Wednesday, June 07, 2006

ECPZ Inc.- Children and Learning- Developing a Healthy Campaign

Left to right: Zip, Pepper, Cozy, Watson and Emo
(images originated by John Tran and Jerome Daescowicz based on researcher's concepts).
ECPZ INC: A HOLISTIC APPROACH TO A HEALTHY LIFESTYLE
By Powell, Gibas, Jhalani, King, Rauch

Abstract
A feisty turtle named Emo bursts out of his shell to make a painting. Meanwhile, his rabbit friend Pepper busily prepares a healthy feast of colorful, nutritious foods. In the corner, a drowsy bear settles down for a nap, while an energetic mouse zooms onto the scene on roller-skates, itching to play tag, baseball, or anything to get her heart pumping, and an elderly bee supervises the scene fondly reminiscing about his days as a mind-reader in the circus. Individually, each of these characters represents a vital component of health. Together, they comprise the cast of ECPZ.Inc, the main element of our proposed media campaign to address the childhood obesity crisis.

The goal for this initiative is to help 4-6 year old children and their caregivers understand that a healthy lifestyle is a balanced lifestyle. Health in this context refers both to physical and emotional well-being. The campaign focuses on four components of health: eating nutritious food, being active, expressing oneself, and getting enough rest. It aims to assert the importance of each individual element while emphasizing that all the elements must work together in order to achieve and maintain a healthy life.

Children suffer from a variety of physical and/or emotional imbalances that can be corrected with the help of this campaign. Several studies indicate that shifts in diet and exercise alone cannot fully account for the health gap between rich and poor in the United States. Nor can one emphasize any “quick-fixes” without deference to a holistic approach toward health. Likewise, children must learn to find their own balance between caloric intake, physical activity, and proper rest. Such balance is important not only for bodily health, but to help children cope with the instances of stress and anxiety that enter their lives.

With these considerations in mind, we propose an animated television show that promotes an array of healthy habits, not in isolation but in relation to one another. In each episode, our “rescue” team comes to the aid of health-challenged citizens of their world with creative, entertaining solutions, Critically, while each character contributes a particular strength, solving the problem always requires that members of the team work together. Additionally, we will develop a corresponding toy product line to reinforce our message. We also envision collaborations with partners ranging from hospitals to fast food corporations. As a result of this campaign, children and caregivers will have an increased awareness of diverse components of healthy living and the importance of achieving a balanced combination of all of them.

Table of Contents
Section

I. Audience Needs
II. Proposed Intervention and Outline of Specific Objectives
III. Supporting Research
o Television as an effective medium for intervention
o Toy Line as an effective medium for extending learning
IV. Overview of Show
o Structure
o Distribution and Audience Reach
o Characters
o Plotlines
V. Overview of Toy Line
VI. Assessment Strategies
o Formative evaluation data
o Summative evaluation strategies for show and toy
VII. Outreach and Partnerships
VIII. Conclusion
VIV. Bibliography
X. Appendices
o “Too Much Hurrying in Hurryville”
o Formative evaluation transcripts
o Character images (at top of document)
o Toy images ( Not included)

I. Audience Needs
Research indicates that children suffer from a variety of physical and/or emotional imbalances that can be corrected with the help of our intervention. An example of a serious imbalance in U.S. children is childhood obesity. Childhood obesity is a condition with serious mental and physical health repercussions; apart from the negative psychological impact of obesity, studies show that obesity can lead to conditions such as diabetes, cardiovascular disease, and high blood pressure (Dalton, 2004). It is estimated that “one out of three children and adolescents ages six to nineteen is overweight or at risk of becoming overweight [in the US]” (Dalton, 2004).
An overview of the research suggests that four main imbalances contribute to health disorders such as obesity in children. These are poor diets, lack of sleep, low activity levels, and mental health issues.
1. Poor Diets
Statistics show that kids in the US, regardless of weight, are not eating healthy diets. One study showed that only 2% of school children were eating from the recommended servings of the then current USDA Food Guide Pyramid (USDA, 2000). The USDA Food Pyramid emphasizes fruits and vegetables as essential parts of a healthy diet. However, according to the 2003 Youth Risk Behavior Survey, only 22% of youth in grades 9-12 ate five or more servings of fruits and vegetables daily (CDC, FY 2003).
The omnipresence of fast-food chains often contributes to children’s unhealthy diets. The popularity of fast-food chains is reflected in a study that showed that on an average, children ages 11-18 eat at fast food restaurants twice a week (Paeratakul et al., 2003). Alarmingly, eating at fast food chains is unhealthier than ever, a fact partially due to the increased portion sizes. According to one study, from 1977-1996,
o Soft drinks increased from 144 to 193 calories
o French fries increased from 188 to 256 calories
o Hamburgers increased from 389 to 486 calories
(Nielsen et al., 1996)
Some of the statistics cited above focus primarily on the dietary habits of children that are older than our target audience. However, we believe that these studies are relevant to our intervention since many food habits are formed when children are young. By encouraging positive eating habits amongst younger children (4-6 year olds), ECPZ, Inc. can help these children make healthier food choices as they grow older.
2. Lack of Sleep
As a result of an increasingly high-pressured and busy lifestyle, many children are not sleeping as much as they should. A survey commissioned by Pampers and conducted with the nonprofit National Sleep Foundation exemplifies this point. This study finds that 26% of parents of children 0 – 4 years old said that their children do not sleep enough (National Sleep Foundation and Pampers Baby-Dry, 2005). This harmful sleep pattern also has negative consequences for the child’s parents; of the adults surveyed, 71% said they get less sleep than they feel they need.
3. Low Activity Levels
Research on the activity habits of today’s children further motivated us to devise an intervention that encourages an active lifestyle. According to their parents, children six years and under spend less than two hours a day playing outside (Rideout et al., 2003). This supports our intervention which encourages active lifestyle habits in children. The potential criticism regarding using television watching (an ostensibly passive activity) to promote an active lifestyle is discussed in a later section. The importance of our intervention increases in light of research indicating that the public school system is inadequately addressing the low activity levels of children. One study found that only 8% of elementary schools, 6.4% of middle schools, and 5.8% of high schools provide physical activity education [in the US] (CDC, 2000).
4. Mental Health Issues
The stress related to unhealthy physical habits takes a toll on a child’s psychological and physiological health. Anxiety disorders currently rank as one of the most common groups of mental and emotional afflictions in the United States. According to the Department of Health and Human Services (DHHS, 2006), approximately 13% of children and adolescents between the ages of 9 and 17 suffer from an anxiety disorder prior to reaching adulthood. Of those, 50% go on to experience a second mental disorder such as depression. Like obesity, stress and anxiety are also related to a variety of physical symptoms and illnesses, such as insomnia, digestive problems, high blood pressure, and heart disease (Epstein, 2003). Many anxiety disorders can be solved with early intervention. However, as Webster-Stratton (1997) notes, “mental health services often target older children and teenagers, [while] preschool intervention programs often target cognitive, language and motor delays, and may neglect primary social and emotional issues that trouble young children” (cited in Evangelista, 2004).

