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CHI 2020 Paper CHI 2020, April 25–30, 2020, Honolulu, HI, USA

Towards A Design For Life: Redesigning For


Reminiscence With Looked After Children
Stuart Gray1, Rachel Hahn2, Kirsten Cater3, Debbie Watson4, Keir Williams5,
Tom Metcalfe6, Chloe Meineck7

University of Bristol1-6 Telephone Avenue6 Studio Meineck7


Bristol, UK Bristol, UK Bristol, UK
stuart.gray@bristol.ac.uk tom@telephoneavenue.art chloe@studiomeineck.com

ABSTRACT is even more troubling, with the numbers of looked-after


For ‘looked-after’ and adopted children, physical objects children in England growing by nearly 60%, since 1994
are often the only remaining link to their pasts; a portal to [16]. ‘Looked after children’ are defined as individuals
stories of former families, homes, and events. The act of under 18 years of age who have been in continuous local
reminiscence, known as ‘life story work’, can help children authority care for more than 24 hours, and may be living
to process their pasts and overcome trauma. This paper with foster parents, in a residential children’s home or
describes the user-centred redesign of Trove, a digital and school [46]. The circumstances preceding a child’s
physical memory box for storing and curating stories about introduction to care are rarely pleasant and commonly
precious objects. traumatic [28,46,59]. Recent estimates suggest that 63%
We describe our redesign process, synthesising the insights enter care because of abuse or neglect [16], entrenching
from – previous Trove evaluations with looked-after and them in a hyper-vigilant state with detrimental effects on
adopted children, and three re-design workshops with 4 growth and development [14,55,74].
looked-after children at a therapeutic residential school. Our A child is no longer classed as being ‘looked-after’ upon
findings advocate for prioritisation of Trove’s digital and turning 18 years old, returning home, or being adopted
physical security, the sustainability of its companionship, [16,46]. As most children are adopted from below the age
and the provision of multimedia storytelling to encourage of 5 years [16,46], however, these children face similar
the construction of identity narratives. Inspired by this, we challenges as their peers who remain in social care [15].
present and discuss the redeveloped Trove, before analysing Like them, children adopted at a young age frequently have
our participatory design approach with these complex and few memories of their former lives [15]. Instead, they must
under-represented groups. build an understanding of events from secondary sources –
Author Keywords life story information and artefacts confected by adoptive
Children; Participatory Design; Life Story Work; Memory parents, social workers or previous care providers [15].
Boxes; Reminiscence; Storytelling; Social Care Narratives created for these children do not always portray
events accurately [12,48,79] and can prohibit them from
CSS Concepts taking ownership of their past [31,69]. Even when
• Human-centered computing~Participatory design information about a child’s life is consistent, reminiscence
• Social and professional topics~Children can be a disconcerting and emotive exercise [13].
INTRODUCTION In the UK, ‘Life Story Work’ (LSW) is used to support
According to the most recent UK Government report, since children to develop life story narratives and engender
2015, the number of looked-after children continue to rise reflection in a reassuring environment [81]. Although LSW
as the numbers of adoptions from social care continue to can be undertaken in different ways, recent research has
fall [16]. There are now 75420 looked-after children in emphasised the power of using personal objects as a portal
England – a rise of approximately 8% during this time, to memories of places, people, and events [17,69,71–74].
while the number of adoptions from care plummeted by The important relationship between all children and their
nearly 29% to 3820 [16]. Meanwhile, the longer-term trend tangible possessions is well known [24] but for looked-after
Permission to make digital or hard copies of all or part of this work for personal or and adopted children they are paramount [8, 64], serving as
classroom use is granted without fee provided that copies are not made or distributed embodied aspects of identity [71]. In the ephemeral living
for profit or commercial advantage and that copies bear this notice and the full
citation on the first page. Copyrights for components of this work owned by others
arrangements associated with social care, keeping these
than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, objects safe can be yet another source of anxiety [71,74]. In
or republish, to post on servers or to redistribute to lists, requires prior specific these environments children may experience frequent and
permission and/or a fee. Request permissions from Permissions@acm.org.
CHI 2020, April 25–30, 2020, Honolulu, HI, USA. sudden changes in care provisions or accommodation [70],
© 2020 Copyright is held by the owner/author(s). Publication rights licensed to resulting in the loss of these belongings and the stories they
ACM. ACM ISBN 978-1-4503-6708-0/20/04...$15.00.
DOI: https://doi.org/10.1145/3313831.3376824 represent [26,71].

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CHI 2020 Paper CHI 2020, April 25–30, 2020, Honolulu, HI, USA

