE THAT MATERIALS TO BUILD THE BOAT


MAKE IT FLOAT AND TAKE PICTURE OF THE EXPERIENCE
USE PICTURES AND TEXT TO BUILD A SMALL
INSTRUCTION MANUAL, IN ORDER TO ALLOW
OTHER KIDS TO BUILD THE BOAT YOU DESIGNED

THE KID, WITH THE PARENT, WILL DEFINE A STARTING POINT IN HIS ENVIRONMENT
FOLLOWING THE STEPS ON THE MAP, TAKING
PICTURES OF WHAT HE FIND ON THE MARKED
POINTS

UPLOAD AND HAVE A LOOK TO OTHER BOATS

SHARE THE 5 PICTURES


(START THREE POINTS END)

PASS THE LEVEL

HAVE A LOOK TO OTHER OUTCOMES

SHARE PICTURES WITH PLATFORM, ATTACCHING


THEM IN THE PROPER PLACE
NOW USE THE AIR DOMINO CONFIGURATOR TO
BUILD IT
DRAG THE CARDS ONE BY ONE ON THE DOMINO ICON AND CLICK CREATE ! TO MAKE YOUR
GRAPHIC PROJECT
IN THE LAST PAGE PRESS PRINT TO DOWNLOAD
THE PDF OF YOUR DOMINO
PASS THE LEVEL
YOU CAN GLUE IT ON CARDBOARD AND CUT
CARDS TO PLAY IT

PASS THE LEVEL

COLLECT 4 POINTS TO SHARE YOUR STORY, LOOK


AT SOME OTHER STORIES
PASS THE LEVEL

74

75

DISCOVER AND TELL

ARE YOU READY


TO BECOME A
PHOTOGRAPHER ?

ARE YOU READY


TO BECOME A
PHOTOGRAPHER ?

INSIDE OR OUT
OF YOUR
ENVIRONMENT
CATCH PICTURES
THAT ATTRACT YOU
THE MOST

FOR EVERY
COMPONENT
SEEK AND COLLECT
THE PICTURE OF AN
OBJECT THAT CAN
REPRESENT IT

ARE YOU READY


TO BECOME A
PHOTOGRAPHER ?

THIS LINK HAVE TO


BE BIUNIVOCAL

FIELD

POST EACH
PICTURE IN THE
PROPER BOX

CITY
FACTORY
ANIMAL
RIVER

LINK TOGETHER
COMPONENTS
EXPLAINING THIS
LINK

ELECTRIC
CENTRAL

(LEAF FOR THE WOOD, BATTERY FOR ELECTRIC


CENTRAL

(F.I. FIELDS-FACTORY
BECAUSE FIELDS GIVE
FOOD FOR WORKERS AND
FACTORIES GIVE
MACHINERY FOR FIELDS)

UNIVOCAL LINKS
ARE NOT VALID

HIGHWAY

EVERY LINK
BETWEEN 2 IS 1
POINT,

EACH COMPONENT
CAN BE LINKED TO
MORE THAN
ANOTHER AND
INSERTED IN A
CYCLE OF
EXCHANGE

BETWEEN 3 ARE 2
POINTS,

COLLECT 4 POINTS
TO SHARE YOUR
STORY AND PASS
THE LEVEL

BETWEEN MORE
ARE 3 POINTS

WOOD

Connect collected elements to build a story and


unlock the EARTH section of the manual !!!

WASTE
CENTRAL

SUBMIT AND UNLOCK

DRAG THE PICTURES ONE ON THE OTHER


WRITE DOWN THE MOTIVATION AND GET SCORED

DATAS

BUILD THE BOAT, IN THE WAY YOU THINK


IS THE BEST ONE FOR THE SOLUTION
YOU EXPECT

COLLECT RECYCLED
AND NATURAL
MATERIALS YOU
FIND AROUND YOU,
IN YOUR
ENVIRONMENT
USEFUL FOR
BUILDING A BOAT

MAKE SOME
FLOATING TRIALS,
CHOOSING
BETWEEN THOSE
MATERIALS

NOW YOU ARE


READY TO BUILD
YOUR BOAT

TRY TO MAKE IT
FUNCTIONAL,
BUT NICE AND
STYLISH AS WELL

SHOOT THE CHOSEN


MATERIAL FOR
BUILDING AND
POST THE TWO
PICTURES

FOR FLOATING PART

BUILD THE BOAT,


IN THE WAY YOU
THINK IS THE BEST
ONE FOR THE
SOLUTION YOU
EXPECT

REMEMBER THAT
HAS TO FLOAT TO
BE CONSIDERED A
BOAT !!!

WRITE DATAS AND


BUILD A SMALL
MANUAL, SO THAT
OTHER FRIENDS
CAN BUILD A
BOAT EXACTLY
AS YOURS !!!

HAVE A LOOK TO
THESE PICTURES
AND TO OTHER
KIDS JOBS TO
MAKE A GOOD
WORK

SUBMIT AND UNLOCK

FOR THE STYLE

purposes.
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You are

PROCEDURE

DEFINE A STARTING POINT IN YOUR


ENVIRONMENT AND WALK WITH AN
ADULT, TO TAKE PICTURES OF THE 5
SPOT HIGHLIGHTED ON THE MAP

COMPLETE THE MAZE,


FULLFILLING IT

POST THE 5 PICTURES AND HAVE A LOOK


TO OTHERS PATH TO UNLOCK

START

NOW WE WILL
TRIAL YOUR
ABILITIES...
HAVE YOU EVER
BEEN IN A MAZE ?

NOW TRY TO MOVE


ALONG THIS MAZE
WHERE YOU CAN
FIND 5 STEPS TO
EXPLORE, SIGNED
ON THE MAP WITH
A RED DOT

TRY TO MOVE
ALONG THIS WITH
YOUR FINGER

BEFORE STARTING
CHOOSE REALLY
WELL THE
BEGINNING POINT

BRING AN ADULT
WITH YOU AND
TAKE PICTURES
TOGETHER OF THE
FIVE HIGHLIGHTED
POINTS

POST THE FIVE


PICTURES AND
LOOK AT OTHER
MANUALS TO
UNLOCK

REMEMBER:
EVERY SQUARE ON
THE MAP IS 5
STEPS IN THE
REALITY

2
OTHER
MANUALS

END

EVERY SQUARE ON THE MAP MEANS 5 STEPS TO BE DONE

DID YOU EVER STOP, LOOKING AT CLOUDS


IN THE SKY ?
DID YOU EVER ASK WHAT ARE THEY MADE
FROM ?
IN WHICH WAYS CAN BE USED ?

SUBMIT AND UNLOCK

AIR DOMINO CONFIGURATOR


DRAG THE CARDS ONE BY ONE ON THE
DOMINO AND CLICK CREATE ! TO MAKE
YOUR GRAPH PROJECT

RECOGNIZE AND COLLECT 10 ELEMENTS


(PICTURES) OF ENTITIES THAT USE AIR,
ITS ENERGY OR ITS MECHANISMS
ATTACH PICTURES BELOW TO START
BUILDING THE AIR DOMINO

PICTURE
OVERVIEW

PRINT
OTHER
MANUALS

SUBMIT AND UNLOCK

77

ARCHITECTURE

Architecture is the
art and science.....

SMALL EFFORT
GAMES

Small effort games are the chapters of


the manuals sections, to be read and
used as a precious source for kids, exploring the world.
Games because, differently from standard manuals, where topics are provided with graphics, illustrations, pictures
of whatever explained, here will be the
kid to catch required pictures, fullfilled
empty spaces and add informations
analysed from its own perspective,
nvolving him in the creation of his own
manual, personal and unique.
Interesting will be also the fact that
every manual, being different from each
other, could be consulted by kids, in
order to understand how things are seen
differently according to the environment
of origin.

ARCHITECTURE

ARCHITECTURE

ARCHITECTURE

ARCHITECTURE

Architecture is the
art and science to
design and structure
houses, buildings
and infrastructural
works.....

.....Architects are
inspired by esthetic
rules, looking for
harmony and
proportions, but
they have to merge
them with
structural.....

.....techniques
and functional rules,
to make the design
fruitable and usable
for the purpose
it was made.....

.....Even if
architecture exists
from classical times,
Romans were the
masters in its
development.....

Top
this example page is a
two button page. Pressing the game button
he will go to the small
effort game, while in
the other have a look to
other manuals.
Pressing the text will
pop up the story again

OTHER
MANUALS

FISHING

FISHING

Fishing is the act


of catching fish in a
variety of ways.
Most consider
fishing to be taking
fish by hook and
line.....

Fishing is the act


of catching fish.....

DID YO EVER
DREAM TO BE AN
ARCHITECT ?
HAVE YOU EVER
DESIRED TO BUILD
YOU SHELTER ?

Commercial fishing is
taking fish for sale.....

A SMALL HOUSE
FOR YOU, FOR
YOUR FRIENDS OR
JUST FOR YOUR
TOYS ??

TRY TO DESIGN
AND BUILD ONE,
USING THINGS YOU
FIND AROUND
YOU

TRY TO DESIGN
AND BUILD.....
Find the suitable place...

MAYBE SOMEONE
ONE DAY WILL
DECIDE TO GO AND
LIVE THERE

Collect materials,
coherently with the
environment you are
working
(DONT USE PLASTIC TO
BUILD A HOUSE IN THE
FOREST)
UPLOAD PICTURE

FISHING

You can use either


poles, rod and reel
to do so. Rods and
reels for fishing
include.....

FISHING

FISHING

.....fly fishing outfits,


spincast fishing
outfits, spinning
fishing outfit
and bait casting
outfits.

