Based at Harvard Project Zero, The Reimagining Digital Well-Being Project involved teens directly in a specific quest: design an engaging, useful intervention to support digital well-being. The team’s co-design research led to the discovery of The Grind as a powerful frame for teens to reflect on their lives and stresses, as well as the particular roles of tech. The project also resulted in a “Maker Project for Teen Digital Well-being” that involves a 3-activity sequence adaptable for different groups and contexts.
Project Zero (PZ) is a research center based at the Harvard Graduate School of Education. The name might make you wonder if researchers at PZ do nothing! Quite the opposite: our teams are busy working away on many different initiatives focused on high quality research and translational science. Project Zero was founded to lean into problems and topics relevant to young people’s lives and learning - even when there is “zero” existing evidence or research. The spirit of curiosity and inquiry into new topics has carried forward for over 50 years. Today, researchers at Project Zero continue to lean into big, bold questions in both more established areas and in relatively uncharted territory. We are especially committed to uplifting youth voices, and to collaborating with educators and schools.
The Reimagining Digital Well-being Project was led by Carrie James (a sociologist) and Emily Weinstein (a psychologist), alongside Peter Lange, Chloe Brenner, Beck Tench, Katie Davis, and a terrific teen co-design team. For over a decade, Carrie and Emily have worked together and separately to study different dimensions of adolescents’ digital lives. They always work at the nexus of research and practice, asking questions like: what is it like for young people to grow up in a radically networked world? How can they best be supported to thrive in this context?
Emily and Carrie shared: “Our YVC project - Reimagining Digital Well-Being - has given us another opportunity to partner with youth and it’s been amazing! First, our teen advisory council first collaborated with us to make sense of survey data from thousands of other teens who had shared their perspectives related to digital life. Teen advisors shared invaluable insights from their own digital lives along the way, and many are featured in a book we wrote called Behind Their Screens: What Teens Are Facing (And Adults Are Missing). Once we had a better sense of some of the key opportunities and challenges related to digital well-being, we reconvened our teen co-designers to partner with us to create tools and a powerful process (ultimately, a maker project) to support digital well-being. We learned together about new ways to talk and think about digital well-being, and about the ways adults can help. This whole experience has transformed our thinking about the work we do and how we do it! We’ve continued to build new resources alongside teens, and launched a new project called HX Learn that builds on our Reimagining Digital Well-being Project.Based at Harvard Project Zero, The Reimagining Digital Well-Being Project involved teens directly in a specific quest: design an engaging, useful intervention to support digital well-being. The team’s co-design research led to the discovery of The Grind as a powerful frame for teens to reflect on their lives and stresses, as well as the particular roles of tech. The project also resulted in a “Maker Project for Teen Digital Well-Being” that involves a 3-activity sequence adaptable for different groups and contexts.
Project Zero (PZ) is a research center based at the Harvard Graduate School of Education. The name might make you wonder if researchers at PZ do nothing! Quite the opposite: our teams are busy working away on many initiatives focused on high-quality research and translational science. Project Zero was founded to lean into problems and topics relevant to young people’s lives and learning - even when there is “zero” existing evidence or research. The spirit of curiosity and inquiry into new topics has carried forward for over 50 years. Today, researchers at Project Zero continue to lean into big, bold questions in both more established areas and in relatively uncharted territory. We are especially committed to uplifting youth voices and collaborating with educators and schools.
The Reimagining Digital Well-Being Project was led by Carrie James (a sociologist) and Emily Weinstein (a psychologist), alongside Peter Lange, Chloe Brenner, Beck Tench, Katie Davis, and a terrific teen co-design team. For over a decade, Carrie and Emily have worked together and separately to study different dimensions of adolescents’ digital lives. They always work at the nexus of research and practice, asking questions like: what is it like for young people to grow up in a radically networked world? How can they best be supported to thrive in this context?
Emily and Carrie shared: “Our YVC project - Reimagining Digital Well-Being - has given us another opportunity to partner with youth, and it’s been amazing! First, our teen advisory council collaborated with us to make sense of survey data from thousands of other teens who had shared their perspectives related to digital life. Teen advisors shared invaluable insights from their own digital lives along the way, and many are featured in a book we wrote called Behind Their Screens: What Teens Are Facing (And Adults Are Missing).
Once we had a better sense of some of the key opportunities and challenges related to digital well-being, we reconvened our teen co-designers to partner with us to create tools and a powerful process (ultimately, a maker project) to support digital well-being. We learned together about new ways to talk and think about digital well-being and the ways adults can help. This whole experience has transformed our thinking about the work we do and how we do it! We’ve continued to build new resources alongside teens and launched a new project called HX Learn that builds on our Reimagining Digital Well-being Project.
This resource includes a process and activities for educators to support teens in co-designing their own digital well-being toolkit. Learn how to guide teens through sharing strategies for tech challenges and identifying and building a prototype of their own (e.g., infographic, collection of memes, 1-pager with strategies).
Download ToolkitThe Teen Digital Well-Being Guide is a series of maker activities to inspire adolescents to use technology in ways that amplify the good and keep the hard stuff in check.
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