II. Proposed Intervention
The goal of this campaign is to promote a holistic approach to health – to help children between the ages of four and six and their caregivers understand the need of balance within the context of a healthy existence. Wellbeing entails both physical and emotional vitality. The components of our program stress healthy foods choices, physical activity, emotional expression, and ample sleep. Our campaign focuses on asserting and reinforcing both the importance of each individual element as well as the need to jointly balance them everyday.
The primary medium we will employ is a television program, and the message is extended through a corresponding toy product line. In addition, we envision collaborations with several public social agencies, private clinics and business corporations.
After viewing the program, children should be able to understand and articulate the need to balance oneself within the context of a daily regiment. Furthermore, they should be able to identify the four key components of balanced health: being active, eating healthy, expressing your emotions, and sleeping enough. Use of the toy line will reinforce the campaign’s messages of the relationship between the four healthy components, and will allow children a manipulative personal experience with each health area. Our young viewers will understand that different aspects within their life condition might be more useful in dealing with particular problems, and that there is no solution that is always effective without deliberation. Caregivers who watch the show and buy the toys should also be able to identify the four components of balanced living and specific actions associated with them. We feel that this awareness will be instrumental in their acquiring and maintaining a healthy lifestyle for themselves and their children.

III. Supporting Research
Television as an Effective Medium for Intervention
While it is not our only medium, television serves as the focal point of this holistic campaign. In effect, our other points of entry – whether toys or caregiver supplemental materials – gain their efficacy through being associated with an entertaining television show. This decision, however, presents us with an inescapable dilemma, for we are choosing to combat unhealthy lifestyles through a medium many researchers consider unhealthy in itself. However, in light of current media theory, health campaign literature, and general data on the ubiquity of televisions in the US, we felt the positives of using television far outweighed its potential harms. In addition, the previous use and efficacy of television in health media campaigns further reassured us in our vision and direction.
99% of American children live in a home with a television, while 36% of those children have a television in their own room (Rideout et al, 2003). This penetration allows us an access unparalleled by any other form of electronic communication – a point underscored by the fact that 4 – 6 year olds spend an average of 70 minutes watching television every day (Rideout, et al, 2003). In light of these numbers, the question of whether to use television to promote our message turns instead to how do we best get that message across to effectively promote a balanced lifestyle.
Researchers have written extensively on the effects of television on children (see Gentile et al, 2002), and whether those effects are positive or negative, the fact that television can change behavior is very encouraging from our perspective. Bandura (2001) writes of the capacity of television to directly influence behavior without any intermediary influence. Behavior can be learned after one exposure to a show and entails three processes – understanding a character’s traits, incorporating those traits into understandable rules, and then transferring those rules into new behavior (Bandura, 2001). Our show models these characteristics by providing characters our audience can relate to, rewarding their behavior, and making their thoughts and actions explicit. Thus, through these three processes, we can positively alter our audience’s awareness and behavior.
Our show also reflects the work of Davies et al (2004) who discuss children’s desires – humor, action, and character similarities – as television viewers. These desires are crucial, as an intervention is dependent on the obvious fact that children must be engaged. It is only with that engagement and investment in the characters and stories that Bandura’s processes can be both internalized and realized. Repetition facilitates this process (Palmer et al, 2001). Due to syndication and scheduling, television lends itself to repeated viewings. Future marketing and development of DVD’s and home videos – a market with extremely lucrative potential (see Rideout et al, 2003) – further allows for this repeated viewing and internalization of our key message.
Toy Line as an effective medium for extending learning
Including a line of educational toys in our intervention will further increase the appeal of our show, and of our message, for both children and caregivers. Educational toys are currently the fastest growing area of the U.S. toy market (Hardwicke, 2003). They are in high demand among parents, and with good reason. Toys that promote creative play have been shown to have a lasting impact on children’s cognitive development (Linkenhoker, von der Ohe, & Knudsen, 2005). They provide practice with a wide variety of skills, such as vocabulary and communication, empathy, understanding social roles, planning, and creativity (Singer, 1977 & 1994). By making the toys appealing both to children and to the caregivers who will buy them, we can ensure that children will have real-life opportunities to practice the range of healthy behaviors promoted in the show.
All of the ECPZ.Inc toys will not only reinforce the content of our balanced health message, but will have qualities proven to promote cognitive development. The main ECPZ.inc toy will be designed to remind children of the four key elements of health as they play, as well as of the necessity of achieving a balance among them. In addition, this toy will have the following important qualities of good educational toys: it will allow for open-ended play; encourage self-expression and creativity; have the potential to be used in a variety of different ways and to be tied in with other media; allow for multiple players to be involved, and have the ability to grow with the child (Andrews, 2006; Hardwicke, 2003). The main toy and many of the individual character products also fall into the five categories of playthings that have been shown to enhance learning: building toys, art supplies, imaginative play props, sports equipment, and puzzles (Adcock, 2006). Thus, we believe that supporting our TV show with a line of toys is a highly effective way to extend children’s learning beyond the show and to increase the likelihood that they will begin to incorporate some of the components of a healthy, balanced lifestyle into their own lives.

