Whitelist Chat as a Strategy to Protect Children Online

The ability to interact with other players is one of the most compelling aspects of online multiplayer games. However, in games for young children, there are obvious privacy and safety concerns in allowing unrestricted chatting. The state of the art solution, implemented in practically every online community for kids is “whitelist” chat (on some websites, combined with live monitoring). Whitelist chat means that only real dictionary words are allowed (bonus: helps spelling!) and certain real words (e.g., names of place and numbers) are excluded from this list. As an enthusiast of children’s online communities, I’ve been fascinated by the many ways that children have found to get around these restriction. In this blog post, I will use the children’s online game Petpet Park as an example, though honestly it could be one of any number of communities (Roblox, Club Penguin, etc.).

In Petpet Park, children play a creature who does quests around town, plays mini games, buys clothes and toys, and decorates their own little corner of the world. The website combines a strict set of whitelist restrictions and live monitoring to ensure safe chat. However, kids always find a way!

Petpet Park

A screenshot from Petpet Park. Children create creatures that can do quests, play games, and chat with each other.

petpet park taboo

Creative combination of real words and referring to cultural landmarks as a way of conveying real locations — a taboo topic on children’s websites.

Consider the public chat to the right (username removed for privacy). This person has found a creative way of combining real words (“train i dad” = Trinidad) and references to cultural landmarks (“cowboys” = USA, “place with that arch” = St. Louis) to discuss places of residence (a taboo topic on a children’s website). I want to be clear that I am not criticizing Petpet Park. In fact, I was impressed that this discussion was almost immediately shut down by a live monitor (booting the over-sharing child off the server), but this behavior is quite common and the damage could be done before a monitor steps in. Here are some common ways that I’ve seen children getting around the rules:

  • Typing a single letter on each chat line to spell out a forbidden word. (Not possible on all websites — Petpet Park does not allow this, for example)
  • Using the letter “i” to convey numbers. (e.g., “I am i i i i i i i years old”)
  • Spelling out a non-whitelisted word using first letters of allowed words. (e.g., “Read only first letters. My name is Like Amazing Nutty Almonds.”)
  • Using the meanings of allowed words to convey forbidden information. (e.g., “I go to the school that’s named after the guy that flew the kite.”)

The point that I want to make is that no online community is going to be 100% safe. In particular, the state of the art whitelist strategy is only effective when augmented with live monitoring (and even then, it may be too little too late). Safe chat is not a replacement for parental engagement and keeping open lines of communication about online rules. The other thing to remember is that no online filter will ever be able to enforce empathy and kind interaction online or be able to protect the child from being excluded or hurt by others. Both conversations should be an important part of raising digital citizens.

Getting Kids to Invent in a Giant Single-Day Workshop

Recently, I organized an invention workshop for AT&T’s “Take Our Kids to Work Day.” This involved three 45-minute workshops and almost 300 children (ages 7-15)! I’ve never designed with children on this scale and I wanted to share how it worked and some lessons from it (as well as share my materials, in case anybody would find that to be helpful).

What We Did: I gave a quick presentation on the 5 steps I take to invent, using the ShareTable as a concrete example. The kids were divided into 2 teams of 4 people at each table and each team had a different design challenge. They then had 20 minutes to come up with ideas and draw some inventions. Finally, they presented their best idea to the other team at the table, taking about 5 minutes each. I circulated throughout the rooms, focusing on the teams that were sitting back, instead of leaning forward.

What Worked:

  • Doing such large groups meant that I could very quickly get an understanding of whether something was working. For example, in the first workshop there were 4 teams that had the design challenge of a system that helps a shy kid who moves to a new school. All 4 teams really struggled with this challenge, so I was able to pull it out and replace it with different challenges for the two subsequent workshops.
  • Design challenges that focused on more physical ideas, like fun on car trips and taking care of pets, yielded a larger variety of ideas.
  • I got names and emails of families that might be interested in trying out new technologies. This is a great solution to age-old recruitment problem!
  • The prompt that worked best, directed to the whole group, was: “If you’re having trouble coming up with a good idea, write down a really bad idea. Cross it out and write the opposite of it.” See example below:

[Bobby] was thinking about ideas for better car trips. (1) He wrote down "I can't think of anything" in the middle of the page. (2) I make the suggestion that he think of a bad idea first, he writes "something that hijacks your car." (3) I tell his to cross it out and write the opposite of it, he writes "an app to help you find your car." He sees that as a good idea, gets excited and quick comes up with and draws 3 more ideas.

[Bobby] was thinking about ideas for better car trips. (1) He wrote down “I can’t think of anything” in the middle of the page. (2) I make the suggestion that he think of a bad idea first, he writes “something that hijacks your car.” (3) I tell his to cross it out and write the opposite of it, he writes “an app to help you find your car.” He sees that as a good idea, gets excited and quickly comes up with and draws 3 more ideas.