This paper reports on the user-centred redesign of a digital Life Story Work, Objects and Looked after Children
and physical memory box called Trove – designed to help The process we use to support the development of a child’s
looked-after and adopted children store, curate and reflect narrative identity, life story work (LSW), comprises several
upon stories using personally meaningful objects. Trove techniques, including the curation of historical information
aims to provide children with greater agency over their life and artefacts, therapy sessions, and exploring the past
storying by giving them the opportunity to present and through play [9]. As stated, for looked-after and adopted
archive their own narratives and offering a safer, more children, information about their lives prior to entering care,
portable way to keep their objects. In this paper, we frame is neither as accessible nor well-organised [9,40,56], with
the Trove project within its LSW origins and present our the details which are known darkened by loss, separation,
initial prototype. We then outline the redesign insights abuse and/or neglect [16,59]. The accumulation of these
generated from our previous work, before challenging our factors often results in a convoluted narrative, littered with
initial assumptions and building upon our early design confounding experiences that children are unable to fully
insights with a series of workshops involving 4 looked-after make sense of [45,72,79]. The goal for LSW, then, is to
children from a therapeutic residential school. Lastly, we help children form a consistent account of their life story
describe the redesigned version of Trove and discuss how it and, in doing so, help them to feel less like captives of their
aligns with LSW and Child Computer Interaction literature. own, poorly understood experiences [31]. LSW does not
omit past realities but attempts to empower children to have
Our work stresses the need to engage looked-after and
greater control over their identity while emphasising the
adopted children in HCI in order to create technology
security of their current environment [31,53,81].
which can support their wellbeing. We contribute; 1) design
insights for supporting LSW using meaningful objects with Despite the strong theoretical rationale for LSW, its real-
looked-after and adopted children; 2) a candid account of world outcomes vary [23,72]. In practice, the social
our experiences and the user-centred design insights workers responsible for supporting children’s LSW, often
generated from a series of workshops with society’s most lack the necessary opportunities, strategies, time and
vulnerable children; 3) our interpretation of the identified training to properly carry it out [12,27,83]. Within UK
insights through the development of Trove V2. social care, LSW prioritises the curation of ‘life
storybooks’, to provide a child with a written and
BACKGROUND
photographic account of their history and relationships
Developing and Identity
[59,72,73]. Newly adopted children, for instance, are
Developing a strong understanding of our past life events is legally obliged to receive their book within ten days but
what underpins our sense of self and identity [20]. This is a book quality is not validated with regards to its content or
process McAdams terms ‘narrative identity’ which consists role within wider LSW endeavours [72,73].
of an evolving, internalised story [39,41]. It is postulated
that the telling and re-telling of stories about previous Moreover, even for detailed books, the narratives presented
events enables the narrator to create more cohesive are frequently incoherent or even misrepresented, from the
narratives which reflect a temporal understanding of their child’s perspective, due to the portrayal of events as
life [21,41]. These elements are central to the construction understood by the adult caregiver [9,72]. Where this occurs,
of one’s identity [6,21,41,76] and narrative theorists it leads to a dissonance between the child’s current identity
attribute this process to the human meaning-making and the identity presented in the book [38]. Contrarily,
characteristic of constructivism [32,71]. For looked-after certain information may not be fully understood or viewed
and adopted children creating a strong narrative identity differently from the child’s perspective, leading to false
provides them with a foundation for alleviating the assumptions [72]. Hence, some postulate that although
frustration of uncertainty, allowing them to live in the LSW benefits from being child-led, integrating multiple
present without dwelling on the past, and giving them the perspectives is crucial [9,48,72].
confidence to make their own future plans [31,53]. Life story books also suffer from the exclusion of physical
Narrative identity acknowledges the contradiction in human objects. Our tangible possessions are imbued with emotion
actualisation of the ‘self’ – we perceive ourselves as and infused with our identities [30,57,71], acting as a
simultaneously staying the same, yet always changing [7]. window to one’s cultural and historical origins [2,17,64].
It is through the reconciliation of these conflicting positions For looked-after children, personal objects are one of the
that the true-self emerges [7,69] and practising narrative few consistent things their transient existences [69,71],
construction is fundamental to this [41,76]. However, often presenting the only remaining link to past families
narrative construction is something children learn to do and lives [69]. When used transitionally, objects can assist
with time and is often supported by parent-child dialogues with acclimatising to change [80] but their loss can be
about events and their associated emotional responses [40]. devastating, enacting feelings of profound grief [69]. Thus,
For looked-after children, who may be experiencing helping children retain these objects is imperative [71,72].
frequent change and few enduring attachments or Supporting Reminiscence with Memory Boxes in HCI
relationships, this presents obvious challenges [31,40]. Although supporting LSW with looked-after and adopted
children remains mostly uncharted territory in HCI, there is

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CHI 2020 Paper CHI 2020, April 25–30, 2020, Honolulu, HI, USA