IV. Overview of ECPZ. Inc Television Show
Structure

EZPC. Inc is an animated television show approximately one-half hour in length. Following the structure of existing shows such as Pinky Dinky Doo, each episode will be comprised of two seven-minute storylines, with four-minute live-action “filler” segments in between. Each episode will be bound together by a curricular theme – for example, balancing rest and activity. The first story segment will involve one or more of the characters being sent on a rescue mission away from the team’s base. The second story segment, while dealing with the same theme, will focus on the characters resolving a conflict amongst themselves. In keeping with our holistic approach, we aim to model the particular lesson on several of the characters, not just the one who symbolizes the health component most associated with the “solution” to the problem. Thus, for example, an episode dealing with the relationship between activity and rest shows Zip and Cozy (the characters with whom activity and rest are associated) going on a rescue mission, but then shows the remaining two characters dealing with, and resolving, a similar problem. In this way we emphasize that balancing between rest and activity is important to all of the characters, not just those who particularly like to sleep or exercise. The live-action sequences, finally, will show children sharing their own stories, activities, and suggestions that pertain to the theme. These sequences would be hosted by Watson, the “group leader” and “teacher figure” of the show. He will also provide a curricular “wrap-up” at the end of each segment to reinforce the primary messages of the episode and provide tips for parents.

Distribution & Audience Reach
The length of EZPC.Inc can be modified to accommodate time for advertisements should the show be picked up by a commercial rather than public network. In order to attract as wide an audience as possible, we will post episode segments on the show’s website so that parents may access them at their leisure. The site would also allow parents and children to write in comments and suggestions for the live action-segments, or email pictures and videos of themselves participating in certain activities.

Characters
The cast of EZPC.inc was designed to be as appealing to children as possible. In addition to modeling a specific component of health, each character has a dynamic personality with specific likes, dislikes, and quirks. Visual images of these characters are available in the Appendix 3, and their key characteristics are outlined below.

Emo (Express Yourself)
Emo is a chatty, excitable, vaguely hyperactive turtle. He has a tendency to bust out of his shell and run around like mad when he’s excited, and carry around and/or crawl into his shell when he’s tired or depressed. The patterns and colors on his shell change depending on how he’s feeling (and when he’s not sure, the shell starts flashing all sorts of crazy colors and shapes), and provide a signal to the other characters that lets them know what sort of a mood he’s in. The shell also doubles as a “storage space” for a whole host of tools (paintbrushes, sketchbooks, paper, costumes, makeshift musical instruments) he takes out whenever talking about his feelings isn’t enough. Emo is very crafty, and will make musical instruments and theater sets and costumes out of normal household objects. He also keeps track of trusted adults and/or authority figures that can be approached in times of need. One of his particular skills, in addition to general artistic inclinations, is the ability to identify when outside help is in order, and who can be trusted.
He gets along very well with the other characters, though his tendency to “wear his heart on his sleeve” will sometimes get him into trouble. His chatty nature, for example, leads him to sometimes say things before he has completely thought through the consequences. Similarly, when he is feeling down and in a bad mood, he can talk about his feelings so much that the other characters start feeling down themselves. In those cases, Emo enlists the help of another character (notably Zip or Cozy) to come up with alternate ways of releasing negative feelings. When dealing with others’ conflicts he is an excellent mediator because of his high capacity for sensitivity and empathy, and often pulls the other characters into participating in group projects. The group’s headquarters is decorated with all sorts of things Emo has made.

Cozy (Get Enough Rest)
Cozy loves comfort, which is why, she is quick to explain, she is rarely seen not wearing her pajamas. They’re loose, they’re soft, and they’re perfect for lounging out and falling asleep – anytime, anywhere. Cozy isn’t lazy; she just doesn’t particularly like to over-exert himself. She’s perfectly content settling amongst a pile of pillows, drinking cocoa, and reading her favorite book. As a result of her emphasis on comfort, she and Pepper get along really well, and she’s eager to help Pepper cook a yummy meal – though despite her best intentions, she might nod off before the meal is ready. Cozy also works well with Zip, though their relationship is sometimes contentious. Cozy’s not a big fan of running around, but she’s good at noticing when other people are working too hard. As a result, she tends to be good at dividing up work to ensure that everyone contributes fairly. She’s a pretty sensitive bear, and takes good notice of the “simple things in life” like the warmth of the sun or the comfort of a worn coach. Her actions are always well-intentioned, even if she gets distracted by sleep and takes longer to finish tasks than her friends.
One of Cozy’s strengths is her ability to make any area “homey” – she can always manage to dig up some blankets and pillows when they’re needed. She also loves talking about the dreams she has, no matter how bizarre. Emo occasionally helps her make a drawing or write a poem about the adventures she dreamed the night before.

