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A formative evaluation: co-designing tools to prepare vulnerable young people for participating in technology development

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Veröffentlicht/Copyright: 13. Februar 2025
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Aus der Zeitschrift i-com Band 24 Heft 1

Abstract

Participatory processes are key for designing technology solutions but challenging since target groups rarely have technological expertise. They are, however, experts in their lives. Vulnerable young people are even more challenged when asked to participate. A toolkit approach can introduce non-tech-savvy individuals to digital technology. This paper presents the process of (co-)designing a toolkit for vulnerable young people and social workers. The evaluation provides insights into what components are needed to prepare for participatory technology development. The toolkit can be seen as a mobile laboratory that supports technology development and builds on considerations from other research and design processes. The toolkit was (co-)designed in two phases. An initial version based on other prototypes and the state of the art was evaluated according to feedback from social work professionals. The revised version was evaluated by both professionals and vulnerable young people, leading to refinement and final redesign. The final toolkit, focusing on the smart home domain, was evaluated through participant observation and qualitative content analysis. The results show how feedback, inductively derived in four categories, led to the design of the toolkit with three modules relevant to engaging vulnerable young people in technology design: experience, understand and co-design.

1 Introduction

When encouraging target users of smart home technology to participate in the technology design process, this may be problematic when addressed users do not know or understand the potentials of available solutions. Experiencing technology development in a participatory way is a challenging task, especially with non-tech-savvy people. In addition, it is a known obstacle in participative technology design to reach and encourage disadvantaged users to participate. 1 This paper focuses on the work with a specific user group of vulnerable young people who are both non-tech-savvy and disadvantaged in manifold ways, such as living in residential care.

The right of young people to self-determined participation, even in residential care, is anchored in German law. Section 1 of the German Child and Youth Welfare Act (SGB VIII) and Section 1 of the German Rehabilitation and Participation of Persons with Disabilities Act (SGB IX) mandate integration and educational support to promote participation and avoid creating new barriers. Furthermore, UN conventions affirm digital participation as a human right. 2 The provisions of the German Social Code (Sozialgesetzbuch) and the UN Convention of Human Rights can therefore be interpreted to establish digital participation as a mandatory element in the law. This applies universally, requiring that children and young people are guaranteed access to and the ability to develop competencies in digital technologies, particularly within the context of social work. Digital inclusion provides crucial resources and opportunities for the development and independence of young people. 3

However, young people in residential care and in the context of social work face significant obstacles: facilities often have substandard equipment, digital device access is heavily regulated, and data protection and usage rules differ markedly from private households (digital divide). Financial resources for technological investments are limited, and organisations often lack awareness of digital infrastructure’s potential. Many professionals remain hesitant toward digitalisation, restricting skill development and digital engagement. As a result, the legal right to participation is frequently unmet in these settings. 4

Vulnerable young people as clients of social work (f.i. in residential care) may experience cognitive, verbal, language, reading, and/or mental challenges. At the same time, participation in technology design is (a) the key to designing appropriate solutions in technology development and is (b) an educational benefit as it may raise digital participation and reduce a digital divide often to be found in residents in social work residencies. 5 , 6 Related work provides some recommendations on how to design a toolkit to (co-)design innovative technologies. However, there is a gap for the explicit target group of vulnerable young people in the context of social work, 1 which will be discussed in the following article. To address this contradiction, we designed a toolkit that aims to engage vulnerable young people in technology design by offering them interesting and motivating state-of-the-art technology to master. Toolkits are number of components 7 built for non-tech-savvy people in order for them to participate in the co-design of various artefacts. So the initial goal was to best prepare and support vulnerable young people to take part in participatory technology development. Evaluating the iterative design process of such a toolkit provides insights into an approach to digital technology with vulnerable young people. It also highlights challenges in the actual use of such a kit. In particular, the involvement of the target group and inclusive design are challenging issues. Within this paper, we adopt a formative evaluation that guides each design iteration, incorporating user and professional feedback. This perspective ensures that our focus remains on improving the toolkit through continuous evaluation, ultimately leading to recommendations for action when designing learning technology to prepare and motivate vulnerable young people for participatory technology processes.

The toolkit described in this paper is a set of tools for educating people about technology. It aims at enabling vulnerable young people to understand mystified technology and become interested in understanding technology as a problem-solving tool that can be controlled and designed following certain rules. This toolkit to be designed was meant to relate to the everyday lives of these special user group when at home in the residential care setting. Therefore, only smart home devices are used as technologies. When we asked social workers about relevant educational goals in their work with vulnerable young people, they explained, that one educational task is to prepare young people to live an independent life. Smart home technology seemed an obviously useful technology in a social work residential facility to identify household issues and create supportive ideas to make life easier. The kit includes a range of resources such as small smart home devices for trial and error games, an escape game to learn about the many uses of technology, and a booklet with information and haptic tile-based programming game to start developing technology through thinking and arranging in a playful way.

Specific aims of this study were: (a) to assess what components should a toolkit provide to prepare and initiate participatory technology development and (b) to identify how usability can be supported for inclusive design processes with young people, social workers, and experts. The kit has been evaluated in social work and/or media education institutions in two phases. We used a formative evaluation approach, an ongoing and iterative evaluation process that provides feedback during toolkit development. The goal is continuous improvement rather than final assessment, allowing us to refine the toolkit and address user needs more effectively. 8 While in the first phase, the expertise of social workers is used, in the second phase vulnerable young people test the set of tools under real life conditions. The evaluation also looks at the iterative design process from prototype to redesign to final kit. The article concludes with essential components and recommendations that are relevant for approaching digital technology and preparing for a participatory development process as a finding.