.....Recreational fishing
is catching fish for
personal use or for the
sport of catching
fish.....

Recreational fishing
can include fishing
with nets, fishing
with jugs, fishing
with set lines like
trotlines and bank
hooks and even
spearing fish.

.....Recreational caught
fish are eaten by the
person catching them
or released, they are
not sold.

FISHING

FISHING

Many people start


fishing at a young
age and fish all their
lives.

.....a successful
fishing trip for is lots
of activity

Anyone can fish, but


the first requirement
for.....

or something jerking
on your string all
the time.

PROCEDURE
USE IT TO CATCH
ANIMALS TO BE
OBSERVED, BUT
DONT FORGET TO
SET THEM FREE
AGAIN, AFTER IT !!!

BUILD A SUPER
USEFUL TOOL TO
EXPERIMENT
FISHING AND
KNOW SMALL
CREATURES, IN
THE SEA AS IN A
POND.

Take an old tight


Cut it in a half and
close the bottom to
make a sack

Take a stick, the


important for it is to
be soft and bendable

Wrap the high part of


the tight around the
ring, making a pair of
turns around

Bend it, giving it a


ring shape

Sew it in some point


to fix it

FOOD GROUPS

FOOD GROUPS

FOOD GROUPS

FOOD GROUPS

THE GROCERY STORE AND


MARKETS ARE FUN.....
FRUIT

FOOD GROUPS

VITAMINES INFOS

GAME

The protein group


is made up of all
the meat, seafood
and plant foods
that are high in
proteins

PICTURES

Top
this configuration has three buttons because has a learn more
sections to explain different kind
of fishing
Bottom
an example of the fire section,
where are explained food groups
and properties

Some meat proteins


are higher in fat
content and
cholesterol. It is
better to eat lean
proteins for a
healthier diet

THERE ARE
RECYCLED OR POOR
MATERIALS THAT
OFFERS RICH
SOLUTIONS TO
BUILD WHATEVER
YOU WANT

WHAT IS IT FOR ?
HOW DID YOU PROCEED TO BUILD IT ?

OTHER
MANUALS

The protein group is


made up of all.....

OTHER
MANUALS

Find the suitable place

LEARN MORE

FOOD GROUPS

FOOD GROUPS

.....melting together
artistic inspirations
and functionality
in the design of
palaces,
amphitheatres,
aqueduct and
bridges !!

GAME

They require lower amount of activity to


be fullfilled than Big effort ones.

FOOD GROUPS

ARCHITECTURE

Other proteins like


nuts and fish are
higher in healthy oils
that are essential
for the body and
actually help keep
your heart healthy

The dairy group is


made up of all the
milk product, liquid
and foods made
predominantly
from milk

The grains group is


made up of all foods
that are made of
whole and refined
grains

Refined grains have


been processed
where the outer part
of the grain called
bran and then germ
that provides nutrition
to the grain is
removed

VEGETABLES
THE GROCERY
STORE AND
MARKETS ARE FUN
AND EXCITING
PLACE THAT CAN
STIMULATE
CREATIVITY AND
CURIOSITY

GO THERE WITH
YOUR PARENTS AND
TAKE A SHOOT,
ONE FOR EACH
FOOD CATEGORY,
CHOOSING THE ONE
YOU WOULD LIKE TO
EAT THE MOST

PROTEINS
GRAINS
DIARY

THE GAME INVENTOR

THE GAME INVENTOR

NOW IS YOR TURN:

INVENT A NEW GAME REGARDING EARTH TO PLAY ALONE,


IN A COUPLE, IN GROUP, WITH FRIENDS OR PARENTS
WRITE DOWN RULES BEFORE, IN ORDER TO AVOID
DISCUSSIONS LATER !!!

THE
GAME INVENTOR

RULES

HOW TO PLAY ??

RULES

HOW TO PLAY ??

N OF PEOPLE

PLACE TO PLAY

N OF PEOPLE

PLACE TO PLAY

SHARE PICTURE OF THE EXPERIENCE AND SUGGESTIONS


OTHER KIDS WANTS TO PLAY YOUR GAME AROUND THE WORLD

WHICH ELEMENT
WOULD YOU LIKE
TO EXPLORE ???

WHICH ELEMENT
WOULD YOU LIKE
TO EXPLORE ???

SHARE PICTURE OF THE EXPERIENCE AND SUGGESTIONS


OTHER KIDS WANTS TO PLAY YOUR GAME AROUND THE WORLD

OTHER
MANUALS PAGES

MY COMPLETE
MANUAL

WHICH ELEMENT
WOULD YOU LIKE
TO EXPLORE ???

THE GAME INVENTOR

NOW IS YOR TURN:

INVENT A NEW GAME REGARDING WATER


EARTH TO PLAY ALONE,
IN A COUPLE, IN GROUP, WITH FRIENDS OR PARENTS
WRITE DOWN RULES BEFORE, IN ORDER TO AVOID
DISCUSSIONS LATER !!!

RULES

HOW TO PLAY ??

N OF PEOPLE

PLACE TO PLAY

Left
he two index pages of the manual,
where the kid can check Big Effort
Games and topics achieved; once
done, the white spot will be fullfilled
with a golden star
Bottom (from left)
the loading page will give educative
and interesting hints to the user;
once he unlocks new items the
monkey will communicate him to
use them
Hint to share jobs and look others

SHARE PICTURE OF THE EXPERIENCE AND SUGGESTIONS


OTHER KIDS WANTS TO PLAY YOUR GAME AROUND THE WORLD

THE GAME INVENTOR

MY COMPLETE
MANUAL

NOW IS YOR TURN:

INVENT A NEW GAME REGARDING FIRE TO PLAY ALONE, IN


A COUPLE, IN GROUP, WITH FRIENDS OR PARENTS
WRITE DOWN RULES BEFORE, IN ORDER TO AVOID
DISCUSSIONS LATER !!!

At the end of every section of the manual, there will be this page.
It aims to involve kids, after completing
so much active games, to use reasoning
and experience to think about a possible
game to be played, alone or in group
and report it, in order to allow mates all
over the world to play with its creation.
Is intersting to stimulate, after physical
activity, also creativity of kids, in order
to let them feel really part of a group,
and a creator of something, in this case
a game, that can be spread around the
world.

MY COMPLETE
MANUAL

NOW IS YOR TURN:

INVENT A NEW GAME REGARDING FIRE TO PLAY ALONE, IN


A COUPLE, IN GROUP, WITH FRIENDS OR PARENTS
WRITE DOWN RULES BEFORE, IN ORDER TO AVOID
DISCUSSIONS LATER !!!

RULES

N OF PEOPLE

HOW TO PLAY ??

PLACE TO PLAY

NOW IS YOR TURN:


INVENT A NEW
GAME REGARDING
FIRE TO PLAY
ALONE, IN A
COUPLE,
IN GROUP.....

.....WITH FRIENDS OR
PARENTS
WRITE DOWN RULES
BEFORE, IN ORDER
TO AVOID
DISCUSSIONS
LATER !!!

DID YOU KNOW THAT.....

HEY !!!!

.....the height of the tallest


Giza pyramid (139mt) is
about 0.0000000001 times
the distance between earth
and sun ???

YOU HAVE JUST UNLOCKED


NEW TOOLS TO
CUSTOMIZE YOUR MONKEY !!!

LOADING
SHARE PICTURE OF THE EXPERIENCE AND SUGGESTIONS
OTHER KIDS WANTS TO PLAY YOUR GAME AROUND THE WORLD

AWESOME JOB !!!!!


TIME TO SHARE IT AND
SHOW IT YOUR MATES
AROUND THE WORLD

SHARE IT !!!

FURTHER
GAME IDEAS

AERODYNAMICS
What is aerodynamics?
It is the reaction of the air on the specially
shaped wing or arfoil, that lifts an airplane off
the ground and supports it aloft.
The word comes from two Greek words: aerios,
concerning the air, and dynamis, which means
force. Aerodynamics is the study of forces and
the resulting motion of objects through the air.
Judging from the story of Daedalus and Icarus,
humans have been interested in aerodynamics
and flying for thousands of years, although
flying in a heavier-than-air machine has been
possible only in the last hundred years.
Aerodynamics is the study of forces and motion
of objects through the air, and it affects
everything, from the airliner, to the baseball
pitchers curveball thrown.

WHAT FACTORS AFFECT LIFT?


The size and shape of the wing, the
angle at which it meets the oncoming air,
the speed at which it moves through the
air, even the density of the air, all affect
the amount of lift a wing creates. Lets
begin with the shape of a wing intended
for subsonic flight.
WHY DOES A WING HAVE A ROUNDED
FRONT?
Air divides smoothly around a wings
rounded leading edge, and flows neatly
off its tapered trailing edge. You might
think a sharp leading edge would be
better. However, air cannot turn a sharp
corner, so tilting a sharp wing even
slightly would disrupt the smooth airflow
over the wing. This would cause a loss of
lift and increase drag. A rounded leading
edge divides the airflow smoothly, even
as the wing is tilted up or down.
WHY DOES A WING HAVE A SHARP
REAR EDGE?
If the trailing edge were rounded, the
higher-pressure air flowing along the
lower side would try to follow the
rounded surface and spill upward into
the lower-pressure air above the wing. A
sharp trailing edge prevents this upward
spill, because air cannot make a sharp
turn. Instead, the air flowing off the top
and bottom surfaces rejoins smoothly.

WHAT IF YOU COULD TEST AND TRY


AERODYNAMICS USING SOMETHING
YOUVE BUILT ? THE AMAZING TOOLS OF
ARCH AND ARROWS
Choose a flexible stick or branch, with a diameter of at least 2 cm
Cut it, according to your height (the shorter it is, the more precise
it will work)
Make a cut at about 2cm from every end
Fix with a strong knot the cord till the stick will bend
Make anoter knot on the other end. If there is tension, is ok !!

