WHAT’S INSIDE
This report is a practical tool intended for businesses that are embarking on a journey towards meaningful child participation and experiencing the challenges that come with it.
Children are asking to be heard. It’s time for businesses to sit up, listen, and learn.
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WHAT WE’RE ASKING
What is meaningful child participation?
Why is it important for children and businesses in relation to the digital environment?
What are the key challenges to achieving this?
How can businesses overcome these challenges?
BE INSPIRED
With contributions from experts at...
Child Consultation and Responsible Business Conduct in the Digital Environment: Rights, Risks, and Opportunities
Josie Galea Baron • Fabio Friscia
Will UX Teach Us How to Get to Sesame Street? Investing in Child-Centered Research to Develop Sesame Street’s Digital Design
Sesame Workshop
10 Principles to Recognise Children’s Creativity and Their Universal Rights in Design
Wouter Sluis–Thiescheffer
The Kids First Approach to Co-creation
Toca Boca
Making the Voice of Children and Young People Matter in the Better Internet for Kids Initiative
Hans Martens
“Children Are Our Role Models”: Child Participation Through Culture, Co-creation and Inspiring Change
The LEGO Group
The Children and Young People Panel: What We Have to Say
The Children and Young People Panel
Engaging Children Cross Culturally in The Design of Products
Prof. Amanda Third
Neurodiversity and Inclusion in Digital Playrooms: Practices in Virtual Learning
Play Pattern
KidTech: The Next Generation of Compelling and Safe Digital Products
Super Awesome
How to Understand What Is Meaningful to Your Audience: An Honest Conversation
KidsKnowBest
15 Ways to Engage Youth Within Your Company and Why You Should Do It
Sandra Cortesi
Empower: Privacy for Young People
Microsoft
Crafting AI Systems With Children: Experimenting With a Distributed Ecosystem of Actors
Vicky Charisi
Crafting AI Systems With Children: Design of the Empathetic Robot Haru
Honda Research Institute Japan
Telia Children’s Advisory Panel: Giving Children a Voice About Their Online Lives
Telia Company
5 REASONS WHY CHILD PARTICIPATION IS IMPORTANT
FOR BUSINESSES
Child participation is a right that every child has. Businesses that prioritise meaningful child participation, empower, and enable children and young people demonstrate their commitment to the rights of the child.
Prioritising meaningful child participation will help to foster a sense of community and collaboration between children and young people, parents/caregivers, and business. This is critical to maintaining trust with consumers in a rapidly evolving and complex digital environment.
Engaging regularly and meaningfully with children and young people is essential for understanding how they use digital technology. This increases the likelihood that products and services meet their needs, protect their rights, and foster their well-being. It will also make it more likely that digital experiences remain relevant for children and families.
Engaging with children and young people can significantly increase both the creativity and motivation of employees as they learn and become inspired. Equally, delivering meaningful child participation supports companies’ responsibility agenda and commitment to children’s rights, building a strong sense of pride in working for the organisation.
Through collaborative research and design relationships, organisations can create content, regardless of technology, curricular focus, or target population, built to fit those who will use it.
FOR CHILDREN AND YOUNG PEOPLE
Designing experiences meant for children and young people with children and young people is more likely to promote safety and well-being outcomes for all those who engage with it. A key part of this comes through products and services that understand and adapt to children’s unique needs, creating appropriate experiences that empower children.
Meaningful participation will better highlight the variety of user needs, cultivating a deeper sense of inclusion and belonging amongst children and young people, parents, and caregivers. Children are more likely to see themselves reflected in the digital products and services they are using.
and skill development
Bringing children into the product and service development process and business environment, even for a short time, provides the opportunity to apply their innate creativity and curiosity, and to be recognised and supported in doing so. They also have the opportunity to learn how digital products and services are designed and developed in the workplace, inspiring potential future designers.
Participatory frameworks allow for children and young people to engage with others, whether with other children or with their parents and caregivers, in a collaborative environment. Working on a project together can create strong social connections.
Let’s not forget that engaging with companies that make digital products and services that children and young people enjoy can be fun if the right space is created where children can thrive.