2 Related work

This chapter provides an overview of related work on participatory processes in technology development and shows different toolkits in the context of digital technology. So far, these designs have not been specifically targeted at vulnerable young people with fewer opportunities. There are, however, some studies that are explicitly aimed at children or other disadvantaged or vulnerable groups. These studies are cited here as there is an overlap in the needs of these user groups. Recommendations for action are derived for inclusive design and young people’s engagement with digital technologies.

2.1 Participatory processes in technology development

Participation assumes that the target group has the best knowledge of their needs. Their views and knowledge are therefore of significant importance in better identifying and solving problems of social disadvantage. Through participatory target groups, theoretical and methodological expertise is combined with concrete experiences that show where action is needed. This leads to a mutually reinforcing partnership. The participatory process can thus be both informative and motivating so that participation empowers people to make decisions. 9 Three main potentials for participation in technology development and digital processes are discussed: sharing control or power, sharing expertise and knowledge, and initiating change. 10 Sharing control is understood in terms of inclusion. People who are excluded from existing power structures should be more actively involved through participatory processes. There is a potential for people with special health or emotional needs (f.i., young people in residential care) to be given a new form of power to express opinions and control decision-making processes if they are treated as experts. Through joint discussion, innovative approaches can be developed, or existing technologies optimized. Participation can thus create a space for knowledge exchange and inspiration for technology development.

The concept of participatory design acknowledges the significance of incorporating user input to develop relevant solutions. This notion is exemplified by the three fundamental principles outlined by Bratteteig and colleagues: 11 having a say or sharing the decision, mutual learning from each other and collaboratively realizing solutions. While the precise initiation point of such participation is not explicitly defined (‘critical role in designing’ 12 ), it is possible to establish a minimum requirement by examining the models of participation initially introduced by Arnstein 13 . The ladder of participation, along with other similar models, endeavors to classify various levels of participation and expose false participation. Numerous authors have developed their versions based on the ladder of participation, such as Hart 14 and von Unger. 15 One highly recognized model is proposed by Wright et al. 16

Most versions have in common that the lowest level of participation begins with informed decision-making. Hart’s 14 research on children’s participation describes different requirements for fulfilling an informed decision, as follows: Children must comprehend the objectives of the project and should be aware of who made the decisions regarding their involvement as well as the reasons for that. It must be their free choice to volunteer after it has been clearly explained to them. To meet these requirements, the target audience must possess an understanding of the problem domain within which a participatory project is being undertaken, enabling them to comprehend the objectives and assume a meaningful role. This can prove challenging, depending on the specific field and the characteristics of the target audience. For instance, while technology is an integral part of most people’s lives, it remains a mysterious realm for individuals. This perception of technology as something magical creates a barrier to participation. Moreover, this barrier is even more pronounced when the target group faces disadvantages in utilizing technology, as described by Bosse; 3 in the context of youth in institutional welfare settings. Hence, in such settings, there is a need for primary technology education for all participants to establish the foundation for a participatory process.

In the context of participatory technology development, studies show that especially among children and young people require a clear structure to generate innovative ideas. Young people’s thoughts must be heard, as research shows that participants in participatory design processes must believe that their ideas are relevant for them to be successful. 17 It is important to create a safe space for vulnerable young people. 18 In such a process with children and young people, adult caregivers also play a significant role. Tech-savvy Caregivers must organize and sort out ideas to give structure to the process. Young people may otherwise be overwhelmed. 17 In the best case, contact persons are available who can demonstrate pedagogical as well as technical competences. Furthermore, different studies show that a variety of methods is beneficial so that the process can be flexibly adapted to young people. It is also important to be able to react to spontaneous situations. It is advantageous that the subject matter is familiar to the young people and that they can identify with it. Hobbies, interests, and needs may play a role in promoting the interest and motivation of them. Young people need creative opportunities – games or stories are particularly suitable. 18

It follows that a toolkit must create an adaptable and secure environment in which participants can engage in a participatory process in an informed, empowered, and motivated way. It must also consider the requirements and challenges of institutions and professionals.

2.2 Toolkits in the context of digital technology development

Toolkits are a prominent approach in the practice of co-designing. Sanders and Stappers 19 describes them as a set of components built for non-tech-savvy people in order for them to participate in the co-designing, which is also picket up by Ambe et al. 7 in their work with an IoT toolkit for non-tech-savvy people.

In the context of digital technologies, there exist various toolkits with differences primarily arising from the intentions behind the kits. Consequently, these variances lead to distinct application areas and target audiences. Specifically, in the case of individuals with disabilities, different approaches to assistive technology toolkits are available, emphasizing the power of assistive technology. The question therefore arises as to how such a toolkit should be developed to support the special needs of the (vulnerable) young people discussed. 20 This inquiry reveals both the tools deemed useful in their application and those that explicitly promote a participatory approach. The results indicate that communication and low-tech devices were considered the most useful. Regarding communication, visual language is relevant, and instructions are consistently accompanied by symbols and images. Several recommended tools can be practically applied by young people to understand their functionalities, as they have an experiential nature. Additionally, it became evident that even in the context of participation, these various aids still require guidance and support from professionals. Parette and Wojcik 21 demonstrate how a toolkit can assist educators in utilizing digital technologies. The toolkit is designed for teachers working with students who have cognitive impairments. It encompasses aids for communication, computer and writing access, behavior regulation, mobility, recreation, and daily living assistance. Similarly, Puckett 22 describe a toolkit that addresses teacher of students with mild disabilities.