Pepper (Eat healthy)
Pepper is Mozart meets Rachel Ray – in rabbit form. Of the four, he is by far the most studious character. He is adventurous but tends to be a little more withdrawn than the rest of the team, and thinks things through before speaking or acting. He has a “crazy genius” air to him when cooking or eating. Taking a taste of any dish reminds him of where he was when he first learned the recipe, and he loves ruminating on the textures and colors of different foods. He also loves to experiment, to the point that some of his concoctions are fairly bizarre, but always healthy. He carries supplies around in his chef’s hat, which he’ll tie down this his ears if it becomes too crowded and heavy. Pepper also carries a little notebook in which he keeps track of all the meals he’s made that week, so he can be sure he’s gotten a good mix of colors and food groups.
Pepper’s failing is that sometimes he is so studious that he forgets to have fun, at which point Zip and Emo step in to get him involved in a game. He is meant to serve as a model for the more shy, withdrawn children in our audience.

Zip (Be Active)
Zip is one crazy mouse – she talks and moves a mile a minute. She zooms around and roller-skates and carries a backpack with balls, bats, tennis rackets, jump ropes, chalk, Frisbees, running shoes – anything that lets her jump around. Zip appears to have boundless energy and enthusiasm, which can sometimes get her into trouble, as she has a tendency to “bite off more than she can chew” with tasks and projects. Sometimes she is in such a hurry she forgets to eat well. Zip likes to “think big,” but sometimes needs her friends’ help to figure out how to make her ideas a reality. She also loves nature and talks about how much she enjoys the feeling of “getting her heart moving.” Her affection for “simple things” like sunshine and fresh air is shared by Cozy, and this commonality often helps them through the more turbulent moments in their relationship. Zip’s enthusiasm, however, sometimes leads her to be a bit rash, and on occasion Watson has to step in and gently remind Zip of the importance of safety, particularly when she scampers up trees or cajoles the group into a friendly game of tag.
Some of Zip’s less favorable characteristics are her impatience and hatred of being bored. Luckily, if she’s stuck inside on a rainy day, she and Emo will work together to think of some kind of creative game to keep their minds and bodies occupied.

Watson (Be Aware; holistic health model)

Watson is a fumbling, bumbling, grandparent-like bee. In younger days, Watson was in the circus, starting as a juggler, then a tight rope walker, a “mind reader” and finally a Ringleader. As a result, he is quite aware of the importance of balance and observation. He often reminisces about those days – sometimes rambling on and on and boring the team -- and represents an older, more “mature” perspective on the conflicts at hand.
Watson sets the group’s missions, but also adds some of the scaffolding in the show by going over the steps and repeating the main points in a (sometimes bumbling) effort to keep the, straight. Watson often uses mindful steps to clearly determine, for instance, whether a character is truly hungry (i.e. look at the interval since his/her last meal, determine what signals his/her body is sending, and so forth) The characters love and respect him, and go to him when they need help resolving disputes among themselves. In those instances he will usually guide them to the right conclusion by asking them to think about or observe (be aware of) the situation around them.

Plotlines
Below are three sample storylines that illustrate the overall themes and structure of EZPC. Inc. While each episode typically focuses on balancing between only two of the four components of health, we will model all of them consistently, in keeping with our holistic approach. A “storybook” version of segment 1 of the first episode is available in the Appendix.
Episode Theme: Balancing Between Rest and Activity
Segment 1: Zip & Cozy
Zip and Cozy are sent to Hurryville to help the mayor write his speech. At first, it seems that the mayor only needs some rest to get his work done – but when he oversleeps and nearly runs out of time, the characters emphasize the importance of balancing rest with a good amount of activity.
Segment 2: Pepper & Emo
Pepper has discovered a new recipe that he’s really excited about – but it’s very complicated, and as he cooks, Pepper realizes dashing between four pots takes a great deal of energy. He’s convinced he can take care of it himself, until Watson reminds him that his hurried manner is making him unsafe, and tells him to take a break and let Emo stir for a while. The two divide up the work and are relaxed and happy by the time the others return.

Episode Theme: Proper Nutritional Balance
Segment 1: Pepper & Zip
Pepper and Zip respond to a family whose daughter swims in a race every year – but this year her stomach hurts and she says she no longer wants to swim. Zip tries to get her excited about swimming again, but the real problem turns out to be Choco-Blast bars, the hot new candy in town. Choco-Blasts are new, cheap, and everywhere; all the kids are eating them. Pepper gives the family a lesson on how Choco-Blasts should be used as a “sometimes” food, or be mixed into a healthier dessert like fruit, and the girl’s stomachache disappears in time for the race.


Segment 2: Cozy & Emo
Emo’s feeling sad, and to make him feel better Cozy resorts to her “comfort foods,” including cocoa and giant cookies. The more Emo eats, the yuckier he feels, and Cozy solves the problem by getting Emo outside to enjoy the fresh air and relax in the sun. By the end, of course, Cozy is so relaxed she falls asleep and Emo practically has to carry her home.

Episode Theme: Getting Over Fears
Segment 1: Cozy and Emo
Cozy is sent to help a boy who doesn’t want to sleep. The boy claims he’s wants to finish the end of his favorite book and doesn’t need more rest, but after talking to him Cozy realizes that the boy had a nightmare and now is afraid of the dark. She sends for Emo and together the two of them show the boy how to take what he’s “afraid” of and make it funny. They wind up making a crazy art project and having a great time.

