2019
DOI: 10.1080/14606925.2019.1595437
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Enabling people to lower barriers with a codesign prototyping approach: sex education for upper-elementary students at home

Abstract: Through using prototyping as a communication medium in co-design, disparate participants may find common ground on how to deal with complex issues. Due to Korea's Confucian cultural society, there is a lack of conversation about sex between parents and children at home. Therefore, it is necessary to find a way to construct an atmosphere at home to talk about sensitive issues, like sex, especially through co-design. We conducted two co-design workshops by using prototyping as a 'Make Tools' medium: The first pr… Show more

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Cited by 3 publications
(9 citation statements)
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“…Some considered participatory design as the overall research area and co-design as the method [ 56 , 60 , 77 , 82 ]. Others positioned the 2 as separate methods [ 62 , 66 ], while others used terms interchangeably [ 75 , 85 ]. The most common definition of “participatory design” was to “involve end users in the design process” [ 45 , 48 , 68 , 72 , 86 ], which some interpreted strongly because end users fully and equally participated throughout the whole design and development process [ 68 , 70 ], while others read it weakly as “invit[ing] users to contribute ideas” [ 71 ].…”
Section: Resultsmentioning
confidence: 99%
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“…Some considered participatory design as the overall research area and co-design as the method [ 56 , 60 , 77 , 82 ]. Others positioned the 2 as separate methods [ 62 , 66 ], while others used terms interchangeably [ 75 , 85 ]. The most common definition of “participatory design” was to “involve end users in the design process” [ 45 , 48 , 68 , 72 , 86 ], which some interpreted strongly because end users fully and equally participated throughout the whole design and development process [ 68 , 70 ], while others read it weakly as “invit[ing] users to contribute ideas” [ 71 ].…”
Section: Resultsmentioning
confidence: 99%
“…Overall, 17% (8/47) of studies aimed to understand CYP needs and preferences around gaming, and a further 15% (7/47) of studies aimed to understand CYP’s perception and concerns around the context or technology of the study. Overall, 6% (3/47) of studies focused on improving the user experience of existing products or prototypes, and finally, 4% (2/47) of studies explicitly aimed to create guidelines on how to conduct co-design with CYP (other studies did produce recommendations or guidelines but did not state this as the intended goal behind user involvement [ 47 , 62 , 64 , 73 , 82 ]).…”
Section: Resultsmentioning
confidence: 99%
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