On the other hand, there is a multitude of toolkits that aim not only to assist vulnerable groups but also to generate or adapt ideas. 23 Furthermore, there is an increasing number of approaches supporting non-tech-savvy individuals in finding ideas for technological developments. These advancements are embedded in concepts such as the Internet of Things (IoT). The IoT is a concept where devices and physical objects are interconnected and collaborate to achieve specific goals. 24 One of the developed toolkits describes a co-design approach with older adults, employing cards on everyday topics, particularly within their own homes, to generate potential purposes for their own personal IoT. These cards are integrated into a workshop-like setting and reveal needs for prototypes. They encourage exploration of one’s living environment and verbalization of needs. Therefore, the toolkit starts where everyday life takes place – at home. The results demonstrate that older adults do not desire automation but rather seek support for their agency through digital technologies. 7 Utilizing the Smart Home domain is logical for preparing participatory technological developments because these devices are encountered in the target audience’s daily lives. Solutions for everyday needs are obvious and easily implementable, given that Smart Home technology is often user-friendly. Thus, this domain serves as a preparation or initial step for participatory technological developments involving non-tech-savvy individuals. Another study describes a toolkit explicitly developed for children, with the playful aspect playing a significant motivational role. Through the playful design of the toolkit, it has been possible to impart a basic understanding of IoT to the user group, aided using rule-based systems and connecting scenarios with home automation systems. 25

In summary, recommendations and conditions for the preparation and implementation of technological development (using different tools) emerge. The recommendations are only partially aimed at the group of vulnerable young people analyzed. In the following, various considerations are evaluated to eventually develop such a toolkit specifically for vulnerable young people. The state of research on other toolkit prototypes or set of tools shows that a safe environment is needed for the specific target group. Therefore, it makes sense to think of the toolkit in the context of the Smart Home domain. It’s a familiar domain for all (not only tech-savvy people) and the devices are associated with home and security; they are designed to be easy to use and make everyday life easier.

2.3 Design requirements

Based on the related work, we established a set of design requirements to guide our initial prototype: (1) Accessibility – ensuring materials and instructions accommodate limited reading/writing skills; (2) Low-threshold engagement – using playful methods (e.g., an escape game) to invite curiosity and hands-on exploration; (3) Relevance to everyday life – focusing on widely understood smart home devices; and (4) Expandability – leaving room for advanced participants or add-on tools. These requirements served as cornerstones during the first design phase before any formative evaluations were carried out.

3 Research approach and methodology

The article illustrates the evaluation of a toolkit for approaching digital technology. The kit is intended to provide access to start a participatory technology development process. This leads to the following research question: What components should a kit provide to prepare and initiate participatory technology development? In the search for an answer further sub-questions arise: How can an approach to digital technology with vulnerable young people be designed? To what extent can the needs of them be addressed? To what extent can the design be inclusive? What is the role of professionals? To this end, the iterative design process of the toolkit has been evaluated together with professionals, vulnerable young people, service designers and social scientists.

The first prototype of the toolkit is therefore based on the state of the art and on research into other prototypes for similar target groups. For this purpose, we reviewed other articles on (co-)design processes and evaluations of toolkits designed for non-tech-savvy individuals. Several research projects have contributed to the development of such toolkits, such as the NESTA toolkit. 23 It must be emphasised that the first prototype was experimental in nature and can be considered a pre-study. This means we adopted an exploratory approach, developing our own concept within our interdisciplinary research team, which included service designers, social workers, media educators, social scientists, and computer scientists. The concept was based on a combination of literature review and market analysis, resulting in the first version of the toolkit. From the outset, it was intended that this version would undergo multiple phases of evaluation, adjustment, and redesign. Due to this experimental nature, the evaluation and resulting re-design is fundamental to achieving the goal of preparing young people for participatory technology development. The evaluation starts after the pre-study and the design of the first prototype. In particular, media pedagogical and inclusive design requirements will be examined.

The formative evaluation of a first prototype of the toolkit took place in two phases: In phase 1, a first version of the toolkit was evaluated with the expertise of professionals. Residential care facilities for vulnerable young people, as well as media education facilities were visited so that the professionals could get to know and evaluate the kit. This first phase aimed to harness theory-based thinking evaluated by professionals in the field. The aim was to gain expertise from the field without evaluating the toolkit directly with vulnerable young people. This decision was also motivated by the fact that resources in residential centers are generally limited. A meeting with professionals only is therefore more feasible. The visits were accompanied by participant observation. The observation material was taken by notes. Observations were the analyzed based on the qualitative content analysis 26 of the social science, a redesign of the toolkit followed. In phase 2, the kit was evaluated by groups of young vulnerable people in addition to professionals. The reason for this was the knowledge of the relevance of participatory processes. The young people were treated as experts on their needs and living environment. Data was collected through participant observation and a reflective interview with the designers. The data were again analyzed using qualitative content analysis (ebd.).

Since the participants belong to vulnerable groups, the initial step involved assessing the conditions necessary for their involvement in the evaluation. A trusted individual for the young people was present alongside the researchers throughout the process. Participants were thoroughly informed about the project and had the opportunity to ask questions to both the confidants and researchers. Their right to withdraw from the study at any time was explicitly acknowledged. One participant chose to discontinue due to the extended duration of the sessions.

In addition to the evaluation process, this chapter provides an overview of the research approach and the sample. It also presents the methodology of the evaluation.

3.1 Research approach

Before developing the first prototype of the toolkit, we conducted an analysis of the current offering (pre-study). To do this, a category system for evaluation was implemented. The category system is based on criteria such as usability, prototype-ability, community, and dissemination. Based on the initial market research, a concept for the toolkit was then developed. In addition to the market analysis, principles of service design 27 and a literature review on participatory technology development in the context of social work 1 are elementary guidelines for the development of the kit.