Segment 2: Zip & Pepper
Zip has come up with a new baseball game she can’t wait to try. When she tries to get Pepper to play, he refuses, and Zip gets angry. It turns out that Pepper doesn’t want to play because he’s afraid of getting hit with the ball. Once he expresses his fear, Zip modifies the game (with the help of Watson, who steps in with a message about safety) and Pepper gets over his fear.

V. Overview of Toy Line
The second major component of our intervention is a toy and product line. The anchor of the toy line will be a toy that incorporates all four key elements of health and reinforces the concept that these elements must be balanced. In order to reflect the four elements of health, this toy will have a cross-shaped base with four branches, each branch with pictures and/or symbols representing one of the TV show’s characters. Connecting blocks, like Legos or Pop-Onz (Appendix 4a), will be designed to be stacked on top of the base. Ideally, these building blocks would be designed so that those that fit on one branch of the base will not fit on any other branch (for example, all of Pepper’s blocks could have triangular connectors while all of Zip’s blocks could have square connectors). In addition to the basic building blocks, the toy will include special pieces that have pictures or moving parts that represent each character. For example, one might be able to attach a swinging hammock to Cozy’s branch, or Pepper’s special pieces could have pictures of different kinds of healthy foods on them. The toy will also include figures of each character, so that children can build structures and then engage in imaginative play using the show’s characters.
In order to reinforce the concept of balance, the base will be designed so that it can be balanced on a fulcrum, similar to the “Topple” game depicted in Appendix 4b. If the child builds on each branch of the toy equally, the base will balance neatly on the fulcrum. If the child has weighted down any branch of the base more than the others, the base will be off balance and tilt to one side. This design will subtly underline the message that the four elements of health must work together, and that one should not emphasize one area over the others. We could further reinforce this message by providing the option of turning the toy into a multi-player game in which the goal is to be the first to balance the board—for example, by drawing cards that instruct the players where to add blocks to the base. However, for younger children or for individual creative play, the base can still be removed from the fulcrum and played with on a flat surface.
In addition to this anchor toy, we propose to design individual product lines for each character. For example, Emo could have a line of arts and crafts materials, while Zip might have a line of sports equipment (see Table 1 for a more detailed list of potential product lines). As described earlier, the objective of these product lines is to provide children with opportunities to gain hands-on experience with each of our key areas of balanced health. In the packaging of each of these toys, we can also include a card or brochure with tips and information for caregivers from Watson having to do with that particular area of health. In addition, we propose to include in the packaging a special piece to go with that character’s branch of the anchor toy. This would encourage children and parents to buy from different characters’ product lines, so that they can collect special pieces to go on each branch of the main toy. Together, the anchoring balance toy and the individual product lines will play a key role in extending the message of our show that one must balance eating healthy, being active, sleeping enough, and expressing one’s emotions in order to lead a healthy lifestyle.

List 1: Individual Product Lines
PEPPER - Message “Eat Healthy”- Products: Play food sets, “Grocery store” toy, Food puzzles, Licensed snack foods, Book of recipes, Coloring books, farm, supermarket, etc.

ZIP- Message “Be Active”- Products: Sports equipment like jump rope, balls, horseshoe game,
pogo stick, etc., Activewear clothing line, Indoor/outdoor activities book.

COZY- Message “Sleep Enough” - Products: Sleepwear, Stuffed animals (teddy, etc.), bedding
Bedtime stories, Nightlight, Alarm clock.

EMO- Message “Express Yourself” - Products: Arts and craft materials: crayons, markers, paints, paper, clay, etc., Puppets/Puppet theater, Musical instruments, Feelings book, Feelings chart (“Today I feel…”) with stickers.

VI. Assessment Strategies
Formative Evaluation Results
Our formative evaluation allowed us to test our character and story ideas, while providing us with the opportunity to incorporate that feedback into our final proposal. We were interested in exploring two primary questions. First, are children able to comprehend our general theme of balance? And second, do children enjoy the show? With these questions serving as our guide, we sought to better understand our capabilities as a media-based campaign.
Our formative evaluation consisted of six subjects between the ages of 3 years, 8 months and 5 years, 10 months. A story – “Too Much Hurrying in Hurryville” (See Appendix 2) – was enthusiastically read to the subjects, followed by a series of questions related to their comprehension and enjoyment of the story and characters. See Appendix 1 for a full transcript of their answers. The response to the story was largely enthusiastic and the answers are explicated below.
The first basic question asked whether the children were able to recount what had happened in the story. Of our six subjects, 67% were able to articulate the general plot of the story: a) there was a mayor who b) needed to help to write a speech. There seemed to be no correlation between the children’s age and their comprehension of the plot.
50% of our subjects understood the general resolution of the story, in which the mayor needed to sleep, but not too much. Here, age seemed to play a key role, as the three younger children, all younger than five, did not understand this concept, while the three older children did. This was encouraging, as the children within our target demographic understood our holistic approach to health after a single reading of the story devoid of any corresponding illustrations.
Next, we ascertained what part of the story the children enjoyed most, and here the answers fell into one of two camps. Four of our subjects (67%) enjoyed when Sleepy Bear (whose name has since been changed to Cozy) and the mayor fell asleep in the mayor’s office, while the other two (33%) liked when everyone in BusyTown (now HurryVille) were running around. While they enjoyed different sections of the story, that the story as a whole was enjoyed by all of our subjects – evidenced in their enthusiastic responses to our questions – is very encouraging.
Finally, we were curious what the children thought our characters looked and acted like. The answers here were quite varied (See Appendix 1 for full transcripts). The detailed, adamant descriptions of the characters again highlighted our subjects’ engagement with story. The lack of images in the story allowed the children to imagine the characters in various ways, which further guided us in our creation of those characters’ personalities and visual traits. This engagement, coupled with many of the children’s general understandings of a complex idea, provided us with a renewed confidence and sustained belief in our intervention.