a rich history in investigating technology-mediated There are parallels between the theoretical underpinnings of
reminiscence and storytelling with other groups. A LSW and participatory design methodologies in HCI. Druin
fundamental influence upon endeavours in this space has and Read et al., have written extensively about empowering
been the centuries-old concept of memory boxes [1], which children in the design of technology – a domain where
simultaneously act as a safe way to keep precious artefacts, adults commonly hold the balance of power [18,50]. In
reflect upon their value, and set the stage for storytelling doing so, we attain technology which more closely meets
[1,66]. Memory boxes act as triggers to intimate memories children’s needs while confer granting them opportunities
and enable “temporal shifts from the past to the present and to change and control their world [10,11,18,50,78].
from the present to the future” [54]. Mirroring this, for looked-after and adopted children, taking
In an early technical illustration, Frohlich and Murphy greater ownership of their LSW results in a more organized
developed a digital and physical memory box which narrative identity, and affords agency in circumstances
permitted recording and attaching audio stories to which have been imposed upon them [29,42,44]. Hence,
memorabilia using RFID object tags with an integrated box this shared goal of children’s empowerment presented an
scanner and loudspeaker [22]. The concept inspired opportunity to represent and involve looked-after and
alternative technologies for story curation and reminiscence adopted children in HCI design processes [4,5].
with tangible objects, including the Living Memory Box – a TROVE VERSION ONE: AN INTRODUCTION
digital and physical memory box for documenting and Background and Origins
sharing family moments [62]; If These Walls Could Speak Trove emerged from the research of Debbie Watson (fourth
– a minimalist wooden basin which uses river stones as a author) – considering the important relationships between
vessel for spoken memories [43]; Mementos – a public objects, stories, and identity in children’s LSW, and the
kiosk for associating souvenirs with holiday photos [20]. work of designer, Chloe Meineck (seventh author) –
Reminiscence technology in HCI has also considered the creating object-oriented digital memory boxes for older
curation and presentation of purely digital content – to help adults. Together, they sought to apply the concept of
parents cherish memories of their children [33,34], as memory boxes for children in looked-after and adopted
therapeutic tools for individuals with degenerative brain contexts, to support their identity and life story narrative
diseases [36,68], and to develop shared family memory building during interactions with their meaningful objects.
narratives [58,77]. However, as noted by Mosher et al., The first Trove prototype was conceived during an
“Using a dedicated hardware system makes the retrieval innovation partnership programme between creative
process more intentional and focused, as with the businesses and academia [47], aimed at developing
experience of browsing a physical baby book or photo experimental ideas into working prototypes.
album” [43]. One child-led example which recognised the The 4-month process entailed a structured programme of
value in nurturing a special relationship between the co-design workshops, involving brainstorming, user-
memory vessel and the user was KidKeeper [33]. It personas, low-fidelity prototyping and iterative evaluation
packaged an audio capturing device within an interactive with a group of fifteen children (aged 7-12 years). Further
cuddly toy frog, allowing children to make one-minute long details can are found in [47,49,74]. The programme
recordings. The recording mechanism was touch-activated, involved a diverse array of projects focusing on multiple
hence, precipitated by children engaging in one-to-one children’s topics. However, the short length of the
interaction with the toy. The toy would also playback programme did not facilitate an ethical basis for the
historical stories during playful interactions with the child. involvement of looked-after or adopted children. There was
Where Life Story Work Meets HCI no scope to build relationships with local authorities, recruit
The reminiscence technology being developed with other wellbeing support staff, nor train researchers to safeguard
groups in HCI is an opportunity to enact fundamental the wellbeing of these children. Hence, the programme
changes to LSW for looked-after and adopted children. organisers were unable to recruit children from these
Technology-mediated memory boxes are particularly well backgrounds. The motivation for the redesign of Trove
aligned, enabling children to record an archive of evolving described in this paper was to solicit greater participation
narratives awoken by tangible reflection [71,74]. from children with experience of such contexts.
Commenting on the value of digital memory boxes, Gray et Trove Version One Overview
al., state, “as the self and memory are always changing, Trove V1 [26] was designed as a physical space to keep
being able to record and reflect upon story origins and objects and memories safe over time. It resembled a multi-
evolutions is essential to ensure crucial details are not sided gem-shaped box containing object storage space and a
forgotten or distorted by the competing narratives of technology insert which facilitated audio recording and
others” [26]. In LSW we want to consider the perspectives playback, and story storage. Links to recorded stories could
of others, but we do not want other voices to overpower the be written to RFID tags attached to objects, and later played
child’s [55]. In looked-after and adoption contexts, adults’ back by placing the tag on a contact point in the technology
versions of events can be so compelling and traumatic that insert. Meanwhile, the physical box provided a personal
children may accept them as their own memories [26,66]. space for keeping objects. Upon start-up, Trove welcomed

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This involved thematic analysis of data from the described


evaluations and a series of ‘advisory board’ discussion
meetings which involved all the authors as well as
representatives from local authority care, our partnering
residential school, and children’s charity - Coram. The
outcomes from a subset of these analyses are discussed in
Gray et al. and Watson et al. [26,71,74] but we have
condensed the outcomes into 7 redesign insights (DI):
Figure 1. Trove V1 – see Gray et al. (2019) for more
DI-01: Trove must remain relevant and usable throughout a
the user and introduced itself with an audio commentator, child’s lifespan.
who provided sustained support on how to use the system
throughout the process of recording, playback, and tagging. DI-02: We prioritise child-led narratives but incorporate the
perspectives of other people in the curation.
Trove also contained an archive of previously recorded DI-03: The security of meaningful objects and their
content from which nothing could be deleted to protect associated stories are of equal importance.
against accidental or malicious story loss. However, stories
could be added and removed from object RFID tags. To DI-04: Children remember but may no longer possess
record a story, the user put on Trove’s headphones pressed meaningful historical artefacts.
the red ‘record’ button and spoke into the headphone DI-05: Trove’s portability should be further enhanced to
microphone. To write a story to a tag, the user pressed the allow for storytelling in different contexts.
blue button and was instructed to place the object’s RFID DI-06: The sharing of stories should be promoted.
tag on the contact point. The yellow button lets users DI-07: To be a scalable solution for local authority budgets,
playback stories by placing its tag on the cross. Each RFID Trove’s unit cost must not be economically prohibitive.
tag could be associated with multiple stories and the user
During the Findings section of this paper, we present
navigated between an object’s stories using two small
further redesign insights as they emerged in our workshops.
backward and forward buttons. Trove V1 used a mixture of
pre-existing hardware: RFID reader and tags, Raspberry Pi, USER-CENTRED REDESIGN MOTIVATION
a custom sub-board, arcade buttons, and headphones. Laying the Groundwork for the Trove Redesign
Despite the areas of improvement for Trove V2 outlined by
TROVE: PREVIOUS WORK AND INSIGHTS
Redesign Insights DI-01 to DI-07, it became apparent that
Trove Version One Evaluations
Trove V1 had made several design assumptions influenced
In the absence of design participation from looked-after or
by the pressures of the initial design process as well as
adopted children in the initial prototype design phase, we
founders’ previous work – exploring audio storytelling and
sought to evaluate the conceptual and practical efficacy of
object-based reminiscence in dementia care. The original
Trove with its target demographic through:
design had extrapolated the concept directly to looked-after
(1) 2 x two-hour playtesting and feedback sessions – a and adopted children. However, this new and unique
session with 15 looked-after children and a session with 6 context required greater investigation to appraise the
adopted children and their parents [26]. We evaluated Trove appropriateness of the original design. Hence, we sought to
V1 with end-users varying in age and living contexts but examine the concept’s foundations and build upon the
with many of the same life storying challenges. acquired redesign insights through workshops with looked-
(2) A 4-week trial with 10 adopted children from 6 family after children from our partnering residential school.
units [74]. This short in the wild trial investigated establish The evaluations of Trove V1 highlighted the complex
how Trove may be used within one of its intended real- relationship between objects and storytelling which needed
world contexts. revisiting in greater detail. A key assumption made in Trove
(3) A one-day feedback event with social workers at the V1 was the decision to use audio as the sole medium for
English local authority care centre, which attempted to storytelling. While being able to narrate one’s own life
understand Trove potential role in assist social workers’ story verbally is indicative of possessing a coherent account
practical life story curation responsibilities [71]. of events [71], we questioned whether this would be
immediately possible for children previously exposed to
Trove Version One Redesign Insights (DI)
trauma. Supporting literature emphasises that in therapeutic
Following the Trove V1 evaluations, it was clear that the
settings, traumatic stories can be easier to initially express
concept had the potential to support LSW in diverse
non-verbally (e.g. artistically) or not only verbally (e.g.
contexts but required a redesign to more closely meet user
role-playing) [9]. Hence, vocal articulation of certain past
needs. To do this, the founding partners secured funding to
events associated with meaningful objects could be an
work with HCI researchers at the University of Bristol and
ongoing process, producing our first research question:
a residential school for looked-after children. Following the
evaluations of Trove V1, the research team embarked on a RQ1: How do looked after children tell stories associated
process of analysing feedback about the design’s efficacy. with their meaningful objects?