3.1.1 Phase 1: first evaluation and Re-design

For the first prototype evaluation in August 2022, we evaluated the toolkit with professionals in the context of media education. For this, we spoke to four professionals in three institutions – including two social workers, a media pedagogy and an engineer who volunteers in a makerspace. They got to know the toolkit and evaluated all modules without any additional hints or information. In the process, they were observed. They were able to ask questions during this process and in case of problems, experts provided sufficient information for further use. Afterwards, we held a reflection discussion based on guiding questions. This was recorded as a participatory observation by one of the researchers. Based on the evaluation results, problem areas and optimization needs were identified. This was followed by a redesign process.

3.1.2 Phase 2: second evaluation and Re-design

The second phase evaluated the redesign process and tested the re-designed set of tools in real-world application contexts. Among others, these were two youth residential care institution with residents. The evaluation phase took place six months later, in February and March 2023. It was conducted with all involved participants: vulnerable young people as well as the professionals. These sessions were accompanied by participatory observation with professionals talking out loud with experts and researchers present.

3.2 Participants

The access to research was through the research project itself. The project is linked to science-practice partners, i.e., media-pedagogical and/or social institutions (f.i. residential care). The practice partners represent the access for the evaluation. This made access unproblematic. All institutions were interested in using the kit throughout the tests.

All participating groups in the evaluations are shown in Table 1:

Table 1:

Participants in evaluations 1 and 2.

Evaluation phase 1 Evaluation phase 2 Facility Participants Service designers and social science researcher
X X Facility 01: Media education center Media educators and social workers X
X X Facility 02: Youth residential facilities Social worker X
X Group of four young girls aged 12–16 coping with family traumata X
X Facility 03: makerspace Social worker and engineer X
X Facility 04: youth residential facilities Social worker and a group of eight young male refugees aged 14–18 with hardly any German reading and verbal skills X

3.3 Methodology

3.3.1 Data collection: participant observation

The evaluation was conducted using the qualitative research method of participant observation. This research process based on the specifications of qualitative empirical research. Qualitative empirical research methods make it possible to respond individually to experiences and feedback in the form of social interaction. 28 The evaluation can be designed to be as open to findings as possible. Lamnek’s argumentation promises that qualitative research methods are better suited to evaluate social situations and human actions. Given this perspective, the following work will pursue a logic of discovery. An approach that is deeply rooted in qualitative social research. 29 Participant observation represents a form of qualitative research perspective and is anchored in field research. It is therefore the study of a social or cultural group in a natural environment. Observation means selective, systematic, and attentive perception. Systematicity is shown in the targeted search for impressions that have been previously discovered or describe a hypothesis from theory. The method thus goes through a process from passive perception to active observation. The researchers remain attentive and open to new impressions. This process represents the first evaluation step in which impressions are processed into patterns. 30 The extent to which this observation can be described as participatory is explained very well by Atteslander; 31 who differentiates between the various possibilities of participation: He does not distinguish between participatory and non-participatory, but between observations with a high degree of participation and observations with a low degree of participation. A minimum degree of participation is always given by the observation situation, e.g. by being present or being perceived with all sense organs.

Participant observation is the basis for the evaluation of the toolkit. In addition, there are subsequent conversations that serve to reflect on the field research. One of these conversations was recorded and is also used for the evaluation. The conversation with two service designers from the research team would be transcribed and finally analysed using also qualitative content analysis. 26 Summary analysis was used and inductive categories about barriers in the inclusive design process were formed.

3.3.2 Data analysis: Mayring’s qualitative content analysis

All collected data were analyzed using qualitative content analysis according to Mayring and Fenzl. 26 A categorization system was formed inductively from the data. This system is consistent across the first and second evaluation phases. Mayring’s qualitative content analysis was used as the method of evaluation for both the participant observations and the reflective discussion. There are three basic forms of this method. What all basic forms have in common, however, is the systematization through categories, so that it is a rule-guided, comprehensible procedure according to which the material is evaluated (ebd.).

The analyses resulted in the following system of inductive categories. The Table 2 shows the categories with examples and rules of the categorization system. There are four categories: orientation, mastering technology, materials and educational potentials:

Table 2:

Categorization system and coding guideline.

Categories Examples Rules
1 orientation He suggests numbering rather than just colour-coding for better orientation. Observations or statements on orientation in and through the set of tools. Orientation includes, on the one hand, structuring design as well as the explicit outline and, on the other hand, all instructions as a tool for orientation.
2 mastering technology (through an escape game) More components and additional riddles could also be integrated. He refers to various sensors that can also be used to learn technology in a playful way. Observations or statements about the design of the escape game – this includes explicit references to individual elements or riddles, but also general classification of the game.
3 materials We needed paper and pencils within the kit for notetaking. Statements about the materials used when using the toolkit.
4 educational potentials He points out that the technical background knowledge has not yet been formulated. The application of the technical blocks becomes clear through the game, but technical understanding is not developed. He asks several questions: How do the smart technical blocks communicate with each other? How do the colors change in the light bulb? Observations or statements regarding learning effect or potential as well as educational measures.

4 Results

In the following, the results of the formative evaluation and the re-design decisions are presented. The evaluation results are presented along the categories and by describing the resulting design decisions to illustrate the development process. In this way, it will also be possible to see how the kit has evolved through the evaluation by the professionals and the testing with the young people. The chapter concludes with the presentation of the final toolkit and recommendations for the use and design of such a kit.

