Interpretive Tools
The following section shows the interpretive tools that we developed in response to the research we gathered.

Moving beyond what we had learned from secondary research, we strove to identify
key findings specific to this group of tweens, moments of insight that would help us better
understand who they are. We looked for the opportunity spaces, the unfulfilled desires, or the unmet needs in their lives.
The interpretations we designed are not meant to be exhaustive or complete — instead they capture particular aspects that we found to be interesting or compelling. They can be used individually or in various combinations to enable designers, engineers, and developers to make the creative leap from research to design when inventing products or systems to enhance tweens’ lives.
Tween Realities
Stuck at Home • Trying Things on for Size • No Time • My Most Valued Object...My Room
The realities are a distillation of the research findings into four analytical tools that map the key issues that define tweens’ lives. The realities provide a conceptual framework for thinking about the tweens.
Personas
Stevie • Pam • Jake • Amanda
The personas represent patterns and clusters of traits based on real people. They are characters that embody our ideas of who the tweens are, including their values, concerns, desires and priorities.
Scenarios
At Home with Stevie • Pam Purchases Ipod • Hangin‘ out with Jake • Amanda’s Night In
The scenarios are detailed and deliberate illustrations of moments and activities that the tweens engage in. These moments are combined together to form a meaningful narrative about what a tween might experience in their daily life.
Vibrations
Excitement Flow • Slow Flow • Pressure • Frustration • Insecurity • Comfort
The vibrations are multi-modal, 3-D installations, which explore the experiential states of tweens. They allow a non-tween to experience the range of emotional states of a tween by enabling the viewer to become immersed in each experiential state.
HP Brainstorm Session
The Media Design students used these tools to brainstorm with engineers and researchers from Hewlett-Packard: to take a "creative leap" from the research. The outcome of this second phase is documented in the Creative Leap book .

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