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The Trove V1 evaluations validated the idea of physical Ethical Considerations


storage space for meaningful objects in volatile living The vulnerability of the children necessitated detailed
contexts. Yet, it was unclear how this space should be project ethics. Prior to the workshops, a relationship was
implemented to address the diverse needs of our target user established between the residential school and the research
groups. Hence, we challenged our initial decision to make a team. Every workshop plan was validated by two members
ruggedized box, leading to our second research question: of staff responsible for the children’s care, including a child
psychotherapist. 2 weeks prior to the first workshop a
RQ2: “How can looked after children keep their objects?”
written information sheet was distributed to each child and
The security of recorded stories emerged as a key concern explained verbally by school staff. Written permission to
in the Trove V1 evaluations, but the design solution for take part was obtained from each child and the school’s
young (and potentially preliterate) children was unclear. We CEO. On the day of the first workshop, the project was
explored this with the following research question: explained again, and consent confirmed verbally. Given the
RQ3: “How can looked after children ensure the safety of potentially emotive topics involved, we validated workshop
their stories?” activities beforehand, with a 15-year-old (M) child from a
stable foster placement. Trained school staff were always
Through our redesign workshops, we explored these
present during the workshops to monitor and support the
research questions, dedicating one session to each in turn.
children’s emotional health. Approval was granted by the
USER-CENTRED WORKSHOP OVERVIEW university ethics board and the school’s ethical review
Workshop Approach process. Participant names have been anonymized with
Our approach reflected the theoretical ideals of LSW – to generated pseudonyms in this paper.
encourage children’s voices through adult facilitated
Data Collection Methods
dialogues. Mirroring LSW, the role of the adults in our The sessions were managed by the first and second authors
workshops was to help children structure and discuss their who recorded audio and wrote observation notes before
thoughts. We drew from successful workshop approaches in
later transcribing them. They took pictures of the content
Child-Computer Interaction – Read et al. stress that generated by the participants, audio-recorded and
research should be fun for children [52] and role-play [52], transcribed post-session reflection discussions, including
sketching [65], low-fidelity prototyping [63], and board
discussion of the non-written artefacts generated by the
games [61] have become established methods of ensuring participants (such as Lego and Plasticine models). The
this. Such artefact-based techniques are useful in situations session artefacts were collected with a range of media –
where communicating in spoken language is challenging
written post-it notes and answer sheets, audio, image and
[19]. Participants were given the title of ‘Design video files recorded by the children and support staff.
Consultants’, fulfilling the role best described as
‘informants’ [18] – generating and deliberating ideas. But, Procedure
the researchers were responsible for shaping design The sessions took place within the school and the
decisions. This role was deemed appropriate, given the lack researchers took turns to lead activities and record written
of familiarity between the children and the researchers, the observation notes. Between two and three school support
small number of workshops available, and the additional staff also took part in the sessions. As caregivers with
stakeholders who also contributed to the redesign. knowledge of the residential school and the children, they
were well placed to offer support and contribute to
Participants
workshop activities. The researchers would prepare and
The 4 x 60-minute workshops included 4 looked-after manage the sessions, but everyone undertook the same
children (Trisha, Robert, Ronnie, Jim) aged 11-13 years
activities. All voices and contributions were valued, even
(M=3, F=1) living in our partnering therapeutic residential beyond the scripted activities. The workshop venue was the
school. Children at the school represent some of the most dining table of the residential house dormitories – a space
vulnerable in the country. Some have experienced severe associated with conversation. Given participant ages and
trauma, and most require close, individual support during attentional challenges, we prioritised fun and engagement.
all activities. Many children have problems with basic
literacy and attention and can experience extreme emotional Analysis Method
regulatory challenges. Accordingly, the residential school All written observations, artefacts, audio transcripts, and
deemed it suitable for only four older children from ‘school reflection transcripts from the sessions were digitally
council’ – a more mature group who made behavioural collated, whereby a hybrid thematic analysis process was
progress and had extra responsibility – to take part during undertaken in order to identify the workshop design
this phase. Despite this, in what can be an emotionally insights. The first and second authors jointly defined a
taxing milieu, not every child was able to attend every series of 13 deductive category nodes, which built upon the
session. The children could exclude themselves at their own themes identified in the Trove V1 evaluations [26]. Both
discretion or following the advice from staff members. authors read through all the new data together, apportioning
evidence under the deductive nodes and creating 8
inductive nodes to capture new and emerging themes. The