Summative Evaluation Strategies for Show and Toy
We plan on conductive summative evaluations for both the show and the toy. The goals of summative research are to determine whether viewing the show and engaging with the toy cause children to:
o Identify the four components of balance and describe actions associated with them
o Understand that each of the four components are essential to a healthy lifestyle
o Articulate an awareness of the components existing in relation to, rather than in isolation
from, one another
o Demonstrate an increased engagement with each of the four components
In order to ascertain whether these goals are being met through the television show and toy, we propose a double-pronged approach that combines market research and formal studies comparing groups of children who watch the show over a six-month period with a control group. We will also evaluate our impact on parents by comparing those who receive our outreach materials through state-provided parenting classes with those who attend the same classes but do not receive the materials.
Market Research
After the show has been broadcast for three months, we will conduct a phone survey of parents of children within our target age group who live in areas where the show is aired. The surveys will be used to determine whether parents had heard of the show, whether their children watched it (and if so, how often), and how parents would describe it (educational, funny, enjoyable, etc). Parents who were aware of the show would also be asked whether they had sought out additional information on health as a result of the show. These surveys will allow us to determine the reach and appeal of the show across a range of populations (including racial and ethnic minorities and families of low socio-economic status) and measure levels of parental engagement.
Assessment of Child Comprehension
In order to determine whether the curricular goals of the show were met, we will administer pre-and post-tests to three different sets of children who attend daycare centers with whom we will establish partnerships. The first group will watch EZPC. Inc daily over the course of six months, and be provided with the toy during viewing. The second group will watch ECPZ. Inc daily, but not be given the toy. The third (control) group will watch a different show developed for the same age group.
The pre-test will determine children’s understanding of “being healthy” prior to being exposed to the show. During interviews with trained researchers, children will be asked to describe what “being healthy” means to them, and to pick from groups of photographs those activities that they associate with a “healthy” lifestyle. The photograph activity in particular will be used to ascertain whether children conceptualize health as involving more than one component. For example, if a child identifies two photographs in a group as healthy (one of an individual eating vegetables, and the other of an individual dancing), he/she will be asked to articulate the relationship between the two activities. The children’s parents, meanwhile, will be sent a survey to complete and return that establishes household attitudes toward health and healthy behaviors.
After three and six months of viewing EZPC. Inc with or without the toy, or, in the case of the control group, viewing a separate program, the tests will be re-administered to see how children’s understanding of health had changed. Of particular interest will be whether children who watch EZPC. Inc are able to identify a broader range of healthy activities than those in the control group, and whether they are able to articulate that the components work together. Parents will be surveyed again to determine whether self-reported “healthy habits” – either as practiced by the family or expressed by the child – had changed. Controlling for race, gender, and socioeconomic status, we will measure whether watching EZPC. Inc increased children’s understanding of health, and whether the toy aided in their comprehension of the concepts being discussed.
Assessment of Outreach Programs
Within the array of outreach programs we envision, we will focus on the state-provided parenting classes for evaluation. We will choose six different classes from across the state, three of which will incorporate EZPC. Inc materials, as described earlier. The other three will act as a control group. At the beginning and end of the course, participants will complete a survey of their attitudes and behaviors concerning health. They will also be sent a follow-up survey after one year. Results from individuals who completed the EZPC. Inc program will be compared with those who did not. Whereas our assessment goals with children emphasizing increasing awareness and understanding, our goals with parents focus on promoting specific healthy behaviors. To that end, the survey will be geared toward measuring self-reported behavior change in addition to curricular comprehension.

VII. Outreach and Possible partnerships
We view outreach and partnerships as an opportunity to make the message of balance more explicit rather than just extending our distribution. Therefore, we are targeting our outreach to persons and situations most in need of our campaign. We focus outreach to hospital clinics, places of ceremonial feasting, and organizations that provide parenting skills. Positioning our outreach in these areas serve to deepen the message of the TV show and make it more personally overt and unambiguous. Secondly, in both our broadcast and targeting efforts, we aim to establish ECPZ.Inc as a brand in and of itself.
To focus our outreach on persons, we extend to new-parent education classes, state-mandated parenting classes and training for foster and adoptive parents. All caregivers in these programs will receive “Balance Me Out” parent literature about the importance of balancing the four key components of health, and a coupon for our main ECPZ.Inc toy with suggestions for how to maximize its educational potential. The new parents group will participate in an activity that models family viewing of the TV show, in which we will coach the caregivers in reinforcing the messages of the show for their children. Caregivers will also be offered the opportunity to sign up for a weekly e-message health tip from EZPC.Inc. In the foster care/adoptive care state program, we will develop healthy balance literature specifically for Session 5 of the program, which deals with children’s health.
We also focus outreach to situational contexts. We propose reaching out to parents through a Birthday Party event package, offered through national chain restaurants that are popular sites for children’s parties. This package will include our birthday show segment on DVD, movement party activities, parent literature, and a gift bag with samples of our toys. We believe that this will be a high-profile way to get our message out to a wide range of caregivers as well as an opportunity to stress at the source that there are ‘sometimes’ foods that need to be balanced with proper activity and adequate rest.
Finally, we plan to design a website that will offer further opportunities for outreach to parents and children. The website will include interactive games that reinforce the show’s content, as well as kid-friendly healthy recipes from Pepper, sleep tips from Cozy, indoor and outdoor activity suggestions from Zip, and ideas for dramatic and arts and crafts activities from Emo. There will be space for children to share their experiences and activity suggestions related to each health area. A separate caregiver area will provide adult-oriented information about each component of health and about the importance of a holistic approach to a healthy lifestyle. This area will also include suggested learning activities for both parents and child care providers based on particular episodes of the show and/or the toy and product lines. Finally, caregivers will be able to sign up for weekly emailed ECPZ.Inc health tips.
For our outreach efforts, we envision partnering with fast food restaurants, state social services, individual program providers of court-mandated parenting classes, and hospitals and maternity clinics. For the toy and product lines, we envision partnering with companies such as Fisher Price, Crayola, and New Balance.