UPLOAD PICTURE

HOW DOES TILTING A WING AFFECT


THE AIR FLOWING OVER IT?
Tilting the wing upward increases
liftto a point. If you tilt it too much,
the airflow pulls away from the upper
surface, and the smooth flow turns
turbulent. The wing suddenly loses lift, a
condition known as a stall. You can
reestablish a smooth airflow by tilting
the wing back to a more level position.

THE FOREST
Birds are singing, the leaves soft
sounds, the smells of mushrooms and
humid vegetation. The wood is awesome, it can give you a lot of experiences
and sensations, but what if happens to
you to be there, alone ? Maybe at night
or when a strong storm is approaching
???
Thats when branches become high
arms ready to catch you, the silence
become a roar and the wind make
trunks sneaking in a sinister way. The
charming and chilling place of some
minutes ago looks full of scary things.
Dont panic ! Is the same chilling place
of before !!
If you lose yourself, without having any
phone or devices, check how long was
the last contact with parents. If it is no
more than 5 minutes, they have surely
to be at a voice distance: scream the
loudest you can and follow the direction you heard the answer from. If you
dont hear any answer, maybe you
have passed and up/down hill that
doesnt make your voice pass.
If you really lost yourself, you should
definitely look out for a shelter, where
to pass the time needed for researches: look around you if you can find
any caves, out standing rocks, big
trees (not in case of a storm) where to
refugee.
BE CAREFUL !! Holes in the ground are
competely unsafe, in case of strong
raining !!

84

A forest is a highly complex, constantly changing environment made up of a variety of


living things (wildlife, trees, shrubs, wildflowers, ferns, mosses, lichens, mushrooms and
microscopic soil organisms) and non-living
things (water, nutrients, rocks, sunlight and
air). Trees are the biggest part of this complex community.
There are many different kinds of forests
around the worldtropical rain forests, temperate rain forests, boreal forests, mangrove
forests, Carolinian forests... to name but a
few.

Collect straight sticks to make arrows, but remember, if you use


non-natural materials, always get it back from the ground !!!

THERE ARE A LOT OF POSSIBLE SHELTERS,


AROUND US AND EVERY KIND OF
MATERIAL CAN BECOME A SAFE AND
STRONG REFUGE.
USE STICKS, LACES OR ANY KIND OF
MATERIALS FROM YOUR ENVIRONMENT TO
BUILD A SAFE SHELTER, WHERE YOU
WOULD PASS THE NIGHT IN CASE OF
DANGER,
UPLOAD THE PICTURE OF YOUR WORK !!

PLANT SEEDS AND HELP THEM TO GROW

STEEL WOOL AND VINEGAR REACTION

Learn about seed germination with this fun science experiment for
kids.

Soak steel wool in vinegar and watch what happens as the iron in
the steel begins to react with the oxygen around it. This fun
science experiment for kids is great for learning about chemical
reactions.

What you'll need:


Fresh seeds of your choice such as pumpkins seeds, sunflower
seeds, lima beans or pinto beans. Good quality soil (loose, aerated,
lots of peat moss), if you dont have any you can buy some potting
soil at your local garden store. A container to hold the soil and your
seeds. Water. Light and heat.
Instructions:
Fill the container with soil.
Plant the seeds inside the soil.
Place the container somewhere warm, sunlight is good but try to
avoid too much direct sunlight, a window sill is a good spot.
Keep the soil moist by watering it everyday.
Record your observations as the seeds germinate and seedlings
begin to sprout from the seeds.
What's happening?
Hopefully after a week of looking after them, your seedlings will be
on their way. Germination is the process of a plant emerging from
a seed and beginning to grow. For seedlings to grow properly from
a seed they need the right conditions. Water and oxygen are
required for seeds to germinate. Many seeds germinate at a
temperature just above normal room temperature but others
respond better to warmer temperatures, cooler temperatures or
even changes in temperature. While light can be an important
trigger for germination, some seeds actually need darkness to
germinate, if you buy seeds it should mention the requirements for
that specific type of seed in the instructions.
Continue to look after your seedlings and monitor their growth. For
further experiments you could com

What you'll need:


Steel Wool, Vinegar, Two beakers, Paper or a lid (something to
cover the beaker to keep the heat in), Thermometer
Instructions:
Place the steel wool in a beaker.
Pour vinegar on to the steel wool and allow it to soak in the vinegar
for around one minute.
Remove the steel wool and drain any excess vinegar. Wrap the
steel wool around the base of the thermometer and place them
both in the second beaker.
Cover the beaker with paper or a lid to keep the heat in (make
sure you can still read the temperature on the thermometer,
having a small hole in the paper or lid for the thermometer to go
through is a good idea).
Check the initial temperature and then monitor it for around five
minutes.
What's happening?
The temperature inside the beaker should gradually rise, you might
even notice the beaker getting foggy. When you soak the steel
wool in vinegar it removes the protective coating of the steel wool
and allows the iron in the steel to rust. Rusting (or oxidation) is a
chemical reaction between iron and oxygen, this chemical reaction
creates heat energy which increases the temperature inside the
beaker.

MAKE YOUR OWN QUICK SAND

Quick sand is a fascinating substance, make some of your own and


experiment on a safe scale.
What you'll need:
1 cup of maize cornflour Half a cup of water A large plastic
container A spoon
Instructions:
This one is simple, just mix the cornflour and water thoroughly in
the container to make your own instant quick sand.
When showing other people how it works, stir slowly and drip the
quick sand to show it is a liquid. Stirring it quickly will make it hard
and allow you to punch or poke it quickly (this works better if you
do it fast rather than hard). Remember that quick sand is messy,
try to play with it outside and dont forget to stir just before you
use it.
Always stir instant quicksand just before you use it!
What's happening?
If you add just the right amount of water to cornflour it becomes
very thick when you stir it quickly. This happens because the
cornflour grains are mixed up and cant slide over each other due
to the lack of water between them. Stirring slowly allows more
water between the cornflour grains, letting them slide over each
other much easier. Poking it quickly has the same effect, making
the substance very hard. If you poke it slowly it doesnt mix up the
mixture in the same way, leaving it runny.

85

FURTHER
THEORY IDEAS

SYSTEM
MAP

SERVICE
TOUCHPOINTS

Hints
The first approach to the website for
kids and parents who dont know the
brand nor bought one of the products.
Kids hint pages are made with three
simple claims with the aim to get every
kind of personas ive highlighted, dealing on stimula for the kid to: collect and
build the manual, learn and discovery
by doing and the final rewarding and
challenge.
It is thought as a pop-up Ad to be
inserted, using cookies, on different
platforms for learning (www.kidsdiscovery.net - primaryscience.ie - www.
kidsknowit.com), on kids interest web
sites (cartoons, corporation websites,
sports websites), or just on games databases.

Parents one aims to involve in the


LIVING DIARY adults who dont know
the brand and its phylosophy at all.
Small impactful sentences wants to
stimulate the curiosity of parents to get
inside the platform and being positively
attracted by it.
Best would be to make them become
users of the platform, but even if not,
it would be, however, a good point for
brand awareness.

Right
the advertising for parents,
sometimes they are just looking
a way to let their kids escape, but
technology is too comfortable
Right top
pop-up hints for parents
Right bottom
personalized hints for three
different kind of personas

91

Landing pages with video explanations


The video pages are the first landings of
the service.
After reaching the pop-up ad, the pressing of it will redirect to these pages:
A short video will explain to kids what is
the manual and what is aimed to, from
the kids perspective. Highlighting ther
gamey part of the manual. Then he can
decide to download the app and do it
directly from the page.
In the parents video will be explained
the manual and why it is important for
their kids activity. Moreover will be
shortly treated the values and the product line, with the aim to send them to
the LIVING DIARY as next step.

DISCOVER IT

FISHING

Fishing is the act


of catching fish.....

GAME

LEARN MORE

OTHER
MANUALS

DOWNLOAD THE APP

Top
the video page how appears on
the device, for kids
Bottom
the video page on computer
screen, aimed to parents to give
full informations regarding living
manual as well

92

SEE HOW YOU COULD MAKE YOUR


KID MOVE WHILE PLAYING !!!
FISHING

Fishing is the act


of catching fish.....

GAME

LEARN MORE

OTHER
MANUALS

App design
The app is the icon that ht e kid will get
on devices screen when downloads the
manual.
It has colours of the manual and the
icon is A-Champs monkey, yellow, orange and grey colour.

Registration page
This is a fundamental part of the whole
service: the registration page.
Considering that we are talking about
kids, some rules have to be followed,
some because of the law, and other
because of the communication.
It has to be dual, one for kids and one
for parents, because kids arent allowed to agree in games without parents
permission. So all sensibles data needed
will be asked to parents and not to kids.
Once the kid completes his registration,
have to put a parent e-mail address,
where will be sent a link and a confirmation number.
In this parents registration pages they
have the possibility to learn more about
the manual and about the brand, and
can complete it putting name, city, age

and other infos, about the level of physical activity of the kid and if they have
any other.
The kid registration page is more concerning images and graphic, becuse
is better to use them where possible,
while working with kids. They will be
asked a Nickname, age and nationality
and infos about the environment.
Everything else is left to the creation of
a character, the monkey, that will start
plain white and evolves with the game
achievement.
This character will follow the kid in the
game, in every section, and is something
like the Avatar for him, inside the manual and the platform.