For a better understanding of the overall process, the following is a brief description of which tools the first prototype involved. There were four colour-coded modules in the toolkit:

  1. Escape game to master technology

  2. Game cards to understand your needs

  3. Engineering gadgets for trial and error

  4. Analogue prototyping tiles to get an idea of coding

4.1 Results of the first evaluation

Based on the insights and expertise of professionals and gatekeepers of media education, four key areas have been identified to prioritize during the redesign of the prototype: orientation when using the toolkit, mastering technology through solving an escape game, materials of the toolkit, and perceived educational potential of the toolkit (Table 2). The differentiation between these categories was made inductively based on the evaluation. Testers’ considerations were mostly made either on basic structuring (orientation), on the escape game, on the materials provided or on perceived learning opportunities (education).

4.1.1 Orientation and structure for safe handling

A central finding from the evaluation process is the need for improved orientation when utilizing the toolkit. Although the kit purports to be self-explanatory, this attribute is not fully realized in the initial prototype. While the color coding of the kit provides a rudimentary framework for orientation, there is an absence of predefined order. The intentional omission of module numbering, aimed at enabling users to freely engage with the modules, is regarded as less meaningful according to the experts. Clear guidelines are essential to prevent potential uncertainties from arising. Consequently, the inclusion of a step-by-step guide is deemed necessary. Numbering the individual modules was suggested to aid in establishing a cohesive narrative and fostering a stronger connection between the modules.

The instructions provided within the toolkit served as an additional framework for orientation. However, the evaluation reveals a disparity between the preferences of professionals and the vulnerable young people. While professionals observed in phase 1 expressed a desire for detailed instructions and supplementary videos, young people observed ion phase 2 tended to favor a more hands-on approach. This prompted the idea of developing facilitation instructions tailored for professionals while simplifying the instructions for vulnerable young people. Moreover, the instructions contain terminology that could benefit from being expressed in simpler terms. To minimize barriers, the instructions should be scrutinized for accessibility and written in plain language. Additionally, incorporating videos as an initial point of engagement with the kit, particularly for children and young people with dyslexia, is considered favorable. Moreover, the evaluation showed that an inclusion of subtitles in the videos can also help alleviate language barriers.

4.1.2 A playful approach to mastering technology

The professionals have displayed great enthusiasm for the toolkit, with a particular interest in the playful approach to mastering technology through an escape game. They view the riddles incorporated in the escape game as highly beneficial. It seems like the purpose and context of the kit only became clear through engagement with the escape game. Although professionals outline diverse objectives, these objects all share a central intention: identifying problems, formulating solutions and implementing them. The escape game served as a catalyst and source of motivation for this process. Riddles and their subsequent solutions fostered a sense of accomplishment and were perceived as rewards, for instance, the opening of the treasure chest.

The escape game component was perceived as the focal point of the toolkit, garnering significant attention and positive feedback. The riddles themselves are regarded as user-friendly and valuable. However, challenges arose within the game when hints were required and needed to solve a riddle. The existence of relevant hints on some papers was often overlooked, resulting in their underutilization by both professionals and vulnerable young people. Consequently, it was necessary to enhance the visibility and presence of them. Furthermore, including a comprehensive troubleshooting section within the moderation instructions could facilitate the efficient resolution of technical issues or obstacles that may arise during playing the game.

The toolkit, in conjunction with the escape game, employs smart home technology tools. From the perspective of professionals, this presents a potential risk of limiting vulnerable young people in terms of their creativity and design possibilities. The tools employed do not directly expose the underlying technology and are typically processed. Different viewpoints among professionals emerged in this regard, with some appreciating the user-friendly nature of smart home technology, while others express concerns about its mystifying effect due to processing. Consequently, it was recommended to critically examine the incorporation of smart home technology within the toolkit, including fostering critical reflections on data protection with the vulnerable young people. Additional suggestions in this regard included redesigning the treasure chest to eliminate its transparency, thereby creating a surprise element when it is opened.

Overall, the initial phase of evaluation revealed the need for stronger integration of the game within a narrative framework. Adopting a storytelling approach was seen to offer the potential to foster critical engagement with smart home technology. Furthermore, this strategy of redesign was expressed as an opportunity to establish a more cohesive connection between the game and the other modules. Such an approach was visioned as potentially impact positively on the motivation of children and young people by piquing their curiosity.

4.1.3 Educational potential

The preliminary test phase indicated that there was untapped potential for further education and learning opportunities in the domain of technology. While the use of technology modules was presented engagingly, there was a lack of comprehensive explanations regarding the functions of these modules. To demystify the technology and enhance understanding, it is essential to provide explanations of technical terms and functions to the vulnerable young people. One effective approach to achieving the potential was the development of a specialized booklet.

Furthermore, the evaluation revealed that the module of analog prototyping required improvement. The combination of coding cards was meant to picture the ideas of the target group. Professionals recommended aligning the cards more closely with an existing programming language. This approach enabled step-by-step comprehension of programming principles playfully. Additionally, employing assorted colors and shapes for the cards, based on the type of word, would not only facilitate learning effects but could also create novel incentives for proficient individuals to utilize the toolkits.

Additional suggestions have been proposed to enhance usability, mostly regarding the materials provided. For instance, the tests conducted revealed a lack of paper and pencils within the kit for notetaking. It was recommended to supplement the module for analog prototyping with blank coding cards to encourage the creative expression of the target group. Technical difficulties arose when participants used their devices; thus, the inclusion of a pre-programmed tablet could prove beneficial. Concerning additional materials, the potential implementation and utilization of a diary method (probe kits 32 ) was discouraged due to its extensive requirements, encompassing both data protection and material prerequisites. In conclusion, by addressing the need for comprehensive explanations and optimizing the module of analog prototyping the educational potential and learning processes associated with technology may be significantly enhanced. These improvements could be effectively implemented through the development of a specialized booklet and a closer alignment of coding cards design with an existing programming language.

