Black capital letter "H" on a white background.
  • Untitled_Artwork-5

    Designing Activities

    What to do with youth once you bring them all together. (This chapter is a gold mine.)

  • Untitled_Artwork-6

    Facilitation

    Every group – heck, every moment – is different. Here’s how to set the tone and maintain it.

Center for Digital Thriving

Hopelab

Character Lab

In Tandem

Have you ever thought something like:

Everyone loves PowerPoint, right?

I’ll just present my project once the kids get here and then ask them what they think.

I dont want to be too bossy…

I’ll just wing it and see how it goes!

Teens like to talk, right?

This should be pretty easy.

Chapter 5: Designing Your Activities

If so, this chapter is Definitely for you!

How to plan effective activities

Start with the goal, not the activity.

This is lesson planning 101 – always start with your objectives. What do you want participants to learn, contribute, feel, or do during the session? What do YOU hope to learn?  Write this down and make sure you’re clear on it before you plan your activities. It’s tempting to start with an activity first (“ooh, I loved that fishbowl thing I did at that training… let’s do that!”) but it’s important to think first about the why, and then move to the how.  If you’re having trouble figuring it out, ask yourself, “How will I know if the session has been a success?” This can give you some insight into your goals.

Prioritize a sense of belonging.

As you’re planning, it can be easy to dive right into the activities that will “get to the meat” of what you want to learn. However, it’s important to start by designing moments to help each participant feel valued and validated so that they know their presence and perspective matters. This can go a long way in helping them feel engaged and able to share honestly (Master & Meltzoff, 2020). There are lots of possible ways to do this, like planning intentional icebreakers to create points of connection between the participants in your group, or simply introducing yourself directly to each student as they show up and telling them why you’re so glad they came. Check out the Resources section at the end of this chapter for practical examples, and read chapter 6 for more on how to set group norms and kick off your session effectively.

Plan, but keep it only semi-structured.

Make a plan for how you want to use your time together, but leave room for flexibility and improvisation (Lee et al., 2021). You should come prepared with a plan for the activities you plan to facilitate, how you’ll guide people through them, and approximately how long you’ll want to spend on each one – as well as which ones you can cut if you run out of time! The session will likely go differently than you imagined, and it’s important to be responsive to what’s actually happening in the room. Ironically, we’ve found that when we have clear goals and a specific plan, we can actually pivot more easily and successfully, because our priorities are clear to the team.

Example from Center for Digital Thriving

  • Open up

    Similar to an extended icebreaker, we spend ~15-20 minutes checking in and connecting at the beginning of the time together.

  • Build on

    We share a design invitation based on ideas that surfaced during the prior session and invite their reactions/feedback (or, if it’s the first session, we share context on what prior work we’ve done that we’re inviting the group to help build on).

  • Dive in

    We carve out time for digging into creative work, finding points of connection, and doing our planned activities.

  • Stand back

    We take a step back to consider where we are heading, assess our feelings about the direction of our design work, and take stock of whether we’re still in line with our project’s broader aims.

Example from Hopelab

“Measure twice, cut down on error.”

Everyone knows that old proverb, right? 😉 Here’s what we take this nerdy version to mean: you should test out your ideas, protocols, prototypes, and items before you use them to make sure they actually make sense. This is called cognitive pretesting: “a structured approach for learning how respondents interpret items” (Gehlbach & Brickworth, 2011, p. 14). For example, if you are hoping to eventually use a survey with young people, it’s wise to test the questions in it ahead of time with a sample of similar young people to make sure they are clear, relevant, and not easily misinterpreted. This can result in much higher quality data once you actually begin data collection. The principle also applies to planning your activities – sometimes it’s worth it to run through your planned activities with a couple of young people before the full group arrives, to make sure that your instructions are clear, time estimates are realistic, and activities seem engaging.

Example from Center for Digital Thriving

Make it easy to participate.

Try to set a “low floor” — create accessible entry points, describe the project in an easy-to-grasp way; limit any reading or pre-work to the essential. This doesn’t mean “dumbing down” complex concepts, but it does mean thinking about how to make them approachable for young people who might not really know what this project is about, or who are nervous about being involved. You want to make people feel comfortable, like “I get what this is about, and I definitely have some thoughts on this.”

Share the right details.

It’s okay to make editorial choices to focus people on the parts you really want them to dig into. For example, let’s say you want to discuss your findings from a recent survey. You might be tempted to share the whole survey and a detailed table of your findings. Resist this urge! It’s often TMI and can bog down the discussion. Instead, focus on just pulling a few essential questions from the survey, or giving details about the key measurements and indicators you used. If your study is about mental health, you might want to share exactly how you asked about symptoms of depression, but you don’t need to have your group spend the entire session reading through every question of the full survey. One similar consideration for sharing findings: consider using headlines or graphics, rather than tables of findings that can be harder to interpret.

Don’t try to be too cool.

Avoid anything that could be viewed as adults trying to cater to the stereotypical “Gen-Z” crowd. Yes, make your activities fun and engaging and personable, but just be your normal grown-up self!

Include an activity that helps people test their tech beforehand.

This sounds dull, but we cannot overstate its importance. It’s tempting to skip this step because it takes more time and resources, and because we often assume that young people are digital natives and therefore know all the things about digital tools. But everyone needs a minute to orient themselves to how you’re using tech in a particular setting, so you should build in that orientation time.

There are lots of fun ways to onboard people live to tech platforms like virtual whiteboards (eg. Whimsical, Mural, Miro), learning environments (eg. Nearpod, Google Classroom), or collaborative docs (eg. Google Slides, Docs, or Jamboard). A few examples are included in the Resources section of this chapter. You can also send video instructions via Loom, Zoom recordings, or other screen sharing platforms to give a video tutorial on how you will use your interactive platforms.