Login page
The login page has different claims for
every situation the kid logs in, but is
mainly a basic page. The kid here will be
asked to write Nickname and Password,
and A-Champs button sends to website
directly

94

95

App landing page


This is the main page of the application
manual. It is the interface where kids
are landing after logins, the initial one
as well as the ones made later, while
playing.
It is a door to the manual and the game,
but it aims to be also a bridge for the
entire system, giving the kid something
more than the manual.
This is the place where to acceed the
functions that this app gives to kids to
customize manual and also a way to
make the kid interact with the website,
tests and acknowledging and product
line.
On top of the page the A-Champs logo
is a key to the website, and the wheel on
the left communicate the kid its percentage of completeness of the entire
manual.
On the bottom part, bigger than other
buttons, there are the ones for manual
access, big button on the left, the one
that allow kid to look at the monkey full
scale on the screen (the kid can do screenshots or whatever with the character)
and the one that send him to the customization page.

96

The four central buttons are the icons


that send kid to four different sections:
TESTS, where kids can challenge and
acknowledge themselves, QUIZZES
with the same aim. This because is important to give the possibility to kids to
learn and appreciate datas and topics,
even outside the active gaming of the
manual.
OTHER MANUALS button links kids to
see other full manuals, and the monkey
will show kids A-Champs products line.
While the kid unlocks the afterservice
buying the pedometer another button
appears, in the middle. That will send
him directly to dedicated area with
achievements and scores.

Top right
the manual landing page
Top left
when the kid achieve the 100% of
the game and gets the pedometer
a new button is available in the
middle
Left
the kid can always have the fullscreen of the character to make
screenshots, pictures or whatever

97

THE MONKEY
CHARACTER

The monkey is a relevant figure of this


Product Service System. Is the central
character of the manual, the protagonist
of the stories and the symbol that the
kid will link to the adventure is going to
make and build with the manual.
Manuals and book for kids have usually
an icon, a character, someone who tells
stories and what to do. Web or app
games have usually an avatar, that allow
the kid to self express himself without
posting anything, a puppet that can be
virtually changed, improved and customized in order to make the kid feel part
of the whole building it the more similar
to its characteristics.
This is what this monkey is: a mate, a
character, an avatar that will help the
kid to achieve challenges that will help
it (the monkey) to grow and to become
similar to the kid.
It is, indeed, fully customizable, but the
item for customization are unlocked by
kids achieving missions and steps. This
because, considering that the kid has to
choose games to be done and achieved,
is nice that the trait of kids personality
highlighted in this choices will reflect in
the character itself, so that the kid can
improve the avatar till arriving to melting of it with the kid itself.

98

It is a good way to struggle the kid to


say something about himself, without
making him use photos or personal
sensible datas.
When the game starts the kid is asked
to personalize his puppet. In the beginning there are a few colors available
and no gears or tools. As soon as the
kid unlocks sections, deciding the order,
the theme to do and the path to follow,
new colours and new gears are unlocked
and the kid can customize it according
to the tools he unlocked, because of the
section choosen.
These gears are contained in boxes, like
Gardening box, Boating box, Fishing
box or Aviator box. Is clearly understandable that, for instance, the fishing
box will be unlocked as soon as the kids
achieves the challenge of the fishing
area, and so on, contributing to give him
tools about sectons he desire and he
acknowledges on.

wants and, as soon as the manual is


complete, he will have the full range of
colours and toolboxes to decide from.
Moreover it is what other people of the
community will see of the kid in the
profile, is like a showcase of the kid for
other people and have to be a stimula
to achieve levels for unlocking desired
items.

Every achievement the child completes,


a pop up will advise him avout the toolbox unlocking and he can pick whatever
he wants from that box and put it on his
monkey. Now the monkey, with new accessories, will be ready to be seen and
to be manuals avatar with its new look.
The kid can change this whatever he

99

MONKEY CONFIGURATOR

MONKEY CONFIGURATOR

Left
when the kid open the app for the
first time, the choice for customization is related to a few colours

Bottom
two characterized monkey after
achieving some of the steps (top)
and after having all the manual
fully unlocked (bottom)
Right
pushing the coloured button the
kid can apply the desired tone to
his character.
Selecting from the boxes tools
and gears will pop up to be worn
by the monkey

MONKEY CONFIGURATOR

ING

WORK

ENING

GARD

Bottom right
an example of a complete manuals choice, with the full range
of colours and items boxes

MONKEY CONFIGURATOR

100

PURCHASE
THE PUPPET

101

AFTERSERVICE

In this page the kid will have the possibility to decide the colors of the puppet,
choosing between the highest range
available, and which ones of the gears
he unlocked to have with the monkey.
Obviously not all the gears that will be
given can be set up for industrial production, so will be available the most
exciting between them, and a sticker
sheet, with all unlocked items to be put
on the monkey and wherever will be
provided with the puppet.

Once the kid has the pedometer, he


access the master part of the game.
Here there is no more activity without
recognizing it, but the kids knows to
have a tool that register his steps,
dialing with his manual, so he has to be
encouraged to move, to make fitness,
and to understand why is important.
Still we have the game, the character
to be brought outside, but in this app
profile, there will be achievement and
challenges that the kid have to complete
with his puppet to be skipped to next
levels.
All datas will be catalogated and express in a statistics chart, where kids
(and parents) can understand the flow,
the walking distance and the steps they
do.

Configurator pages will be the same as


the ones for the virtual character.
There is the tip to have a look to other
users to get some inspiration or just for
curiosity or to be sure not to forget any
possible combination, looking to other
monkeys as a precious source.
While pressing the purchase button, no
order will be placed, but will be sent a
mail to parents, to inform them about
everything, why it is useful, what is this
afterservice and why is important for
kids to buy this characterized pedometer.
Right
once a new achievement is available the
kid will be advised and
stimulated to do it

102

In this page there will be always different achievements to be completed.


Obviously there will always be easy and
affordable ones as well as more tricky
and demanding in order to have always
something doable.
Moreover some of these achievements
will be daily, some others weekly or
monthly, like in some competitions that
could be set up in order to involve the
kid in continuous training and regular
use of the pedometer.

103

A-CHAMPS
LIVING DIARY
older topics

This is the place where all the project


started.
Was, indeed, the idea of A-Champs
boss Kilian to set up a website with the
aim to be The heart of all of our branding strategy, a central website that
functions as a living diary of our brand
+ social media + web shop to reach
customers (both mums & kids) at a
place where they spend a large proportion of their time, to give me the idea to
start envisioning and design this service
system.
Moreover, is extremely important, for
the success of kids application, to give
to parents a reliable platform to trust in,
in order to be safe while kids are using
it. And considering the matters of ongoing times, where big amounts of parents are too busy to play regularly and
actively, and to communicate this as
well, would be nice to have this reliable
website to let parents enter inside the
value and communicate this to themselves, before than to kids. This have to be
done in a friendly way, without creating
boring encyclopedias, full of reports and
topic made of text.
This is A-Champs LIVING DIARY, a
friendly platform, with blog style communication magazine regarding the
importance of healthy lifestyle,
104

active movement and correct food for


kids. A milestone and a precious source
of knowledge and activities for people
already into the value, a lighthouse,
interesting source of hints and topic
for parents who arent into the value
and, brought there through advertising,
kids account confirmation or because
of knowing the brand, can be one day
inside it, thanks to the LIVING DIARY.
However it is a way to make people
trust the brand itself, with something
more than a website, connected to an
active game to make kids move.

VIDEO
topic of the day
Play video

expert voices
interviews

interviews: 10 QUESTIONS TO...


Doc.

Mona Gabbay, creator of TheBreastFeedingDoctor.com

LIVING MANUAL OF
DEFINE A STARTING POINT IN YOUR
ENVIRONMENT AND WALK WITH AN
ADULT, TO TAKE PICTURES OF THE 5
SPOT HIGHLIGHTED ON THE MAP

EVERY SQUARE ON THE MAP MEANS 5 STEPS TO BE DONE

Right
the complete page of the responsive website, as appear in its
whole format

In its structure it aims to talk the same


language the app does in colors and
shapes, to keep a friendly cartoon
style, not heavy and not too white,
getting rid of the childish background
icons but not of buttons and monkey
character. It is a responsive website, in
order to be fully readable and usable on
devices.

educationists, doctors and masters. In


the BLOG AND IDEAS sections there
will be the possibility for younger professionals to report ideas about the
values, and to parents to create topics
and participate to debates and ideas
exchanges.
INTERVIEWS will be reported in the
white section, where there could be the
possibility for parents as well, to prepare
themselves questions to be selected
and reported to the personality in question.

On the page top there are topics about


the values of the brand, reported with
short videos, to keep high the attention
and to report problems and issues in a
readable way. This
videos will change,
Not just a source of information, but a
according to the
place where to acknowledge themselves
TOPIC OF THE DAY
(or of the week) and
actively, being part of a community
old ones will be
available in the
OLDER TOPIC sections. This videos
This is a LIVING DIARY because of the
will vary, according to A-Champs and
approach it aims to have with users,
partners decisions, but aims to be light
not just a source of information, but a
and impressive, like cartoons, graphics,
place where to acknowledge themselves
short talks and reportages, in order to
actively, being part of a community. In
give ideas and acknowledgement, avoithis sense is also nice for them to learn
ding papers and long pages of accurate
and prove themselves in a funny and
analysis.
interesting way: this is why scrolling
Those analysis will be done in the
down appears buttons that stimulate
orange windows of the platform, where
them to play QUIZZES, TESTS and MIin the EXPERT VOICES sections will be
NIGAMES. In this gamey latitude of the
eviscerated all the interesting topics by
website we find the bridge to the
106

app game for kids: a place where to


check progress and status of their kids
manual, give permissions or just make
themselves an idea of what it is, maybe
to go then to their children and stimulate them to play.
Then we have four buttons that gather together all the informations and
knowing about A-Champs: the values,
vision and mission regarding the product line and LIVING DIARY, why choosing it, about, history, who are we, and
all of the corporate informations that
need to be provided in a website.
Then, last row there is the ACTIVE GAMES CATALOGUE, where users can

have an idea of A-Champs product line,


extremely important for who doesnt
In here the users will find also a store
locator and customer support.
Last, but not least, a section where parents, kids and whoever can find activity
ideas to be done together, coherent
with the values, posted by experts, but
maybe also by users, to have a complete
Peer2Peer platform where to feel like
part of a huge family.
The grid of the website allows to replace
easily every desired platform, scale it to
the bottom and switch it with advertising banners, highly diffused and remunerative on this kind of websites.

older topics

VIDEO
topic of the day
Play video

VIDEO
topic of the day

ex

Play video

expert voices
interviews

interviews:
Doc.