4.2 Re-design: experience, understand and co-design

The results of the first evaluation phase have led to a redesign of the prototype toolkit. It aimed to provide a good orientation framework as well as educational measures. The previous four color-coded modules have been restructured into two modules. This was done to make it clear that the kit does not only include the escape game but also offers possibilities for everyday problems and needs. Finally, the evaluation with professionals triggered a new discourse about the goal and purpose of the toolkit – also concerning the use of smart home technologies. This led to the following motivations for using the kit: experiencing, understanding, and co-designing smart home technology. The understanding aspect responds to the need to demystify technology and thus provides learning opportunities. In addition to the new structure, the instructions have been thoroughly revised: A detailed facilitation guide for professionals has been developed. All relevant tips and troubleshooting for the Escape Game can be found here. The instructions for children and young people have been significantly shortened and rewritten in simple language with the help of an editor. In addition, a welcome letter was added to provide guidance on the process and procedure. This redesign was carried out in an interdisciplinary collaboration with service design, IT and social work. The derived two modules are presented below to illustrate the redesign process.

4.2.1 Toolkit module 1: experiencing and understanding

A new module 1 has been designed. It aims at offering elements that allow for experiencing smart home technology and at understanding it. How can technology be experienced and understood? The escape game and the technology tools were connected and serve to allow for experience. In addition, the module has been expanded to include sort of a lexicon (booklet). This booklet contains background information on how the technology works and explanations of specific terms, such as IP address. It aims at promoting an understanding of technologies experienced. These explanations are written in simple language and designed for the target group. This triggers a learning process and exploits the educational potential of the toolkit. The focus is no longer only on experiencing the technology tools, but also on understanding the technology. For this purpose, smart home technology can also be tried out without playing the escape game.

In addition, the escape game has been optimized by adding additional riddles to include all technology tools in the game. To further enhance the learning effect, the game is now integrated into a narrative that illustrates the possible risks of smart home technology: A city has been taken over by hackers. Players have to take control of a smart home system to liberate the city. This creates space for a discourse on data protection and smart home technology in general. However, the storytelling provides a new incentive and motivates the juvenile kids to solve riddle after riddle. To get everyone involved, each riddle has one player who reads it out loud and takes a leading role. To further increase motivation, the treasure chest was redesigned, and a website was programmed as a control center. The aim of the game is to get to this website, from where all the technical tools can be controlled.

The instructions for the escape game have been revised and all relevant hints have been highlighted. There are also additional hints to help you solve the riddles. These hints are intended to prevent technical problems. A pre-programmed tablet is now available for this purpose.

4.2.2 Toolkit module 2: co-designing

A new module 2 has been designed. It aims at offering activities that let players experience their creative potential in co-designing solutions to problems in everyday life. What components were needed to reach this objective? Elements for design, methods and analog prototyping are combined. Methods for naming everyday problems and needs were hardly considered in the first phase of the evaluation. However, these methods are relevant to first describe a problem and second to find ideas and implement them. The redesign should emphasize this relevance and make the methods more accessible. To this end, the diary method was discarded because of its presuppositional nature, and a new playful method was introduced – the idea cube. The idea cube is designed to make the idea-finding process playful and low-threshold. It also provides a good transition between the game cards and the coding cards of the analog prototyping. This results in a stronger embedding in the overall context.

The coding cards have also been redesigned, based on the desire for word groups in assorted colors and shapes. The aim is to encourage logical thinking in vulnerable young people. Moreover, it gives them an idea of what programming is all about. In addition, the request for paper and pencil for notes and blank coding cards has been implemented. These additional tools are intended to make Module 2 more accessible.

4.3 Results of the second evaluation

In the second phase, the toolkit was evaluated under real application scenarios in stationary facilities of social work. The evaluation was conducted through participant observations and reflective conversations with professionals and service designers. Before that, the kit was evaluated again in a media education institution that was significantly involved in the redesign process during the first evaluation phase.

4.3.1 Orientation and structure for safe handling

In the media education institution, two professionals assessed the toolkit. They recognized an improved structure of the kit with a clear starting point and a logical sequence to follow. In particular, the color codes were evaluated positively and provide a meaningful orientation framework. The reduction and consolidation of elements into two modules were also considered meaningful. Module 2 gained relevance through the new structure, so the kit then represented a comprehensive concept and was not solely limited to the escape game. The professionals described the goal and purpose as follows: the escape game provides experiences through action and introduction to digitized technology, followed by a module to expand these experiences creatively. The professionals referred to the second module as the computer science module.

The guidance provided was critically evaluated: although there was a request to provide more detailed instructions with background information, the professionals now perceived them as excessive. According to their statements, in a real life setting neither the professionals nor the vulnerable young people would review all the materials. They wished for the option of a quick start or video instructions. This would save time for professionals and reduce the amount of reading for the vulnerable young people. In general, color codes could also be helpful here to highlight particularly important passages. This resulted in an instruction manual with two options: first the comprehensive self-explanatory version and second the quick start version. In general, the professionals recommend making the instructions more explicit so that the essential aspects are immediately clear through the design. This also applied to the riddle manual of the escape game.

The groups of vulnerable young people initially approach the tests with some reservation. However, they recognize the sequence of steps. They do not have difficulties orienting themselves. Instead, they appear skeptical of the testing situation in general. In reflective conversations, it appeared that this skepticism may be based on underlying uncertainty. Once juveniles were encouraged to open the toolkit and when each step became clear to them, they did not question them. It seemed that in moments of disorientation, the uncertainties of young people often become an issue. As soon as the professional encouraged them to continue, the next step became clear to them. This uncertainty appeared also when reading or listening to the instructions. Texts, reading, and complex wording were hard to understand. The texts were often too long and contained incomprehensible terms. Obviously, language barriers and barriers related to reading and writing difficulties arose as a result. A solution could be to shorten the instructions and/or to highlight the essential parts. In addition to revising the texts, and audiovisuals with subtitles or translations could be a solution.