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Figure 2. L-R: One of the cultural probe pictures taken by Robert (Chewbacca); Trisha’s letter about the pencil; Jim’s
reminiscence solution; Ronnie’s car which featured in workshop 1 and the wrap up
themes and their associated evidence were then reviewed real events. This was a powerful moment which portrayed
and validated by the remaining authors during a series of the children’s complexity and vulnerability. These findings
data analysis meetings. These meetings refined the themes suggested that the ideal media for storytelling varies,
into the redesign insights DI-08 to DI-14 described. depending on the content of the stories told, the object, the
FINDINGS: IDENTIFYING NEW REDESIGN INSIGHTS
environment, and individual preferences. It also appeared
that stories about objects may be grounded in real-life
Workshop One – RQ1: “How do looked after children
tell stories associated with their meaningful objects?”
events even if superficially appearing to be fantasy.
Workshop 1 investigated the forms of storytelling media to DI-08: To play a therapeutic role, Trove may benefit from
be supported by Trove. The session was attended by Trisha, engendering multimedia and playful storytelling.
Robert, Ronnie, and two support staff. Jim excluded At the end of the session, we gave each child a cultural
himself for personal reasons. We began with introductions probe package, containing a camera; notepad; and audio
and outlined what we would do together over the following recorder, allowing them to record stories in private rather
weeks. We explained the aim was to learn about the than in a group setting, for us to later review.
relationship between objects and stories and inspire the Workshop Two – RQ2: “How can looked after children
design of technology for others experiencing similar keep their objects?”
circumstances. The first author described the connection Workshop 2 investigated how children keep their most
between objects and stories, giving the candid story of his important objects over time. How might Trove accompany
own meaningful object, ‘Kong’ the gorilla. a child throughout their lifetime as storage demands
In the first activity, the children created objects from Lego evolve? The session was attended by Trisha, Robert, Jim,
and plasticine to be used throughout the remaining and two support staff. Ronnie excluded himself for personal
workshops, rather than using their own objects. This was reasons. We undertook a role-play ‘time machine’ activity,
deemed to be ethical as it sought to mitigate any emotional exploring the use and storage of objects and stories over
fallout from revisiting real memories. Children recorded time. This involved pairing each child with an adult, who
stories about the object they had made using a choice of interviewed them at different hypothetical time points – the
media available to them, before (optionally) sharing it with present, after one year, and 50 years later. Using the objects
the group. Despite attempts to circumvent adverse effects, created in workshop 1, they were asked where the object
at least one child’s creation represented an existing object. was kept, how it was used; and what prompted reflection.
Robert shared an audio story, several minutes in length, For the future time periods, the kitchen table became a time
about his cuddly toy, Chewbacca, which he recreated from machine, and everyone dressed up in wigs and moustaches
plasticine, and described its intergalactic adventures. to role-play their elder selves.
Despite having recorded an audio story, Robert also said The role-play provided team bonding and laughter. As their
that if he was making more stories about Chewbacca, he future selves, the children explained the changes to their
“might act them out”. Similarly, Ronnie recorded videos lives but struggled to visualise how they would keep their
playing with a flying Lego car he had built. For the objects 50 years in the future. In the present, children didn’t
moment, the car’s significance and meaning were unclear. worry about object security as each child’s room in the
Meanwhile, Trisha, who had created a Lego pencil, was school is itself a lockable safe space. All three children had
hesitant to share its story out loud, which she had written meaningful soft toys, which they played and reminisced
down on paper. Writing stories down appeared to be the with while “lying in bed at night” (Robert), and “sleeping
natural choice of media for Trishia, who stated that she with it in my bed while hugging it” (Trisha). This
frequently writes in a private diary. After some reassurance, importance for physical comfort afforded by their
she vocally recounted a harrowing tale written in the third- meaningful objects was emphasised by all three children, “I
person, about a bullied girl who channelled her adversity use him for hugs and telling him stories” (Robert).
into song writing using her favourite pencil. She never said DI-09: Object reminiscence is common at bedtime while
the story was about herself but the researchers and support soft, huggable materials appear to afford comfort.
staff (who knew her background) believed that the fine Within the residential school and while not in use, these
detail and hesitance to share, suggested inspiration from objects were kept in view on their beds or upon cabinets.

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CHI 2020 Paper CHI 2020, April 25–30, 2020, Honolulu, HI, USA