Mona Gabbay, creator of

interviews: 10 QUESTIONS TO...


Doc.

Mona Gabbay, creator of TheBreastFeedingDoctor.com

107

LINKS
PARENTS-PLATFORM-KIDS

TANGIBLE OUTCOME
OF THE WHOLE SERVICE

GAME
Registration code via
email for confirmation

PRE EXPERIENCE
The website that reach
parents in the social
campaign

Emails to inform
parents about what
kids are doing
Confirmation that the
games have been
passed

Acquiring of the
product

AC USERS
TOOLKIT
bought with the
puppet

DISCOUNT QR CODE

CHARACTER PUPPET
PEDOMETER
to be bought and unlock
afterservice

CHARACTER
customized in the online
profile as in the manual

illustrated paper inside


the box

COMPLETED
customized manual
to be
downloaded
ENTERING PROFILE GAME

DISCOUNT QR CODE

AFTERSERVICE
Email to inform step by
step parents about
what kids are doing
108

GAME END
Buy the puppet

AC NON USERS
109

STORYBOARD

Bottom
the storyboard full flow
over time of the game
system and the approach
of kids to it

IN THE MEANWHILE YOUR PARENTS WILL APPROVE


START CUSTOMIZING YOUR MONKEY

THE KID FIND THE


APP ADVERTISED

RUN THE
APP

HE PURCHASE IT

STARTS AN
INTRODUCTIVE
VIDEO

END THE VIDEO


FIRST PAGE

LOG IN

CREATE ACCOUNT

THE MONKEY
APPEARS

GIVES THE
NAME
M

NATIONALITY
ITALIAN

AGE
9

ENVIRONMENT HE
LIVES
CITY-SEA-

MAIL OF THE
PARENTS

WAITING FOR CONFIRM


OPENING FIRST PAGE

CUSTOMIZE THE MONKEY

CONFIRMATION OF
PARENTS

CUSTOMIZE THE MONKEY


PICTURES OF MANUALS
A CHAMPS ACTIVITIES
A CHAMPS PROD, CATALOGUE
HINTS AND VIDEOS

HELLO !! GO ON WITH WATER GAME ??

DOWNLOAD
ANOTHER SECTION
FIRE

DECIDE TO DO
ANOTHER
SECTION

CAN NOW CUSTOMIZE THE MONKEY WITH


ELEMENTS REGARDING EARTH

THE GAME IS TOO TRICKY TO BE


DONE NOW, IT WILL BE DONE
SUNDAY AT THE SEA

LOGIN

READ THE CHAPTER


READ THE GAME RULES

IN THE MEANWHILE I CAN START LOOKING


FOR FLOATING WASTE MATERIALS

DOWNLOAD
ANOTHER SECTION
WATER

TIME IS RUNNING, THE APP GOES STANDBY

READ THE CHAPTER


READ THE GAME RULES

PLAY THE
FIRST GAME
TO UNLOCK
THE MANUAL

MANUAL
UNLOCKED

HAVE A LOOK AT THE THEORY


AND DECIDE WHICH GAME TO DO

CUSTOMIZATION
OF THE MONKEY

MANUAL
UNLOCKED

READ THE CHAPTER


READ THE GAME RULES

PLAY THE
FIRST GAME
TO UNLOCK
THE MANUAL

15 MINUTES

HE DOES
A GAME
EXPERIMENT

15 MINUTES

HE FULLY
CUSTOMIZES
HIS MANUAL

15 MINUTES

SHARING

HE DOES
THE MISSING
EXPERIMENTS
TO CUSTOMIZE THE MANUAL

SHARING

THE GAME STARTS


DOWNLOAD OF 1ST SECTION
EARTH

SHARING

HE DOES
ANOTHER GAME
EXPERIMENT

SHARING

1 HOUR
DECIDE TO DO
ANOTHER
SECTION

DOWNLOAD
ANOTHER SECTION
AIR

READ THE CHAPTER


READ THE GAME RULES

PLAY THE
FIRST GAME
TO UNLOCK
THE MANUAL

HINT, YOU CAN NOW CUSTOMIZE THE MONKEY

3 DAYS

DOWNLOAD IT
AS AN EBOOK

CUSTOMIZATION
OF THE MONKEY

HINT, YOU CAN NOW CUSTOMIZE THE MONKEY

CAN NOW CUSTOMIZE THE MONKEY WITH


ELEMENTS REGARDING EARTH

30 MINUTES

30 MINUTES

CAN NOW CUSTOMIZE THE MONKEY WITH


ELEMENTS REGARDING WATER

HE DOES
A GAME
EXPERIMENT

CUSTOMIZATION
OF THE MONKEY

SHARING

HAVE A LOOK AT THE THEORY


AND DECIDE WHICH GAME TO DO

HINT, YOU CAN NOW CUSTOMIZE THE MONKEY

MANUAL ITS SUNDAY HE WILL


UNLOCKED GO TO THE SEA AND
BUILD THE BOAT
TO PLAY WITH

MANUAL
UNLOCKED

HELLO !! GO ON WITH AIR GAME ??

30 MINUTES

SHARING

HE DECIDES
TO DO A GAME
EXPERIENCE

LOGIN

HE WANTS TO PLAY DOMINO


WITH HIS BROTHER

TIME IS RUNNING, THE APP GOES STANDBY

PLAY PLAY PLAY


PLAY PLAY PLAY
PLAY PLAY PLAY

AN ALERT ADVISE
HIM THAT THERE
ARE 3 NEW CHAPTERS
AVAILABLE

DOWNLOAD THEM

PLAY THE GAME

HE DECIDES HE
WANTS THE
PUPPET,
FULLY CUSTOMIZED

ORDER IT
(WITH PARENTS)