4.3.2 A playful approach to mastering technology

The professionals were pleased with the new narrative of the escape game and considered the new riddles and the incorporation of additional technological components to be meaningful for the toolkit. They perceived this as offering a new approach to motivation and education. A professional described how the toolkit could motivate and encourage people to get to know new technical components. In particular, she found the escape game very successful. All terminologies and technologies were now explained comprehensively. To make this information as accessible as possible, working with video explanations was once again suggested.

Initial skepticism dissipated in the testing process, especially when playing the escape game. The escape game progressively increased curiosity through riddles, creating an incentive for engagement. Playfully, the youth familiarized themselves with the functioning of the technological components, and exclamations like “Oh, I see!” and “Ah, now I understand!” were heard repeatedly. Although the booklet was used, it was only referred to when a solution was not found through mere experimentation. The escape game thus aimed at preparing the youth for the design module through experiential learning and understanding.

Although the level of activity varied among the youth, all of them participated. In particular, the narrative appeared to be a great motivator for the youth. Through the story, they were motivated to think through and engage in the riddles. It became evident that the youth understood the technological components and their functioning so well that they used the functions to reach their goals more quickly. For example, there was one riddle in which nobody was supposed to move. The youth in one institution found it particularly easy and simply covered the motion sensor, allowing them to continue moving freely.

4.3.3 Educational potential

However, they saw the greatest potential for learning through the redesign of Module 2. One professional alternately referred to the module as the computer science or logic module, as the methods may help the vulnerable young people learn logical thinking. The professionals described the game cards and dices as brainstorming tools to generate ideas. The kit, particularly with the method of analog prototyping, provides an entry point into IT language. The vulnerable young people may learn the logical sequence of programming and gain theoretical knowledge of coding. Thus, the toolkit could provide a starting point and an important creative approach to programming. It is conceivable for professionals to implement an extension for advanced young people to promote the learning process.

In addition, recommendations for an inclusive design process (specifically for the kit) were derived from the second evaluation. According to social workers evaluating the toolkit, the toolkit is not suitable for groups with similar physical disabilities; young people with physical disabilities can only participate in a heterogeneous group. This is because the Escape Game appeals to different senses, sometimes it needs good hearing, and sometimes it needs good motor skills and vision. However, according to the experts’ assessment, the kit may also be suitable for autistic children. They see the area of application partly in youth residential facilities or in schools and extracurricular leisure activities with media pedagogues.

However, in the real-world application, it is also apparent that the game requires more concentration and time than anticipated by the designers, resulting in decreasing motivation among the youth towards the toolkit. Not all participants remained until the end in both groups. This can be addressed by using the kit on multiple occasions. For example, one day could be dedicated to Module 1, and the next day to Module 2. Furthermore, Module 2 requires more support from the professional. The everyday life and needs cards (game cards) should be sorted in advance and tailored to the target group.

The toolkit was specifically evaluated with socially disadvantaged and therefore vulnerable youth. The toolkit was not self-explanatory. The evaluation showed that a technology toolkit aiming to make a new topic accessible to the target group of vulnerable young people in a social work residency required some guidance from a professional. In this regard, the support in media literacy skills or reading skills was not always as relevant as simply the mere presence of the professional. It is important that moderating professional’s role is only to encourage the youth and only intervene and provide support in specific cases. It became evident, particularly through the escape game, that the youth found an initial entry point into smart home technology and successfully applied its functionalities reaching the escape game’s final solution. Although the instructions posed a barrier, it was also observed that these are secondary, and much can be accomplished through experimentation. In Module 2, the instruction texts were already efficiently reduced, so there were no issues regarding reading or listening. Even if the youth misread or misspelled something, it became not necessarily an obstacle. They were still capable of using the game cards and dice and came up with ideas for their everyday challenges.

4.4 Final redesign and recommendations

Due to time constraints, the toolkit could not be completely redesigned after the second evaluation. Particularly, the technical details remained. However, the instructions/manuals were revised once again and simplified. In addition, video instructions were produced to overcome language barriers and reading and writing difficulties. The video instructions aim to make the escape game more accessible to people with visual impairments through the audio track and to slow readers. These videos are on the pre-programmed tablet which was added.

The re-designed final toolkit received two modules, as shown in Table 3. The first module aims to realize the experience of technology through an escape game. The second one promotes creativity and encourages co-creation with the help of game cards and dices and coding cards:

Table 3:

Final smart home toolkit.

Module 1: experience Escape game With the escape game, young people learn step by step about different devices for the smart home. Accordingly, it contains various riddles and technology modules.
Booklet The booklet is a kind of encyclopedia. It gives background information on the technology modules and explains how everything works.
Module 2: co-create Game cards With the card sets, young people can talk about everyday problems and needs. It opens a problem space.
Game dice The dice help to get creative together and think about how smart home technology can support these problems and needs.
Analog prototyping/coding cards This is the first step to understanding programming language. In the process, the young people can place the different cards in such a way that their ideas emerge from them. The sentences then contain technical solutions.

Figures 1 and 2 show test situations with the toolkit. While the first figure shows how a tablet is used during the escape game, the second one shows the haptic tile-based programming game and the code cards for a better understanding of the programming language. The vulnerable young people can place the different cards in order to create their ideas. The sentences then contain technical solutions.

Figure 1: 
Module 1 of the smart home toolkit: the escape game.
Figure 1:

Module 1 of the smart home toolkit: the escape game.