However, in home contexts outside of the school, object story backup suggestions included “a USB hair clip”
security was of greater concern. One year from now, when (Trisha), “a USB earring” (Robert), and inserting the story
Robert returned “home”, he described hiding Chewbacca in backup “in my arm” (Jim). The game kept the children
his closet “away from my brothers”, stating he had a range engaged, aiding their concentration and depth of thought
of hiding places for his objects: a chest of drawers or under when answering questions, compared to previous
his bed. Later, the children built their ideal storage system endeavours. However, it was unclear whether the
for their objects and stories from Lego. All 3 children imaginative answers applied beyond the context of the
developed solutions involving secure space, despite never game plot and into their real lives.
having seen Trove V1. Trisha built a box with a transparent DI-12: Concealing story content can be undertaken both
viewing window to show off the object and a scanning physically and digitally.
platform for story playback. Meanwhile, Jim created a Later in the session, the children were asked to build upon
viewing room where objects could be stored and revisited. their Lego object storage prototypes from the previous
DI-10: The visibility of meaningful objects may be workshop but to add a layer of security to protect the
contextually specific. contained artefacts and their recorded stories. For example,
As Trisha described her prototype story scanning function, Trisha added a no-text pattern match keycode to her
she posited that some meaningful objects have only one prototype, while Jim added a fingerprint scanner to the door
story – symbolic of an event or relationship, while other of his room and rocket boosters which would propel the
objects have many stories. The researchers quizzed the structure into the sky to deny entry to intruders.
children about how many stories their most special objects DI-13: Non-text-based password systems are a desirable
had: Trisha’s first childhood object, a special pillow, had security measure.
only one story but Robert’s Chewbacca was frequently
Workshop Wrap Up
used, generating new stories with every play session. At the end of the final workshop, the children were given an
DI-11: Trove’s user interface must let children record and opportunity to share stories from the cultural probe package
retrieve a variable number of stories for each object. we had given them during Workshop 1. Every child had
Workshop Three – RQ3: “How can looked after children generated several stories using a mixture of media. Being
ensure the safety of their stories?” able to tell stories in private, rather than the social backdrop
Workshop 3 investigated the security of objects and stories of the workshop, had a profound effect upon the content of
using a board game specially designed for the session. It the stories recorded by both Robert and Ronnie. Robert, for
was attended by all four children and three support staff. example, had taken lots of pictures during recreational
The researchers noted the ability of the previous role-play activities with friends and staff and described the events of
exercise to immerse the children in creative ideation and every scene in detail to the researchers. Meanwhile, Ronnie
conversation. Thus, they developed another role-playing played an audio story he had narrated about two siblings
exercise using a questionnaire board game – a requirements and their adventures in a car. It was an intricate, emotional
gathering technique to understand users [61]. tale, mirroring known elements from Ronnie’s real life. The
The role-playing game asked children to play the role of support staff stated their surprise as he struggles to express
‘secret agents’ currently in possession of important himself, something which had been evident in the early
intelligence – a story and a physical evidential artefact. workshops. They noted that the car he had built and played
Agent players rolled the dice, moving places around the with in the first workshop had been more significant than
board, carrying two cards - one depicting an object, another first thought. It was a poignant conclusion to the process.
with a story about the object. Other players playing as DI-14: Affording privacy and trust may encourage children
foreign intelligence officers pursued them on the board and to develop personally meaningful narratives.
sought to confiscate their cards (one at a time) if they TROVE VERSION TWO DESIGN
landed on the same place. Agents earned one point for Following the redesign workshops, the authors deliberated
every card successfully return to their base – the final board on how to undertake the 14 redesign insights (DI) and
position. On the board, ‘chance card’ places asked the produce a new prototype. Here we present Trove V2.
children to respond to some security-focused scenarios and
questions, while thoughtful answers rewarded with another System Overview
dice roll. The questions concerned how objects and stories Trove V2 resembles a large felt bag. It retains the tangible
could be: viewed or stored in different environments, connection between objects and stories as the core
protected if captured, and communicated securely to base. interaction but there is an inbuilt touchscreen-based
interface to control its functionality (Vodaphone N9
There were many security solutions generated. Robert Smartphone concealed from view apart from the screen).
described listening to messages from base in an enclosed, This device allows users to record and playback stories.
private space by “hiding in a trash can”. Encrypting There is an external NFC (Near-Field Communication)
messages was suggested by “speaking in a foreign scanner for attaching stories to object NFC tags and
language” (Trisha) or by “Morse code” (Jim). Meanwhile, allowing instant story playback. The software is a Java app

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Figure 3. Trove V2 Bag – Marketing photographs with child actors