IT ARRIVES

HE STARTS PLAT WITH


THE PEDOMETER PUPPET
ACHIEVING DAILY TASKS
AND BIG ISSUES

DAILY TASKS
PLAY PLAY PLAY
BIG ISSUES

AN ALERT ADVISE HIM


THERE ARE 2 NEW
CHAPTERS AVAILABLE

DOWNLOAD THEM

SYSTEM
INTERACTIONS

PHYSICAL
EVIDENCE

USER
ACTION

HINTS
ADVERTS

REGISTRATION
PAGE

GAME
START

INVOLVED IN
A-CHAMPS
SERVICE SYSTEM

REGISTERING

FIRST
APPROACH TO
THE GAME APP

LOADING OF
ONE SECTION

PAGES WITH
ADVERTISING

REGISTRATION
AND INFO
PAGES

PROFILE PAGE

SECTION PAGE
TO READ

THEORY
HIGH EFFORT
EXPLANATION
GAME

PLAY HIGH
ACTIVITY
GAME

AMOUNT OF
CHAPTERS
AVAILABLE

ALL PART
CHANGE MONKEY E-BOOK
ACHIEVED
APPEARANCE
MANUAL
IN INDEX

CUSTOMIZE
AND ORDER
PUPPET

PARENTS
APPROVAL

MONKEY
PUPPET

UNLOCK
SECTION

FINISH
SECTION

CUSTOMIZE THE
MONKEY

FULL MANUAL
DOWNLOAD

PUPPET
ORDERING

PUPPET
CONFIRMATION

PUPPET
GAME

THEORY PAGES
OF THE TOPIC
AVAILABLE

LEVEL
ACHIEVED
PAGE

CUSTOMIZATION
PAGE

MANUAL
DOWNLOADING
PAGE

CUSTOMIZATION
AND ORDERING
PAGE

PARENTS
CONFIRMATION
AND PAYMENT
PAGE

AFTERSERVICE
PROFILE GAME

LINE OF INTERACTION

FRONT
STAGE

PATH TO FOLLOW
TO PLAY THE
GAME
SHARING

LINE OF VISIBILITY

BACK
STAGE

CREATE HINTS
AND ADV PAGES
TO BE INSERTED
AS COOKIES OR
POPUP IN KIDS
PROPER WEBSITES

MAKE THE APP


WORKING AND
DOWNLOADABLE
WITH ITS
INFORMATION
CONTENTS

CREATE A
MARKETING PLAN
AND A GRAPHIC
LANGUAGE TO
BE USED IN
ADVERTISING

SEND REQUEST TO
PARENTS VIA
MAIL AND WAIT
FOR THEM
TO ANSWER
ALLOW THEN
KIDS TO REGISTER

INTERNAL INTERACTIONS

112

DEVELOP APP
MANUAL
CONTENTS

DESIGN AND
DEVELOP APP
CONTENTS
SET UP THE
ALGOHORHYTM
FOR
SIMULTANEOUS
LANGUAGE
EXCHANGE

MAKE THE 4
PAGES
FRUIBLE

UPLOAD AND
VERIFY OF
SHARED
CONTENTS
CONFIRMATION
FOR THE KID TO
GO ON

ALGOHORHYTM
TO SELECT AND
GIVE BACK FEEDS
IN THE PROPER
LANGUAGE

DESIGN OF NEW
PAGES FOR
THEORY
MORE AND MORE
OVER TIME

DEVELOP NEW
PAGES WITH
EDUCATIONISTS

UNLOCK
CUSTOMIZATION
TOOLS

GIVE NEW ITEMS


FOR
CUSTOMIZATION

SET UP THE
MANUAL FOR
DOWNLOAD

SHARING OF
PAGES FOR OTHER
USERS
TRANSLATED VIA
ALGOHORHYTM

UNLOCK PROPER
TOOLBOXES FOR
PROPER TOPICS
ACHIEVED

GET INFOS,
DATAS,
TRANSLATE IT
AND DEVELOP
THE FILE FOR THE
KID TO PRINT

SET UP THE
PUPPET IN ALL ITS
UNLOCKED
CONFIGURATIONS

SEND REQUEST TO
PARENTS

RECEIVE PAYMENT
AND APPROVAL

SET UP PUPPET
PRODUCTION
SEND IT AWAY TO
KIDS HOUSE

DEVELOP AND
UPLOAD
AFTERSERVICE
GAMES
GIVE NEW
UNLOCKED
ACHIEVEMENTS

CHECK SHARED
OUTCOMES
CREATE NEW
ITEMS AND
ACHIEVEMENTS
FOR THE GAME

113

BUSINESS MODEL
CANVAS

Key Partners

Key Activities

Value Propositions

app
managing
and update

kids games
database

Customer Relationships

ongoing
changeable
manual

community
community

kids
acknowledgement

Key Resources
game
developers
with expertise

value
coherent
platforms

LIVING
MANUAL

customizable
personal
manual

app
managing
and update

experts

Customer Segments

LIVING
DIARY

Channels

parents

website
graphic
developers

mobile app
online
store

experts
educationists

Cost Structure

internet

Revenue Streams

advertising

app
development
mainteinance

pedometer
production

advertising
website
development
manteinance

app
further
unlocks

pedometer

advertising
spaces

advertising
spaces
strategyzer.com

114

115

116

PROTOTYPING

A-CHAMPS
PHYSICAL TOOLKIT

The toolkit is the physical touchpoint


that aims to link together the product
sphere, A-Champs users that bought
the product, and the digital world.
In my design process, Ive highlighted
since the beginning, the importance of a
physical game to be inserted inside the
product box, suited to let the kid make
the best use out of it and to know the
brand more, feeling inside a sphere that
is more than just a brand.
These toolkits, that have to be different
from product to product, are simple
paper books, with high level of customization required like the coloring or the
building of it. Inside these paper books
there are stories, collection of datas and
acknowledgements regarding the active
topic the product is inside.
Moreover, considering the product service system designed, toolkits have also
the important function to inform and
give a preview to kids about the online
app and manual, in order to stimulate
them to approach this new world and
become part of the online community.
The toolkit is basically a paper book,
with one or more acknowledgement
stories about the theme, a big effort
game that forces the kid to move and
118

EXPLORING AND DISCOVERING


THE ENVIRONMENT AROUND US

RAINBOW,
COLOURS AND PHYSICS FOR ME

INTERACTIVE GAMES
BETWEEN KIDS

HEY MUM !!
DO YOU KNOW A-CHAMPS ???

collect things, and some small effort


games. The kid can complete it making
activities, customize it giving colors with
markers or pencils, and keep it, with the
remember of the memorable experience, the topic lesson always there, to be
consulted in further researches, the stimula to download the app and continue
with active games and data collecting.

Top and Bottom left


three ideas of toolkit covers,
regarding A-Champs product
range.
The one regarding colors for
ColorXrun
Interactive games is designed for
ROXS

The toolkit is a paper book, with one or more acknowledgement stories about
the theme, a big effort game that forces the kid to move and collect things,
and some small effort games. The kid can complete it making activities,
customize it giving colors with markers or pencils, and keep it, with the remember of the memorable experience, the topic lesson always there, to be consulted in further researches, the stimula to download the app and continue with
active games and data collecting.
A-Champs LIVING MANUAL (manual game for kids), A-Champs LIVING DIARY
(interactive website for parents), all of these advertised in the web with some
hints pages to stimulate curiosity of kids and parents who arent users nor
knower of the brand, and A-Champs TOOLKIT GAME
The kids game, with the manual approach, aims to create a constructive
relationship between kids and devices, letting them understand that technology
and smartphones are not just video games and virtual worlds, but useful tools
to be understood, learned and used in safe and controlled way to gather
informations, because that is what kids will do with devices as adults.
Once the manual is 100% completed the kid have the possibility to buy his own
puppet of the monkey.

Bottom right
the paper that parents find inside
the box. Useful to put them in
touch with the brand, the product
and the service system

MUCH MORE
FOR YOU ON
LIVING DIARY

DISCOVERY AND
EXPLORATION TOOLKIT

What this toolkit is


The toolkit I developed and printed for
the prototyping day with kids is the one
regarding discovery and exploration,
that is coherent with movement in playing activities and could hypothetically
be sold together with the shoes Ive
designed for A-Champs in my chinese
experience.

steps to collect more pages, more


games and unlock new things, with the
final possibility to fully customize the
outcome.

GIOCO 1 - CACCIA DI IMMAGINI


MATERIALE OCCORRENTE
fotocamera, penna o matita, colla stick, cordino

CAMPO

ANIMALE

FABBRICA

AUTOSTRADA

LE REGOLE DEL GIOCO


Sei pronto a diventare un attento fotografo ?
Nellambiente in cui ti trovi, scatta la foto di un oggetto per ogni
componente della lista a sinistra, che lo rappresenti o che sia ad esso
collegato.
Incolla la foto nello spazio ad essa dedicato.

Is important to understand if these games can keep high the interest of kids,
and if at this age, the customization and
collection can struggle the kid to move
and play with a high level of activity.

Ora unisci, con un cordino o semplicemente con una linea, due o pi


componenti, spiegando il motivo dellunione.
Ogni collegamento dovr essere biunivoco ( es.: CAMPI-FABBRICA perch i
campi danno il cibo per gli operai e le fabbriche i trattori per i lavoratori).
Ogni unione tra 2 vale 1 punto
Ogni unione tra 3 vale 2 punti
Ogni unione tra pi di 3 vale 3 punti

CITTA

FORESTA

FIUME

DISCARICA

CENTRALE
ELETTRICA

CIELO

Raggiungi 5 punti per aggiudicarti il livello

SCRIVI UNA TUA OSSERVAZIONE


SUL GIOCO

GIOCO 2 - GARA DI ZATTERE

120

FAI UNA FOTO DELLA TUA ZATTERA ED


INCOLLALA QUI SOTTO APPENA AVRAI
ULTIMATO LA COSTRUZIONE

materiale di riuso, materiale naturale, materiale povero (es.:


sughero, tappi, rocchetti, lacci) di facile reperibilit, corda per
legare

The topics acknowledgment inside it are


about Ecosystem, Resources and Interactions
(source: IL BOSCO, LA MIA CITTA, Da Vi
Glisoni, ed. elledici ).
It is longer and more articulated than
the toolkit that would be inserted in
product boxes.
In here there are no Small Effort Games,
but 4 Big Effort Games, exactly the four
designed for the Living Manual.
Moreover instead than one acknowledgement there are 3 of them. So happens
because this toolkit is made as prototype for the whole system experience,
in particular the digital manual, that
couldnt be tested with an electronic
device for the different point of view of
kids parents about providing that to
kids. So I merged together the trial for
the interest level of kids in overcoming

MATERIALE OCCORRENTE

LE REGOLE DEL GIOCO


Ricordati innanzitutto che una zattera per poter essere definita tale deve
galleggiare !! F alcune prove di galleggiamento del materiale prima di
iniziare ad assemblare !!!
Se galleggia sei pronto per iniziare la costruzione. Prova a costruire una zattera funzionale, ma anche esteticamente gradevole !!!
Dopo aver scelto i materiali che secondo te sono migliori, cerca di costruire
la barca nel modo che tu pensi ottimale in accordo con il risultato che ti
aspetti di ottenere.
Appena finita la costruzione potrai provare a vedere se e come funziona
ed utilizzarla per emozionanti gare di velocit o resistenza con i tuoi amici !!!

GIOCO 3 - IL LABIRINTO, La caccia al tesoro nella terra del fuoco

SCRIVI UNA TUA OSSERVAZIONE


SUL GIOCO

MATERIALE OCCORRENTE
matita, colori, forbice, colla stick

LE REGOLE DEL GIOCO


Sei mai stato in un labirinto ???
Ora avrai la possibilit di crearlo, completarlo ed esplorarlo !!!
Con la matita percorri il labirinto riportato sulla destra;
Ora disegna e colora: -la casa dellesploratore
-il grande fuoco
-la grotta dei pipistrelli
-la ragnatela
-il tesoro
Dopo averli disegnati, ritagliali ed incollali lungo il percorso delineato sulla
mappa del labirinto
Segui ora la mappa e fotografa quello che scopri nei punti da te disegnati
ed evidenziati

SCRIVI UNA TUA OSSERVAZIONE


SUL GIOCO

GIOCO 4 - IL DOMINO DELLARIA


MATERIALE OCCORRENTE

cartoncino, foglio di carta matita, colori, forbici, colla stick

LE REGOLE DEL GIOCO


Ti sei mai soffermato a guardare le nuvole nel cielo ?
Ti sei mai chiesto di cosa siano fatte ? E come possano essere utilizzate ???
Trova 5 elementi ispirati allaria, che utilizzano la sua energia e se ne servono
per il funzionamento di meccanismi vari. Parti da questi per costruirti un
domino con cui giocare con i tuoi amici !
La nuvola ce lhai gi, disegna ora le 5 entit da te selezionate;
Ripeti lo stesso disegno/simbolo per 7 volte ( la nuvola 6 volte )
Numera le tue entit con un numero da 2 a 6 ( il numero 1 la nuvola )
Ritaglia il disegno
Incoillalo sul cartoncino negli appositi spazi, seguendo lo schema numerico
riportato nella traccia a destra

5
2

6
5

Con laiuto di un adulto potrai ora costruire il tuo domino e giocarci !!!