Figure 2: 
Module 2 of the smart home toolkit: haptic tile-based programming game.
Figure 2:

Module 2 of the smart home toolkit: haptic tile-based programming game.

5 Discussion of the formative evaluation and re-design process

Various technical difficulties arose in the second phase so that the vulnerable young people were sometimes not able to try out all the elements. It turned out that the kit took more than 2 hours, depending on the target group. As a result, the concentration of some of the young people dropped significantly. This leads to the following recommendation for action: If possible, the toolkit should not only be used on one date but on several dates – divided into elements or modules. This served to improve also the motivation. Conducting further tests with the vulnerable young people would be beneficial to confirm the assessments of the professionals.

The analysis showed potentials and limitations of the design process. Especially regarding an inclusive design process, the evaluation showed on the one hand that there are various barriers. There were difficulties in reading the instructions, which were not exclusively written in plain language. The instructions were detailed, which was another barrier for educationally disadvantaged young people. Young refugees also revealed major language barriers. In the discussion about the final design, solutions for this were discussed. One finding was that translation into English does not necessarily break down barriers, as young people need translation into their native language, but that other technical options such as translator apps could be considered as further solutions.

As part of the evaluation, the social workers identified numerous areas for improvement in both the first and second evaluations. The tests with the young people revealed further barriers and corresponding needs. It is therefore advisable to involve the target group in the design process from the very beginning (and not only after the expertise of the social workers). Overall, both the target group and the social workers contributed with much valuable feedback, ideas, and input to identify many areas and details for improvement that finally enhanced the adequacy of the resulting toolkit. The described process of two formative evaluations with follow-up re-designs of a technology together with the target group and social workers proved to be a beneficial process for co-designing together with a marginalized target group to enhance technology built for them.

6 Conclusions

It is essential for participatory technology design processes to achieve self-motivation and a certain level of understanding (informed participation) of non-tech-savvy participants. This requirement was tried to be implemented in the design of the set of tools together with other specifications such as usability, inclusiveness or self-explanatory based on the feedback given by the participants and domain experts as part of the qualitative survey. The design process and the evaluation show that it takes time and space to achieve this. It is important that the target group is identified at the beginning and that they engage in all processes. In the best case, an evaluation will go through several phases of testing and redesign. Inclusive design was only to be realized regarding specific requirements, for example reading skills, and may therefore be easier when not designing a toolkit “for all” but for a specific user group. Achieving inclusive design for every form of impairment was not feasible in this process. Multiple phases of evaluation and redesign were helpful as beneficial adaptations could be invented and realized after each evaluation.

In addition to the requirements for participatory processes derived from theory and the various participation models, further specifications were derived from the evaluation itself. In the first phase, it became apparent that the professionals attached particular importance to the consistency of the product. Vulnerable young people seemed to benefit from a clear structure to approach the topic. It is therefore recommended to follow a common thread if possible. Professionals suggested a narrative that accompanies the user step by step. This proved to help to understand the meaning and purpose of the tasks, but also to motivate the vulnerable young people. In connection with motivation and incentive, curiosity could be evoked with escape game riddles following a narrative. It was beneficial to give the opportunity to experiment (by trying things out) and to create ideas (to implement what they have learned).

This leads to the central finding of the evaluation. A triad of experiencing, understanding and creating was seen as beneficial to make the toolkit work. Vulnerable young people engaged in learning when they tried things out playfully. Therefore, an experience with the object was helpful. However, this experience cannot be made without materials that convey educational content. Ideally, a learning process should start while they are experiencing something. Experience and understanding are therefore essential elements in preparing young people for participatory technology development. It can be assumed that the overall goal of the smart home toolkit was successfully implemented: Disadvantaged, non-tech-savvy youth affected by digital divide symptoms who cannot easily be attracted to engage in participatory technology design processes may be motivated to experience and understand new technology and consider co-designing when playing with the smart home toolkit in question. Further testing of this conclusion, however, is needed.

For better visualisation, Figure 3 shows individual parts of the toolkit (escape game) and the toolkit itself.

Figure 3: 
The toolkit.
Figure 3:

The toolkit.

Currently, the toolkit is available in a library for loan to youth groups, schools or media pedagogical institutions, and there is also a trainer who presents the toolkit in a playful way to vulnerable young people in various social work settings.


Corresponding author: Tabea Mildenberger, Humanwissenschaftliche Fakultät – Erziehungs- und Sozialwissenschaften, Universität zu Köln, Gronewaldstr. 2, 50931 Köln, Nordrhein-Westfalen, Germany, E-mail: 

Award Identifier / Grant number: 13FH534SX7

Acknowledgments

The authors want to thank all partners involved in the development of the INTIA project. The INTIA project was funded by the German Federal Ministry of Education and Research and the European Social Fund (funding code 13FH534SX7) from 2019 to 2023 as part of the funding program “Lebensqualität durch Soziale Innovation (FH-Sozial)”.

  1. Research ethics: Not applicable.

  2. Informed consent: Informed consent was obtained from all individuals included in this study, or their legal guardians or wards.

  3. Author contributions: The authors have accepted responsibility for the entire content of this manuscript and approved its submission.

  4. Use of Large Language Models, AI and Machine Learning Tools: None declared.

  5. Conflict of interest: The authors state no conflict of interest.

  6. Research funding: The project on which this paper is based was funded by the German Federal Ministry of Education and Research under grant number 13FH534SX7. The responsibility for the content of this publication lies with the author.

  7. Data availability: Not applicable.

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Received: 2024-07-23
Accepted: 2025-01-22
Published Online: 2025-02-13

© 2025 the author(s), published by De Gruyter, Berlin/Boston

This work is licensed under the Creative Commons Attribution 4.0 International License.

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