for Android OS devices. Inbuilt smartphone NFC animations and colourful animated buttons (DI-08). The
connectivity is extended using a Flomio NFC extension kit. centrepiece is the record button which progressively
Trove: The Life Companion changes colour while it is depressed (DI-01).
Trove is designed to be a comforting life companion, like On first use of a new object with Trove, users record an
the precious objects it contains (DI-01). Trove is now made initial audio story for an object before taking a picture of it,
of a bedtime-friendly huggable felt with an inbuilt cushion to initiate into the archive – an on-screen object image
for users to lie on during use (DI-09). The bag can fulfil a library. At this point, they also scan an NFC sticker tag
dual role as a venue for showcasing objects in safe attached to the object by placing it on a cut-out orange ‘X’
environments but appearing discreet in less secure contexts marker on Trove’s interior floor. This associates the object
(DI-10). The exterior features charcoal grey felt with subtle with the corresponding library entry – the NFC tag acts as a
orange/blue/aqua coloured detailing, but using the exterior hyperlink. Thereafter, an object’s library entry is opened
zip, the bag unfolds a bright blue Trove branded interior to every time its tag is scanned, with the most recent story
showcase objects. The branding includes an eclectic object about the object played back on the screen or through the
collection – teddy bears, shells, books, love hearts, and stars headphones. The library is a linear list of uniquely shaped
– reinforcing that this is a place for curating objects (DI- object-image thumbnails, helping young and pre-literate
04). To increase privacy users may extend a pull-out children navigate. Each library entry lets the user add
encapsulation screen shield over their heads during use. additional audio, picture, text, or video stories about that
Audio privacy is retained using inbuilt headphones (DI-14, object (DI-11). Audio functionality is granted by an inbuilt
DI-12). The soft exterior is relatively malleable – to fit into headphone microphone. Picture and video are captured by a
tight spaces and to contain diverse objects – but maintains a front-facing camera built into the touchscreen device. Text
level of rigidity to keep safe any fragile items (DI-03). is limited to a digital notepad view and an onscreen
Aiding portability in transitional environments, the bag keyboard. Each object library item also displays a series of
features a shoulder strap and is far lighter than V1 (DI-05). scrollable thumbnails denoting the different recorded stories
Much like before, Trove V2 features an audio companion to in ascending order of date (DI-11).
guide users through the interface interactions and provide Maintaining Relevance Over Time
words of encouragement. The voice is designed to be warm, There are new provisions for Trove’s long-term data
human-like, and female – an insight from our previous gathering and security (DI-03, DI-12, DI-13), to ensure its
work [74]. It explains every environment within Trove and continuing relevance over time (DI-01). Users select and
how to undertake possible interactions – Login, Record, save a limited number of stories on local device storage for
Playback, and Library navigation. At the Record screen, it instant access, but the larger library is stored on Google
attempts to provoke some dialogue with the user – Firebase cloud repository and database. This aids the
encouraging them to record something, thanking them for curation of content for social workers and carers prior to a
doing so, and reassuring them that it will be kept safe. In child’s usage of Trove (DI-02). Carers can digitize
future Trove iterations, making greater use of the audio important life story artefacts and store important details of a
companion as an intelligent virtual agent is planned. child’s life in the repository. This system is one-way,
Introducing a Screen-Based Interface meaning that carers can add to a repository without viewing
Introducing an entry-level smartphone addressed many DIs the child’s content. In future versions, this setup will allow
in a single package – including multimedia storytelling (DI- story sharing and collaboration by allowing shared access
08) and increasing security (DI-03, DI-12, DI-13) – and rights for specific stories between Trove accounts (DI-06).
remains economically accessible (technology costs approx. Repository access is only accessible by registered users
<£30) for local authorities (DI-07). The phone is housed from within the app. All content is stored with 256bit AES
within a removable plastic interior insert, meaning the encryption (DI-03, DI-12, DI-13). On first use, a user must
technology can be easily replaced if damaged or in need of sign-up by providing details, generating a username and
repair. The look and feel of the touchscreen interface password. Thereafter, they’re remembered until deciding to
elaborate upon the Trove branding, matching the patterned log-out, but a non-text passcode screen is presented on
interior imagery. The app is playful, with screen transition start-up for fast access (DI-13). Passcode items appear as a

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Figure 4. L: Trove V2 UI; C: Record new story with audio and image buttons; R: Playback from object NFC tag scanning
series of 8 object images which must be selected in a meaningful objects, the bag design encourages the curation
correct sequence. Entering login details may be difficult for of their own items and memories. Meanwhile, its modular
children and may require adult assistance, compromising construction makes it agnostic to contemporary technology
their privacy. Hence, children must only remember the trends. Currently, we use an inexpensive smartphone with
passcode after the initial setup is complete. When offline, flexible functionality, but as technology progresses, more
recording functionality is retained but playback and user sophisticated or bespoke setups are permissible by
account story synchronization require internet access. replacing the technology insert. Using cloud capabilities
DISCUSSION
mean that these changes can be made without losing stories.
Evolving the Trove User Interface Nevertheless, it is premature to assume Trove’s enduring
Kiesinger argues that LSW can be of therapeutic value, suitability. The current aesthetic with bright colours and
scaffolding personal identity, and development [35]. Our playful object imagery was designed to be engaging and
preliminary evaluations with Trove V1 indicated the fashionable for children but this may change with time [37].
concept’s potential contribution to this by granting looked- For instance, upon transitioning to adolescence, the design
after and adopted children an outlet for narration and may be perceived as juvenile or unfashionable. In the
reflection. Even so, design limitations, such as a lack of workshops, the children struggled to imagine the need for
portability; the vulnerability of its construction; and secure spaces as they envisaged themselves as adults with
absence of privacy, risked consigning it be another source their own homes. Hence, the physical security of the bag
of loss or confusion for these children. Trove V2 addresses may become redundant. In such circumstances, Trove’s
these shortcomings with greater design participation from continuing relevance may be as a cherished historical object
children in residential care and progresses towards creating itself. We know the importance of reminiscence beyond
an enduring life companion for reminiscence. childhood [25], and Trove, hopefully, an old friend by this
point, can still play a role in enabling that.
Trove’s transformation from a button-based box to a
touchscreen-based bag is a significant change of approach. The Challenges of Designing for Looked after and
Adopting a touchscreen device attends to many of our Adopted Children: Autonomy and Accountability
redesign insights (DI) in a single package. In order to scale Trove's development process highlights the complexities of
Trove for a UK audience of more than 70000 looked-after designing for looked-after and adopted children. Only by
children, the familiarity of touchscreen interactions with the increasing participation from those who have experienced
financial accessibility of the underlying technology makes the care system, can we build practicably inclusive
it an appropriate solution. Yet, through our participatory technology for these groups. Yet, gaining access to them
design process, we recognise the importance of creating a and ensuring their welfare can be challenging. Although the
product that can be embedded in our participants’ lives redesign insights (DI) are specific to Trove, we can inform
rather than ‘just another app’. We believe that Trove’s value some broader design considerations for similar projects.
is in the sum of its parts. The focus on creating a unique and Consideration of autonomy is paramount. LSW should
playful digital and physical aesthetic; Trove’s narrated empower children but this should also be exemplified by
voice; and continued use of tangible objects, all contribute technology designed for them. For reminiscence, autonomy
towards a holistic tool for supporting our target group. can manifest itself by giving children spatial and digital
Keeping Trove Relevant Throughout a Lifespan privacy. Yet, mediating LSW with computerized tools risks
For our young people, we desire for Trove to embody marginalising the role of caregivers in similar processes or
companionship and stability, aligning with the role of even circumventing their support – a scary prospect for
meaningful objects in their lives [69]. Circumstances and caregivers [26]. To assuage this trepidation, caregivers
technology may change with time, but Trove must remain a should be made to feel included by the technology. But,
constant, grounding feature of their lives. The redesign has how best to do so may not always be clear. Trove
taken strides towards this by creating a safer physical space highlighted an ethical dilemma around disclosure. Granting
for objects and storytelling in tumultuous environments. It caregivers information about how their child was using
is portable but too big to be easily lost and can be discreet Trove may have helped them provide better support. This,
or playful depending on the context. For those without however, could have explicitly contravened the child’s
autonomy and trust in Trove. Paradoxically we propose,