SCRIVI UNA TUA OSSERVAZIONE


SUL GIOCO

FAI UNA FOTO DELLE ICONE DISEGNATE E INCOLLALE QUI

121

FIRST GAME
IS PROVIDED
What happens
This is the way I designed this prototype
with the four big effort games developed for the digital manual, the three
topic sections and the cover/back of the
book.
- Kids receive the first game (B.E.G), and
complete it, collecting datas on paper
provided
- Once finished the first game, is given the
first of the three topic, together with the
second game.
He will put topic aside, focusing on the
game.

TOPIC THEORY

SECOND
GAME
This pages
The scheme represents the flow
of the prototype described on the
left, starting from the monment
when is given kids the first game,
to the final outcome of the assembled booklet, to bring home

TOPIC THEORY

THIRD
GAME

TOOLS

- Once finished the second game, is given


the second acknowledgement topic, with
the third Big Effort Game.
- Once finished this game as well, is given
the third topic and the fourth game.
- Finishing the last game, the kid will receive the cover. It is actually a characterized
graphic page, with big blank space, where
they can draw everything to remind the
day, and write down feedbacks and impressions about it.
- At this point he kid has completed his
book and he can take it home, to read the
topics and to remember the experience.

122

COVER

ASSEMBLY
AND
FEEDBACK

TOPIC THEORY

FOURTH
GAME

ALLA SCOPERTA DELLAMBIENTE


CHE CI CIRCONDA

QUESTO LIBRO E
STATO COSTRUITO
DA:
LA PAGINA PIU
BELLA PER ME.....

.....LA PAGINA MENO


INTERESSANTE

124

Left
extremely important is getting
feedback from kids.
the last page aims to let kids interact with prototype, at the end,
leaving an impression that will be
useful feedback for me

TEST REPORT

What i wanted to understand, from this


prototype test, was if and how the idea
to build something to unlock a step is
able to struggle kids to move and play
craft, logic, reasoning and collectable
games.
Also how the idea of self customization
of the outcome, the physical manual
affects the willing to finish it and keeps
high concentration and focus on the
partial job.
The work group i worked with, a saturday morning, was composed by two
girls and a boy: Leonardo, 10, Emma,
10 and Gaia, 7 but already involved in
her sister games. We worked with the
support of Adria, that observed from
outside, giving me the task to be their
educator and the two girls mother, that
was hosting us in their house. It was
really big, but wasnt an open air space.
This gave me the possibility to test a
good point: if the game, as was structured, could be play in closed space,
without limiting active movement and
involvement.
Moreover, try this manual with two girls
gave me the possibility to understand
that a big concerning of mine wasnt
reality: the manual perceived as a boy
game more than for girls.

126

Every game was a little bit re adapted


from the written instructions, because
of the close space, but at least nothing
of what we wanted to see was affected
by this.
We started from the first game CACCIA
DI IMMAGINI, where, they were asked
to create links between words. Break
down barreers wasnt too long: after a
little bit of silence Emma started and
then was a race till the last link, going
far from the 5 points required for passing the game. They wanted to link with
colors all the words, till the last one.
Even Gaia, that started a little bit later to
understand it, wanted to finish and link,
even if not biunivocal.
After the interest discovering that pages
of the manual was white and black (so
we can color it later !!!!), the second
game started, and was awesome. Kids
selected from the materials i brought,
everything they could use to build a
boat. In a few minutes the three of them
had already selected initial materials
and came up with creative ideas, that
implemented adding more and more features. Was asked a raft, but they gave
detailed boats, with sails, rails and steps
in. After finishing it they started playing
with it, putting characters and things
inside it.

They wanted to test it inside the bath,


and we really had to say them that we
had matters of time to stop their job on
that boats.
After making a picture of them I gave
them the labyrinth, discovering that labyrinth are one of kids favorite enigmas.
They solved it and drew on stick paper
the five figures i was asked to. Gaia, 7,
was incredibly joyful when she could
come out from the maze. Unfortunately
we couldn test the walking report, because of the closed space, but they were
however really happy to put their personal figures on it. Asking some questions
I figured out that, with a labyrinth as a
map, theyd walk around all day long.
Last game was the longest one, and was
a little bit tricky to explain the scheme
for domino building, but they drew their
elements on all tabs and liked the idea
to play with their own design game.
Was more the excitement to receive the
cover to complete and close their books
that pulled them out the domino trial.

127

I say this because the first thing noticed


was the blank page as cover, for them
meaningful of the high customization
possibility this was expression of. The
two girls made drawings on it characterizing the monkey with feminine fashion
traits. Leonardo was more into the manual binding than the drawing of it.
Interest, all game long, was constantly
high and the involvement was full. Even
playing tasks they were alway looking
for the next games paper, put on the
shelf. They were a close knit group,
really partecipative and collaborative in
tasks. Their willing was to experiment
and try, and this was a lot of fun for
them. Discovering the toolbox with materials and tools was amazing for them
and really stimulative for all the tasks
required.
Girls were more into customization and
coloring of the manual, letting me understand that manual isnt perceived as
a boy game. Even less if is fully customizable in contents, as A-Champs LIVING
MANUAL is. They had a lot of fun (from
one to ten we had fun twenty !!) and
they really cared about their manual,
that im sure one day they will read.

128

This test was crucial and meaningful


for me: all the excitement of kids while
playing effort games, always looking at
next task, just to add more and more
pages and see their manual finished
and customizable was for me reason of
proud and happiness. This is the basic
point of my project and this verification
was for me the one i was curious the
most about. The idea of customization
is a strong engine to kids activities and,
if we are talking about game that ask to
move to fat and sedentary kids, it have
to be a powerful one.

APPENDIX

Bibliography (in alphabetical order)


FOR RESEARCH AND EDUCATIONISTS
Acuff Dan S. , Ph.D. with Robert H. Reiher, Ph.D., What Kids Buy
And Why, 2000, Chapter 6: Ages 8 Through 12
Bautista-Castano I., Doreste J., Serra-Majem L., Effectiveness
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Bertolo M., Mariani I., Game design, gioco e giocare tra teoria e
progetto, Pearson, 2014
Borgogni A, Poter giocare, Roma, Societ stampa sportiva, 1993
Cole professor T.J., MA PhD ScD for UCL Institute of Child Health, London, UK Early causes of child obesity and implications for
prevention, Malm, 2006
Da Vi M. - Glisoni M., Il bosco la mia citt, Elledici editrice, 1997
Fishel Catharine, Designing for Children: Marketing design that
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Flodmark C. E., Marcus C., Britton M., Interventions to prevent
obesity in children and adolescents: a systematic literature review,
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French SA, Story M, Neumark-Sztainer D, Fulkerson JA, Hannan
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126

Hardeman W., Griffin S., Johnston M., Kinmonth A. L., Wareham


N. J., Interventions to prevent weight gain: a systematic review of
psychological models and behaviour change methods, 2000
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Okely, A.D., Booth, M.L., and Patterson, J.W. (2001). Relationship
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Rogers, S. Obesity among British adults and children, The Guardian
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Scarborough, P., Bhatnagar, P., Wickramasinhe, K., Smolina, K.,
Mitchell, C., and Rayner, M., Coronary heart diseases statistics, British Heart Foundation Health Promotion Research Group,2010
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B.M,. Physical activity and inactivity in Chinese school-aged youth:
the China Health and Nutrition Survey. International Journal of
Obesity, 2003
Wareham N. J., van Sluijs E. M., Ekelund U., Physical activity and
obesity prevention: a review of the current evidence, 2005

127

Papers, researches and studies (in alphabetical order)

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Monnier, 2012

McLeod Saul , Jean Piaget published 2009, updated 2012,

Cohen M., Young children apps and ipads, research made for
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OBrien, M. (2008). Moderate-to-vigorous physical activity from
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Council of Europe. (1992). Charter of Sport: Strasbourg


Denise M. Feda, Maya J. Lambiase, Thomas F. McCarthy, jacob .
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National Institute of Mental Health. Teenage Brain: A Work in


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Effect of increasing the choice of active options on childrens


physically active play, Buffalo, USA, December 2011

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DesignToMove.org, 2012, The World Has Stopped Moving

Pew Research, Teens and technology report, 2013

European Commission/EACEA/Eurydice, 2013. Physical Education and Sport at School in Europe

ScienceDailey, Kids Get More Active When Given More Toy


Choices, April 2012

Eurydice Report. Luxembourg: Publications Office of the European Union, 2012

Shara Aaron, MS, RD, and Christine M. Porretta for Kaboose,


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WebMD, Kid Exercises: The 4 Types You Need, 20 January, 2012

Sitography (in alphabetical order)


