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. They 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 users with the online system. 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 was 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 and 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 nell’elettronica. Il loro accesso a devices e strumenti elettronici avviene ad un’età sempre più 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 possibilità di riuscire a trasformare il device elettronico da strumento di svago passivo a strumento di svago attivo, coinvolgendo l’attività motoria del bambino nel gioco che esso crea ? Questi sono i motivi che mi hanno portato alla progettazione di questo sistema prodotto-servizio, composto da un’app 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 l’importanza del tempo condiviso giocando, muovendosi e facendo attività nella vita reale, non solo su schermo. E questa sarà una sfida interessante perché utilizzare un’app e un sito internet per promuovere la vita all’aria attiva sembra un ossimoro, ma è importante anche comunicare questo per la vita futura dei ragazzi: capiranno che l’interazione tra la tecnologia e l’attività è possibile, anzi necessaria ora e negli anni a venire per loro. Questo è 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 più preziose che stiamo facendo scomparire.
A-Champs living manual. Product service system design
MAESTRELLI, MATTIA
2013/2014
Abstract
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. They 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 users with the online system. 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 was 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 and 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.File | Dimensione | Formato | |
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2014_10_Maestrelli.PDF
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https://hdl.handle.net/10589/95245