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that by giving children greater autonomy over their engaged with a range of stakeholders both within the UK
reminiscence, in time, it may result in caregivers’ greater and internationally, who can contribute contextual
involvement. During our workshops, this was demonstrated recommendations and further insights. These groups
by giving Ronnie time and space to reminisce while include – foster parent support councils, support groups for
focusing on building trust in our human interactions. We adult care leavers, foster care charities like Coram.
both were later rewarded by him revealing more of himself. Empowering Looked after Children
Even so, if technology permits children greater autonomy, Badillo-Urquiola et al. note the lack of engagement with
increasing their propensity for reminiscence and sharing, looked-after children within the HCI community and
we must account for any adverse implications. For instance, advocate greater use of user-centred design approaches with
during reminiscence, these children may inevitably engage these groups “to understand the specific preferences and
with raw and un-processed experiences or emotions. While needs…instead of relying on assumptions” [3]. Given the
this can be a positive part of the LSW process, it requires lack of control these children often experience over their
careful facilitation from caregivers to deal with these issues environments [29,42,44], giving them a voice in the design
[40,72]. Accountability obligations further increase when of technology is an opportunity to increase their agency.
utilising networking capabilities to assist with story sharing Within our redesign process, we steadily increased their
(DI-06) due to the risks of online grooming and bullying participation. Their involvement evolved from being design
observed in prior research with looked-after children [3–5]. personas, to direct participants as prototype testers, and now
design informants providing insights, ideas, and inspiration.
As designers, it is not enough to react to such circumstances
In this way, the design process itself mirrors the
when they do arise. Instead, we must try to anticipate and
empowerment goals of the Trove product.
prevent them. For Trove we addressed this in two ways.
Firstly, we have developed a support toolkit in partnership Despite this progress, the reliance upon adults to coalesce
with social workers, which can direct both children and and realize Trove design decisions could be construed as
caregivers, on how best to use Trove as part of their LSW being counterproductive and diluting children’s voices.
and how to handle adverse effects. We have also postponed However, as Yarosh et al. (2011) argue, truly participatory
networked functionality for sharing and collaborative research processes should be underpinned by values of
storytelling pending additional research on their impacts. theories guiding the research, of the authors, and those
Future Work: Building Trust fostered in the child [82]. Our design approach valued
Our plans for Trove build upon the redesign described in building trust [60], having fun [52], and ensuring welfare
this paper. Regardless of how usable or aesthetically [51]. It reflected the familiar practices of the school and
supportive a tool Trove is, we recognise that only building LSW, entailing structured, adult-led activities to ease any
trusting personal relationships give children the confidence behavioural and emotional challenges. By following these
to tell their stories. We found building trust to be a values, children’s voices and participation grew organically
reciprocal and cooperative process, necessitating patience with time. Following this trajectory, even greater
and giving of oneself to inspire others to respond in kind. participation may be possible for the next Trove iteration.
This transpired between the researchers and the children CONCLUSION
during casual exchanges of stories and conversation over The work presented in this paper underlines the need to
tea and biscuits before and after workshop sessions. The engage with looked-after and adopted children in
touching story the first author told about their meaningful participatory design, to develop technologies enhancing
object exemplified this. Yet, this need to develop trust their welfare and life trajectories. We stress that the ethical
identifies challenges for Trove – namely, how can Trove and logistical difficulties of working with these potentially
build a trusting relationship with a child in order for them to vulnerable groups require detailed planning. However, with
impart the true depths of their thoughts and feelings? the appropriate considerations made, their increasing
To do this we posit advancing Trove’s voice into an involvement is rewarding for all parties. Trove has already
intelligent digital agent which encourages trust by shown short-term efficacy in encouraging children to reflect
facilitating more natural and receptive child-computer upon their pasts by interacting with tangible objects. But,
dialogues [8,67,75]. Here, Trove will attempt to exhibit an through our redesign process, we have attempted to address
understanding of the child’s emotions and historical the issues prohibiting its usability. With Trove V2, we now
interactions. The cloud archiving of Trove becomes a useful have an opportunity to evaluate the system’s long-term
dataset which can be queried to better understand the child effectiveness and build towards a lifelong companion for
and in turn help them understand themselves. In doing so, these children. We hope our ongoing work with these
Trove may come closer to not only encouraging life story children will be a positive new chapter in their life story.
curation and reminiscence but doing so therapeutically, e.g. ACKNOWLEDGEMENTS
taking an active role in LSW by attempting to broach We thank our project partners, the local authority teams,
difficult subjects or events. Enabling Trove to be more residential school, and support staff, but most of all the
assertive would magnify the need for greater accountability. children we worked with. We also thank AHRC (UK) for
As we continue to develop Trove for the future, we have funding the project.

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