VIII. Conclusion
Balance is a key factor in achieving long-term positive health change. For example, not every food choice has to be perfect. Food choices over several days should fit together into a healthy pattern. We must all learn to find our own balance between caloric and nutritional intake and physical activity. Usually, we think about our time awake far more than our time asleep, but the way we sleep is just as vital as what we do in our waking hours. Knowing more about sleep and how to make the most of it can positively affect our daily lives. Developing a balanced life is essential in helping one cope with instances of stress and anxiety.
Given the necessity of balance in all of these areas of health, our intervention takes a holistic approach to tackling these problems. Whereas most health campaigns focus on a single aspect of health, ECPZ.Inc promotes an array of healthy habits, not in isolation but in relation to one another. We acknowledge the complexity of a healthy lifestyle and distill it into an easy, fun, and accessible message in a TV show. We also extend the learning beyond the show with our toy and product line, which help facilitate new revenue streams that increase financial sustainability. Moreover, our formative evaluation shows that children in our target age range understand these concepts and enjoy the characters. There is much value in instilling the message at an early age – particularly in a manner that is fun and engaging. Our intervention accomplishes this, and in light of the problems facing our country, it does so just in time.


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Appendix 1: Sample storyline, as read during formative evaluations

Too Much Hurrying in Hurryville
Once upon a time there were two friends named Cozy and Zip. Cozy was a bear who loved to sleep. Cozy loved to sleep so much she would sometimes fall asleep in the middle of dinner, or while talking to friends. Even when she wasn’t asleep, Cozy would throw her head back, stretch her mouth wide open, and yawn – and then she would hiccup, because more often than not, she’d stretched his mouth so wide a bee or a moth would fly right in.
Zip, on the other hand, was a quick little mouse who was always running around. She wore roller-skates and carried a backpack with balls and bats so she could play games wherever she went. Zip was happiest when climbing trees – or, even better, mountains. Playing outside was her favorite thing in the world, and she loved moving her body so much that she could barely sit still.
One day Cozy and Zip received a message from the mayor of a nearby city called Hurryville. The mayor of Hurryville had a problem – he had a write a speech for Hurryville’s annual HurryNess festival, and for the first time in his twenty-year career, he couldn’t seem to come up with anything to write! So he sent a letter to Cozy and Zip, asking them to please come and see if they could help him in time for the festival.
Zip and Cozy had never been to Hurryville before. When they arrived in Hurryville three days before the festival was supposed to begin, they couldn’t believe their eyes. Nobody in the town walked. They only ran. When Zip and Cozy would try to ask someone for directions, the person would only manage to gasp something like, “I’m sorry—too busy—go that way!” before dashing away, a “To-Do list” the length of Niagra Falls trailing from their fists. Mothers, fathers, even little children and babies in strollers, were all in such a hurry they could barely stop to breathe. They were all very polite – they would say “Excuse me, but I’m in such a hurry,” and “Pardon me, I just have so much to do” when they accidentally jostled one another on the street -- but were too busy to ever stop and talk to one another.
“I’m tired,” grumbled Cozy to Zip as the two made their way toward the mayor’s office. “Everyone running around so much makes me want to take a nap.” “Are you kidding?” cried Zip, who was so excited she kept rollerskating in circles around her friend. “This place is great! Look at how much everyone is getting done! If I lived here, I could exercise all day and still have things to do!”
“Yes, but you would never have time to play any sports,” said Cozy.
Before Zip could answer, the two friends reached the mayor’s office and were rushed inside.
The mayor of Hurryville was a short little squirrel with big round glasses and a bald spot on his head. When Zip and Cozy walked in, he was signing papers with his right paw and writing notes to his assistant with his left. He jumped out of his chair when he saw them.
“Welcome! I was hoping you’d come! Have a seat -- the speech – I have so much to do – we should talk – do you mind if I work? I should have had these signed by now…”
And the mayor went right back to signing his papers and writing his notes as the two friends sat down.
Zip spoke first. “Thank you for inviting us,” she said. “This place is so nice! Everyone is so busy – they must do a lot of important work every single day!”
“Thank you,” gasped the Mayor as he scribbled his notes, “Yes yes, we are busy – very busy indeed – but there is so much to do… Now tell me,” he said to Cozy, “What do you think of my town?”
But Cozy did not answer, because she had fallen right to sleep in her chair.
Zip was embarrassed. “Cozy!” she whispered, kicking from her seat, “Wake up! Psst! The mayor is talking to you!”
“Huh – what?” Cozy woke up a start, and stretched. “This chair is so comfortable… I just wanted to close my eyes for a second or two.”
“Cozy!” Zip hissed. “You can’t keep falling asleep wherever you are!”
“I’m sorry,” Cozy said. “It’s just that watching everyone run around made me so tired… doesn’t anyone get any rest around here? Oh… excuse me…” And Cozy threw her head back, stretched her mouth wide, and let out a gigantic yawn.