OUR CONTRIBUTORS
Max Bleyleben
Managing Director & Chief Privacy Officer
Super Awesome
Aimee Bryan
Head of Play Propositions, Creative Play Lab
The LEGO group
Vicky Charisi
Research Scientist Joint Research Centre European Commission
European Union
Sam Clough
Strategic Insight Director
Super Awesome
Sandra Cortesi
Director of Youth and Media
Berkman Klein Center for Internet & Society, Harvard University
Aimee Duran
Sr. Privacy Program Manager
Microsoft
Quentin Felton
Creative Computing Educator
Play Pattern LLC
Kim Foulds, Ph.D.
Vice President
Content Research and Evaluation
Sesame Workshop
Fabio Friscia
Adolescent Development and Participation Manager
UNICEF
Josianne Galea Baron
Programme Specialist Child Rights and Business
UNICEF
Randy Gomez
Principal Scientist
Honda Research
Institute Japan
Emi Gunér
Copywriter
Toca Boca
Maria Hallgren
Head of Marketing
Toca Boca
Dr Ronah Harris
CEO, PlayPattern LLC
Adjunct Lecturer, New York University
Dan Jacobs
Research Executive
KidsKnowBest
Petter Karlsson
Senior Play Designer
Toca Life World
Hans Martens
Head of Digital Citizenship
European Schoolnet
Becca Seibert Nast
Manager Content Research
Sesame Workshop
Roshni Patel
Creative Computing Educator
Play Pattern LLC
Chris Payne
Director, Digital Responsibility, Government and Public Affairs
The LEGO group
Emily Reardon
Director
User Experience
Sesame Workshop
Heddy Ring
Sustainability Manager Children’s Rights Lead
Telia Company
Pete Robinson
Chief Strategy Officer
KidsKnowBest
Wouter Sluis-Thiescheffer
Professor Media Design
HAN University of Applied Sciences
Rebecca Stringer
Research Director
KidsKnowBest
Prof. Amanda Third
Professorial Research Fellow
Institute for Culture and Society and Co-Director, Young and Resilient Research Centre, Western Sydney University
visions for the future
Engaging Stakeholders on Children's Rights
This tool offers guidance to companies on engaging stakeholders on children’s rights as part of enhancing their standards and practices at both the corporate and site levels.
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Business and Children’s Participation
This guide serves to inspire businesses and civil society organisations (CSOs) interested in respecting and supporting children’s rights and, specifically, the child’s right to be heard as it relates to the ten Children’s Rights and Business Principles that were prepared by UNICEF, the UN Global Compact, and Save the Children.
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Child Safeguarding Toolkit for Business
This toolkit is a practical tool that allows companies to identify, assess, and address risks to children they interact with, guiding companies through six steps in the process of assessing their safeguarding risks and developing a child safeguarding program.
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Children’s Participation Guide
Practical guidance from a corporate perspective with the aim of developing a better understanding of current business practices of children’s participation.
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The Future of Childhood in the Digital World
In this collection of essays, global experts from a range of fields set out their vision for a digital world that includes nearly a billion children and young people.
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Age-appropriate design with youth
The best-practice guideline on age-appropriate design with youth explores ways to engage meaningfully with and involve young people in co-design processes for online services and the rationale for adopting this approach.
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Designing for Children’s Rights Guide
An evolving guide that aims to refine a new standard for both design and business to direct the development towards products and services that have ethics and children’s best interests at their core.
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Youth Participation In a Digital World
The paper highlights four specific models of youth participation: youth labs, learning and co-design spaces, youth boards, and participatory research.
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Play Test With Kids
Playtest with Kids is a toolkit designed to enable teams to create great products by conducting meaningful research with kids.
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How To Write a Child-Friendly Document
In this guidance, we are focusing on written child-friendly versions of documents. These are usually short, visually appealing to children, summaries of another document, written in simple language that children understand. This guide describes a process for producing these documents with children acting as advisors.
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Artificial Intelligence and the Rights of the Child
This report proposes an integrated agenda for research and policy on Artificial Intelligence and Children’s Rights, with a focus on key requirements, methods for implementation and knowledge gaps for future steps.
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