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Traditional parental control applications designed to protect children and teens from online risks do so through parental restrictions and privacy-invasive monitoring. We propose a new approach to adolescent online safety that aims to strike a balance between a teen's privacy and their online safety through active communication and fostering trust between parents and children. We designed and developed an Android "app" called Circle of Trust and conducted a mixed methods user study of 17 parent-child pairs to understand their perceptions about the app. Using a within-subjects experimental design, we found that parents and children significantly preferred our new app design over existing parental control apps in terms of perceived usefulness, ease of use, and behavioral intent to use. By applying a lens of Value Sensitive Design to our interview data, we uncovered that parents and children who valued privacy, trust, freedom, and balance of power preferred our app over traditional apps. However, those who valued transparency and control preferred the status quo. Overall, we found that our app was better suited for teens than for younger children.
A nudge is a method to influence individual choices without taking away freedom of choice. We are interested in whether nudges can help adolescents avoid privacy and safety threats on social network services (SNS). We conducted an online survey to compare how 11 different nudge designs influence decisions on 9 scenarios featuring various privacy and safety threats. We collected 29,608 responses from adolescent SNS users (self-claimed high school and university students), and found that nudges can help to educe potentially risk choices. Participants were more likely to avoid potentially risky choices when presented with negative frames (e.g., "90% of users would not share a photo without permission'') than affirmative ones (e.g., "10% of users would''). Social nudges displaying statistics on how likely other people would make potentially risky decisions can have a negative effect in comparison to a nudge with only general privacy and safety suggestions. We conclude by providing design considerations for privacy/safety nudges targeting adolescent SNS users.
We conducted a thematic content analysis of 4,180 posts by adolescents (ages 12-17) on an online peer support mental health forum to understand what and how adolescents talk about their online sexual interactions. Youth used the platform to seek support (83%), connect with others (15%), and give advice (5%) about sexting, their sexual orientation, sexual abuse, and explicit content. Females often received unwanted nudes from strangers and struggled with how to turn down sexting requests from people they knew. Meanwhile, others who sought support complained that they received unwanted sexual solicitations while doing so—to the point that adolescents gave advice to one another on which users to stay away from. Our research provides insight into the online sexual experiences of adolescents and how they seek support around these issues. We discuss how to design peer-based social media platforms to support the well-being and safety of youth.
Humor is an inevitable part of human life. Most of us are capable of experiencing and appreciating humor. From this perspective, surprisingly little HCI research can be found scrutinizing the existence, role, and potential of humor in our design practice. The gap remains also related to children and teenagers; there is a lack of studies appreciating the emergence and existence of humor in the design process without intentionally evoking it. Thus, this study examines humor as a naturally occurring phenomenon in the design process. The study was conducted in collaboration with a class of teenagers and their teachers. The study identifies various forms and functions of humor in the design process and reveals its situated, emergent nature as a resource in interaction within design. The study proposes a practical tool for designers for anticipating and potentially facilitating the emergence, forms and usages of humor as an interactional resource in design.