[Summary: Searching out content to illuminate key messages on digital technologies to support youth engagement]
I’m half way through writing up a provocation paper for Nominet Trust based on the project David Wilcox, Alex Farrow and I have been working on to explore key messages on how digital technologies can support young people to engage socially and economically with their communities. You can find the latest blog posts from the project here.
We started the process with an open online document that generated over 30 suggested messages, both on the How To of using digital technology, and the issues to think about when engaging 16 – 24 year olds. We took the messages into a workshop with 30 young and older digital innovators in London, and came out with 10 prioritised messages. Driven by the idea of ‘social reporting’ as a process of bringing together and curating content that has already been generated, we then set out to find existing online material that could be used to expand on those key messages, and Alex Farrow has been working hard to put together 10 ‘storify’ posts (see below) that capture and curate key content – both gathered through the online document, tweeting and the workshop, and from going out and searching the web for relevant academic research and social media snippets.
The goal was for these storify posts both inform the write-up of a short paper summarising the messages, and for them to act as an extra resource that could ‘show not tell’ those interested in the messages what the mean. For example, it’s pretty hard to capture what co-design is in 300 words of prose, but in a couple of short video clips, photo-rich blog posts, and pithy tweets, it should be possible to communicate a more rounded picture. Alex Farrow has been hard at work curating content, and we’re getting close to that goal, although it’s turned out more challenging than we expected to track down snappy online content to illuminate the key messages*. So – we’re really after your help to really make sense what it means to blend online and offline in supporting young people, or to use games to engage (or any of the other messages below).
- Take a look at one or more of the storify posts below…
- Tweet us additional examples, quotes, links or comments using #DTYE or to @alexjamesfarrow, @timdavies or @davidwilcox. We’re particularly keen on good short video clips or slideshows that help make sense of the messages. Good tweets might be used directly in the storify posts, so clear and concise summaries of ideas very welcome.
- Using the comment box below each Storify post, give any feedback, comments, thoughts on the blog.
- Pass on to others who you think have something to add
- Background post: Meeting the challenges: young people in the UK
What challenges are young people facing in the UK today? At our workshop event in April 2012 we sought to dig behind the headline challenges to understand the underlying issues that social innovators might be able to address.
- Blend online and offline
Digital and online innovations don’t only have to be delivered online. Online tools can support local community building and action – and projects should plan to work both on the web, and in local or face-to-face settings.
- Use games to engage
Adding an element of gaming to your project can provide the incentives for young people to get engaged. Collecting points, completing challenges and competing with others can all spur young people on to get involved and stay involved.
- Address the innovation gaps in the back-office
Not all digital innovations have to be about directly using technology with young people. Putting better tools in the hands of frontline workers, and intermediaries who work with young people can create the biggest benefit. - Support young people to be creators, not consumers
Digital technology can enable young people to be content creators: “youth can learn video making, digital engagement etc. – and if it aims to be social and community focused – imagine the possibilities!”. Many youth don’t take advantage of digital opportunities for creativity – and action to support them to do so is important. From creating multimedia content, to providing feedback on the good and the bad – young people can be involved in shaping digital resources developed to support them.
- Co-design with young people
The only way to create services for young people, is in collaboration with young people. User-centred design, agile and iterative design methods all provide ways for young people to be involved through the process of creating innovative solutions.
- Consider the livelihoods of the future
Digital technology is not just about easier ways to find a job: it changes the nature of work. Home working, portfolio working, freelancing and co-operative business structures are all enabled by the Internet. Better CVs and job information won’t solve the unemployment crisis: we need to use digital technologies to create and support new ways of working and making a living.
- Use digital tools to enable peer-to-peer learning
In the Internet age education doesn’t have to be top-down, digital tools allow for peer-to-peer learning: helping people come together to teach, learn and collaborate.
- Use technology to personalise services
Digital technologies can be used to aggregate content from multiple sources, and customise an individuals experience of online information. Young people out of work or education are not a homogeneous group: and have many different needs.
- Be network literate and create new connections
Although young people might be using online social networks like Facebook all the time, the connections they have to inspiration, role models and opportunities for volunteering, education or employment can be limited. Think about how digital tools can help you to map out networks, and to make new connections that broaden the horizons and increase the resources accessible to young people.
- Recognise the diversity of youth
Who are the young people? Although there are many similarities across the 16-24 age group, there are also some key differences in how they use technology.