INITIATIVES, PLATFORMS, WEBSITES AND BLOGS FOR
PARENTS, RESEARCHERS AND EDUCATIONISTS
aacap.org/aacap/Facts_for_Families/Facts_for_Families/Obesity_In_Children_And_Teens_79.as
abcnews.go.com/Sports/story?id=100296
cdc.gov/obesity/childhood/problem.html
cdc.gov/healthyyouth/obesity/facts.html
ccm-network.it/ebp_e_obesita/conferenza_Istanbul
childparenting.about.com/od/schoollearning/a/8-Year-Old-Child-Cognitive-Development.html
childparenting.about.com/od/physicalemotionalgrowth/a/physmilestones.htm
commonsensemedia.org/about-us/news/press-releases/kids-%26-teens-media
corriere.it/scuola/speciali/2013/ginnastica/notizie/poco-sport-tanti-progetti-fotografia-delleducazione-fisica-scuola-italiana-4b4815da-4e08-11e3-a50b-09fe1c737ba4.shtml
emarketer.com/Article/Hesitant-Parents-Cant-Keep-Kids-Away-Smartphones/1010075
familyfitness.about.com/od/schoolagekids/a/school_age_kids.htm
fastcocreate.com/1681678/childhood-inactivity-will-cost-your-kids-5-years-of-life-says-newnike-research
greatschools.org/special-education/health/903-developmental-milestones-your-8-year-oldchild.gs
health-evidence.ca/
health.kaboose.com/active-kids/children-physical-activity-4.html
indire.it/eurydice/content/index.php?action=read
istat.it/dati/catalogo/20041201_01/Atti_del_convegno_salute.pdf
http://joashline.com/2014/03/why-banning-devices-for-kids-is-a-stupid-idea.html
kidspot.com.au/Joy-of-discovery-Development-Physical-development
letsmove.gov/eat-healthy
mammafelice.it/category/ricette/
ministerosalute.it/imgs/C_17_pubblicazioni_605_allegato.pdf
nostrofiglio.it/speciale-carnevale?type=nav
parenting.com/toddler/development
parents.com
okkioallasalute.it/?q=node/1
pbs.org/parents/childdevelopmenttracker
quimamme.it/con-la-tribu
sciencedaily.com/releases/2012/04/120418203620.htm
simplypsychology.org/piaget.html
sip.it/pianeta-sip/stati-generali-della-pediatria
stakeholders.ofcom.org.uk/binaries/research/media-literacy/october-2013/research07Oct2013
theguardian.com/technology/2013/oct/31/digital-kids-devices-apps-media
thelancet.com/journals/lancet/article/PIIS0140-6736(14)60460-8/
treccani.it/enciclopedia/educazione-fisica_(Universo-del-Corpo)/
webmd.com/kids/move/article/exercise-types
wiggleintohealth.com/physical-activity/physical-activity-for-all-ages.html

Bibliography (in alphabetical order)


BOOK, BOOKLETS AND COMICS FOR KIDS
Bambini in giardino, Bull J., Edicart, 2003
Basta un bastone - 70 attivit da fare allaria aperta, Danks F. Schonfield J., Editoriale scienza, 2012
Collana Invenzioni e Inventori, Albert Barill - Casanelles E.,
Deagostini Junior, 1994
Collana Esplorando il corpo umano, Albert Barill - Colom R.,
Deagostini Junior, 1989
Collana GM Esplora, Bonazzi A., Disney Deagostini Junior, 1997
Collana La biblioteca dei ragazzi, Giorgi E., DoGi editore, 2003
Enciclopedia Dami - prima enciclopedia illustrata per ragazzi,
Sirena A., Dami Editore Milano 1996
Il creagiochi - creare giochi per poi giocarci, Ripoll O. - Martin F.,
Edizioni del borgo, 2009
Il manuale dellavventura - corso rapido per giovani esploratori,
Touring Junior, 2014
Il manuale delle giovani marmotte, M. Gentilini, edizioni 1969 1975 - 1981 - 1986, Arnoldo Mondadori
Non c tempo per annoiarsi, Harlow E., Produzioni Aprile, 1978

131

Sitography (in alphabetical order)


INITIATIVES, PLATFORMS, WEBSITES AND GAME DATABASE
FOR KIDS
173.201.144.129/index.php?s=home
173.201.144.129/vinz-and-lyn/life-in-the-balance/
173.201.144.129/what-food-am-i/
173.201.144.129/food-quiz/
173.201.144.129/what-recipe-are-you/
173.201.144.129/vinz-and-lyn/so-what-about-exercise/
bbc.co.uk/schools/scienceclips/ages/9_10/life_cycles.shtml
cdc.gov/bam/safety/h2o.html
cdc.gov/bam/activity/motion.html
cdc.gov/bam/activity/cards.html
city.haribo.com/
criticalcity.org/missions
cutefoodforkids.com/2011/11/41-cutest-and-most-creative-christmas.html
dade.it/index.html?CCHK=1
davide.it/newsletter/
fooddudes.it/doceboCms/index.php?mn=news&pi=2_84&id=6
fns.usda.gov/multimedia/Games
giocomania.org/categoria.asp?cat=legno
growingthenextgeneration.com/agrium-games
igiochidielio.it
ilportaledeibambini.net/didattica.php?code=135&page=Ricette&scheda=405&titolo=Ghiaccio
li_alla_fragola&language=2
ilportaledeibambini.net/didattica.php?code=139&page=Attivit%E0_in_cucina_e_curiosit
infinity.disney.com/en-gb/parents
iocresco.it/picture-card.html
kidshealth.org/kid/grow/girlstuff/pierced_ears.html#cat20440
kidspot.com.au
letsmove.gov/eat-healthy
magic-kinder.com/mk/lang/it_IT/index.htm
mattelapptivity.com/about.php
microcookinggames.com/pizza-capricciosa/game
nesquik.com/adults/health-and-wellness/refuel-with-nesquik.aspx
nourishinteractive.com
pianetabimbi.com
piccolini.it/channel/cucina/
robertosconocchini.it/creativita/898-costruire-un-calidoscopio.html
school.fueluptoplay60.com/tools/nutrition-education/games/arianna/quintricious.php
sciencekids.co.nz/gamesactivities/plantsgrow.html
sciencekids.co.nz/experiments.html
sheppardsoftware.com/nutritionforkids/games/foodgroupsgame.html

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sheppardsoftware.com/nutritionforkids/foodgroups.html
simpaticoland.com
sparky.org
superhealthykids.com/healthy-kids-recipes/category/lunch.php
turtlediary.com/kindergarten-games/science-games/plant-life-cycle.html
turtlediary.com/kids-videos
uptoten.com
weatherwizkids.com/weather-rain.htm

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CONCLUSIONS

Design for kids is as interesting as incredibly difficult. Kids development is fast,


in every of its aspects, and put inside
kids shoes, as designers, is not easy. You
can read, acnlowledge yourself and research datas and behaviors, but you can
never be sure about how kids will react
while interacting with a game, so much
more if is a learning game.
Moreover, if is a project with the difficult
aim of mine, to use devices support to
teach kids not to overuse technology
and virtual world in their free time, but
use it to move, play activities, learn
about life and create passions.
But what is difficult is, most of the times, stimulative, and so that was.
The approach i took as reference for the
development of this project, was the
one of kids manual, like Junior Woodchuckles guide. Those manuals were
developed in a time when was important to communicate kids the importance to have a book as consultancy, because for the rest of their life would be
that support to show their ways to solve
problems and to interact. That wasnt a
long time ago, but technology moves as
fast as light, so here we are, 30 years later, with devices that have inside books,
phones, cameras, agendas functions
and way more.
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So why not to use this immense potential to talk the same language of those
manuals to kids, teaching them that
technology is not just app games ?
From here I started my research, trying
to understand what made that relationship building possible, why was so
effective, and what kids are looking from
it.
I analyzed which ones are the movement that kids need to do, which ones
are the one they dont do anymore and
how was possible to involve them. I
found out that technology is one of the
causes of this, involving parents in safe
reliefs from kids in giving them such
devices to play.
What I realized more, from my theory
studies, was that kids in the age group i
focused on, are struggled by the idea of
customization, outcome creation, personal objects and ongoing development
things.
If they have a result that can become
something personal, to be shown, highlighted and to talk about with mates
and parents, are struggled to do almost
anything requires. As long as their
attention is kept always high, giving new
things to do, new games, new communication.

This theory, that was such an amazing


starting point for a kid design, i could
understand was real when i made my
prototype test, where i tested if these approaches were right and so was.
Kids attention was always high, trying
to look for further page, for final ones
and I could perceive from their behavior
that the moment of final assembly was
exactly what they were waiting for, all
test long.
This is why I designed a product system
that could merge together this behavior
and attitudes with devices, that can
give all personal customization, ongoing
development and high interactivity skills
this project was requiring. Moreover
give the possibility to educate kids in its
safe, complete and functional use, from
a hardware perspective.
The stimula that kids will reach from
this skills will be the ones will struggle
them in making activities, some of them
with big effort required, some of them
with a few effort but high acknowledgement, discovering or reasoning, to
fully customize their manual that, once
finished, will become their personal one,
different from all the others.
As added values, to let kids enter inside
the communications world of nowaday

days, there is the sharing that app can


add to this Living Manual, allowing kids
to become part of the big family and
have a look to other manuals to get
inspirations, to see difference, to explore
and to compare it with them, finding
that their one is, of course, the best. Statements and emotions that are all part
of 8-10 years kids range.
It is an open structure app platform,
so topics, games and activities are
and need to be evolutive, always new,
always different, to give space to kids
for choice and change, to make them
decide which part they want added in
their personal manual.
And this is what im confident the more
for future development of this project:
starting from a small beginning, it would
be possible to get a bottom-up approach and, starting from a few games,
theory and features, design a growing
service system to be adapted and made
bigger from time to time.

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