What Didn’t Work:

  • Very large groups meant very little one-on-one time with me. In general, the groups that I spoke to during the design session produced better ideas and were able to push past the initial “obvious” idea. Unfortunately, I couldn’t get to every team.
  • It was easy for the more shy kids to sit back and not participate, since there was little hands-on supervision from adults during the design exercise.
  • I was hoping to be able to do repeat sessions with kids who put down their names as being interested, however it seems that there are legal issues with having parents bring children to work outside of a formally organized event. So, it is likely that I will not be able to follow up with the children from this workshop in-person.

Why Do This: Designing with children is actually a great way to get ideas. Designing with a big group is great way to understand the ideas that would be valued by that culture. The kids are probably not going to come up with the next thing that you will patent, but with a little bit of translating, you can get to some interesting underlying nuggets. For example, take a look at these four ideas:

Four ideas from the workshop. These may not be directly implemented, but they can tell us a lot about designing in these domains.

Four ideas from the workshop. These may not be directly implemented, but they can tell us a lot about designing in these domains.

Now, let me try to translate what I got out of them: (1) We may not be able to make a translator for dogs, but perhaps there could be other ways of making the invisible visible, such as displaying physiological variables. This would be interesting as a contribution to the burgeoning field of pet-computer interaction. (2) Almost every team that worked on the translating problem came up with some variations on glasses and headphones (this one also came up with a typing glove), which shows that children might be quite comfortable with wearable computing, so that’s not a bad bet for the future. (3) Most teams that worked on the remote best friends idea, came up with something that was embodied, could interact with the remote space, and could participate in play. These are all excellent ideas to include in any technology for remote contact in the home. (4) There were a lot of variations on physical activities in cars (pools, slides, trampolines, etc.). While it’s probably impractical to go off and try to make this actually happen, this points to the idea that what kids really want to be able to do in the car is something physical. Hmmm… DDR for the car? *runs off to the patent office*

So to summarize, I think there is a lot of value to be had from even one-off invention workshops with children (as long as you’re willing to do some translating of the final ideas). Regardless of where you work, you may be able to organize one of these in the context of a take your kids to work day. Even if you end up with a giant group, it’s still doable and there are even some advantages to it.

Favorite IDC Papers on Family Communication

One of my favorite conferences, Interaction Design and Children (IDC) is going to be in NYC this year! Full papers are called for on January 22nd and I hope to see a lot of great stuff this year (definitely excited about the paper I will be submitting :-)). In the meantime, I wanted to reflect on some of my favorite IDC papers of all time. These are the ones that have directly influenced my own work and I wanted to share them with others who are interested in family communication technologies.

The first paper is about Mediated Intimacy in Families and it is a qualitative investigation of how parents and children build closeness. Dalsgaard et al. emphasize the importance of emotional and physical expressiveness in all relationships. But they also found differences: parents and children build closeness through play together and care provided by the parent for the child, rather than through reciprocal exchanges and setting of public and private boundaries (as in strong-tie relationship). These insights led quite directly to the work that I’ve done with the ShareTable, where my goal was supporting the kinds of care and play activities that might be done remotely.

Freed et al. used a doll house to investigate how children think about remote communication. This image is from their paper and belongs to the authors.

Freed et al. used a doll house to investigate how children think about remote communication. This image is from their paper and belongs to the authors.

The second paper is about children connecting with peers through tangible characters in doll houses. Freed et al. built a pair of doll houses where toys could call each other, mail letters, and videochat with each other. This is a cool idea and an interesting way of investigating how children think about remote communication. The dollhouse approach turned out to be quite compelling to the kids, with most of them engaging in some level of shared play and finding the experience engaging. I had already been engaging with the idea of communicating through play, but seeing this work eventually inspired me to think about physical arrangements for videochat that could support narrative and pretend play.

Raffle et al. investigated asynchronous messaging with toddlers. This image is from their paper and belongs to the authors.

Raffle et al. investigated asynchronous messaging with toddlers. This image is from their paper and belongs to the authors.

The last paper is about asynchronous messaging with preschoolers. If you had asked me before this paper was published whether I thought that asynchronous communication with toddlers would work, I would probably have been very dubious. It’s just not that easy to communicate remotely and it seems much easier to connect with a person than with a message! I have to say that this paper has changed my mind. It presents three prototypes for asynchronous contact that thoughtfully explore what it may look like to engage toddlers with remote relatives asynchronously. This hasn’t led me to do a new paper or a new project (yet), but it reminded me not to underestimate the power of creative ideas and the ability of children to adapt to new ways of connecting.

If you like these papers, you might thing about checking out IDC in NYC this year. I’ll definitely be there, so let me know if you want to meet up.