Example from Character Lab

Keep it interactive and use multiple modes for participation and engagement.

Try to remember what you were like when you were fourteen. Would you have wanted to have participated in a 1:1 interview or focus group with a researcher? Answers to this question probably vary from an enthusiastic ‘yes!’ to a ‘heck no!’ The reality is that different youth have very different comfort levels participating in youth voice activities. Some are more comfortable in a small group, others prefer 1:1, and others actually find large groups most welcoming. Because young people have different preferences and we want all of the youth in our group to feel as comfortable as possible, we recommend offering young people a range of ways to provide their perspective: direct conversations, small- and full-group activities, real-time contributions in the chat, asynchronous and even anonymous feedback.

This advice also applies to live sessions where you’re gathering young people into one virtual space. Often it’s helpful to provide instructions and methods for response in multiple modalities. For example, you might have instructions displayed on the screen and ask for a volunteer to read them out loud. Or you might give people the option to either type their answer to a question in the chat, unmute and share their thought out loud, or simply reflect quietly and submit a video recording of their ideas later. Using multiple modalities – both written and audio, for example – also helps ensure that even if a student’s audio cuts out, or their Zoom connection freezes for a bit, they can catch up more easily with the activity.

Whatever you do, don’t talk for more than 10 minutes straight, and plan to utilize a handful of interactive elements that can mix it up!

Upgrade from a ‘one and done’ working model.

We have found that the single session model has drawbacks that can be addressed by having repeated sessions with the same group. Repeated sessions let you build rapport and give you more time to engage in content and feedback.

We’ve found 60 to 75 minutes is a sweet spot for us in terms of length; longer creates risk of fatigue, and less time can feel “rushed” or crowd out time for rapport-building. Planning 15 extra minutes also gives you more flexibility if the session goes by faster than you anticipated – it’s ok to end early!

Tech platforms we use a lot

Please note: Institutional Review Boards (IRBs) have varying regulations regarding the use of online software. Always consult your specific IRB’s guidelines and obtain necessary approvals before utilizing these technologies in research. More on IRBs in chapter 2!

Mural

Mural is an online whiteboard and collaborative space. Here’s a link to a fun activity you can use to help orient people to how to use Mural.

Whimsical

Whimsical is another online whiteboard tool. Here’s a cute “find the monster” activity that can help you learn how Whimsical works.

Miro

Miro is another online whiteboard tool! Wow, we must really love whiteboards!  Here’s an overview from Miro of how their platform can help facilitate virtual gatherings.

Google Slides

Slides is a fruitful collaborative whiteboard-esque space. Teens are often familiar with it, and it’s free. (It doesn’t work well on mobile devices, though.)

Zoom

Zoom is a tried-and-true for lots of reasons, but we especially love it because of features like polls, breakout rooms, chat, and interpretation tools like auto-generated translation and captioning.

Loom

Loom is one of several video-recording and sharing platforms we like. It’s even what we used to work collaboratively and asynchronously on this gigantic playbook! It lets you record and embed videos into other platforms.

Flip

Flip (formerly called Flipgrid) is a video discussion tool that lets participants record their own video responses. For example, you can ask a question and then send out the link, and everyone in the group can record a video response to that question. You can control whether people can see each other’s responses or not.

Nearpod

Nearpod is a more traditional classroom tool, but it has a lot of great templated activities and is pretty fun and interactive. It’s particularly useful for large groups, since it does a lot of data aggregation for you.

What to Read Next

The day is approaching! You have a plan for the session, including a bunch of engaging activities. You’ve prepared your online whiteboards, made sure everyone knows the logistics about when and where to show up, and now you’re ready to welcome young people… at least in theory. But in practice, how do you set the tone when they first arrive, and invite them to join you in this experience you’ve planned? Jump to chapter 6!

Next Chapter
6

Facilitation

Let’s learn how to set the tone when they first arrive, and invite them to join you in this experience you’ve planned.

Jump to this Chapter
Chapter 7
7

Documentation

Let’s discuss how to document the rich insight you’ll get during your session, and how to reflect on the session once it is over.

Jump to this Chapter
Chapter 8
8

Sensemaking

Let’s tackle making sense of the input, insight, and feedback you received during your session.

Jump to this Chapter
Chapter 9
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Sharing

Let’s learn how to make sure the world learns from the young people you’ve worked with, and how you can involve them in sharing these insights.

Jump to this Chapter
Chapter 2
2

Keeping Young People Safe

Let’s stop for a second to think through ethical and regulatory considerations – these need to be on your radar before you invite a bunch of young people to come hang out at your team’s office.

Jump to this Chapter
Chapter 3
3

Budgets and Resources

Let’s turn our attention to another elephant in the room: paying for everything you just planned out.

Jump to this Chapter
Chapter 4
4

Recruitment

Let’s get to the fun part – actually inviting young people to join you in the project you’re planning.

Jump to this Chapter

References

  • Shamrova, D. P. & Cummings, C. E. (2017).

    Participatory action research (PAR) with children and youth: An integrative review of methodology and PAR outcomes for participants, organizations, and communities. Children and Youth Services Review, 81: 400-412.

  • United Nations. (1989).

    Convention on the Rights of the Child. Treaty Series, 1577, 3.

Character Lab, Hopelab, & Center for Digital Thriving. (2024). Youth Voice Playbook: Engaging Youth in Research. Cambridge, MA, USA: Center for Digital Thriving.

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