“Interesting,” said the Mayor. Zip looked over and saw that for the first time since they had walked in, the Mayor had stopped writing. “Sleep… That sounds so nice… I’ve been so busy I haven’t slept in a long, long time…”
“What?” cried Cozy. “Well, no wonder you haven’t been able to write your speech! You can’t work well unless you are sure to get enough rest!” “Yes,” said the Mayor, “I would love to get some rest…” “Wait a minute,” said Zip. “You can’t just go to sleep. The speech is due in three days – when are you going to write it?”
“Don’t be silly,” said Cozy. “If he goes to sleep, he will feel better when he wakes up, and will be able to write the speech in no time.”
“Yes,” said the Mayor, who was already rubbing his eyes and putting his squirrel head down on his desk, “I’ll just take a nap for a few minutes and then I’ll feel so much better…”
Within minutes, both the Mayor and Cozy were snoring loudly. Zip looked around and sighed. “Well,” she thought, “I might as well go look around the town until they wake up…”
So Zip spent the rest of the day seeing the sites in the town. Once night had come she went back to the Mayor’s office. “Mayor! Cozy! Wake up!” she said. “You have to write the speech!” Cozy grunted; the Mayor rolled onto his side. “I’m so comfortable,” he mumbled, “Just five more minutes…”
Zip left and came back the next day. By this time the Mayor had stretched out on his desk and had pulled his tail up under his head like a pillow. “Mayor! Cozy! Wake up!” she said. “You only have two days to write the speech!” Cozy batted her paw over her eye. The Mayor whistled in his sleep. “Come back later,” he murmured, “I need to get my rest…”
When Zip marched into the office the next morning, the Mayor had used his papers to cover himself up like a blanket. “Mayor! Cozy!” she cried. “The speech is due tomorrow! You need to wake up!”
“Cocoa,” Cozy mumbled in her sleep.
“Acorns… so many acorns,” gurgled the Mayor.
Zip threw up her hands and left.
The next morning, Zip passed citizens of Hurryville hurriedly putting up decorations for the festival. When she got into the office, she stood on top of a chair and started to yell. “Mayor! Cozy! You have to wake up!” she shouted. “The speech is due TODAY!”
“TODAY?” squeaked the Mayor, falling off his desk with a crash. “Today?? Oh dear, oh dear… what am I going to do? YOU!” he pointed angrily at Cozy. “YOU told me that if I went to sleep I would be able to write my speech!”
“I thought you needed rest!” Cozy said, rubbing her eyes. “Everyone here works all the time. It’s not good to never get any sleep!” “But it’s also not good to sleep all the time,” said Zip. “You can’t read books, or play games, or write speeches when you’re asleep.” “What am I going to do?” moaned the Mayor. “I haven’t written a thing!”
“But I bet your brain doesn’t feel so fuzzy now that you’ve gone to sleep,” said Cozy.
“Well… yes,” said the Mayor.
“And I bet you have a bit more energy now that you’re awake.” said Zip.
“Well… yes,” said the Mayor. “Now that you mention it, I do feel a lot more calm… maybe I was too busy before.”
“Do you have any ideas about what you want to say to the town?” asked Zip.
“Well…” said the Mayor, twirling his tail as he thought, “I had a dream about what the town would be like if people weren’t so busy all the time… if they made sure to get enough rest and weren’t always in a hurry…” “That’s perfect!” cried Cozy. “You can tell the town how important it is to rest.” “As long as you don’t rest too much,” added Zip.
“You’re right!” said the Mayor. “That is a great idea… I feel like I could start writing right now…”
“We’ll help,” said Cozy, and together the three of them finished the speech in plenty of time for the festival. That evening the Mayor talked to the time about the importance of balancing being in a hurry with getting enough sleep. The speech was a great success, and that night Zip and Cozy already noticed a change. People were stopping to say hello to one another on the street. They had time to smile and laugh. And most of all, they talked about how excited they were to go home and get some sleep – but not too much sleep, of course.

Appendix 2: Formative Evaluation Transcripts

v Sam, Age 5
(Noah reads the story)

q.What happened in the story?
a.I don’t remember the names of the people
q.That’s ok, do you remember what they had to do?
a.They had to go to the mayor’s office and help him tell a speech.
q.What was your favorite part of the story?
a.When Zip – When Sleepy-bear and the mayor went to sleep in his office.
q.Who did you like the best? What character?
a.The Mayor and Sleepy Bear.
q.Why did you like them the best?
a.Because they both like sleeping.
q.What do you think Zip is like?
a.Really running around a lot.
q.What about Sleepy Bear?
a.Sleeping a lot.
q.What do you think Sleepy Bear looks like?
a.Like a bear.
q.Like a big bear or a small bear?
a.Big bear.
q.Does he wear any clothes?
a.No clothes. No hat. Big silky ears, and big googly eyes and a big fur nose.
q.What do you think Zip looks like?
a.A mouse. With a backpack and roller skates. A little fur cotton nose and little googly eyes and a tail.
q.Like a big mouse or small mouse?
a.Small mouse.
q.What was the problem that they had to solve?
a.They had to help the Mayor.
q.What was the problem with the mayor?
a.He had to finish a speech.
q.Do you remember why he couldn’t finish the speech?
a.Because he didn’t know anything.
q.Did the people in Busytown learn anything at the end?
a.Yeah, you should sleep a little.
q.A lot?
a.Shakes head no.

q.Medium?
a.Yeah.
____________________________________________

v Max (5 yrs and 8 months)
v Paco (5 yrs and 10 months)

(Melissa reads story)

M: Well, I want to ask you guys a couple questions….So, can you tell me what happened in the story?
X: Everybody was running around and they didn’t have time to talk.
M: And then what happened, Paco, do you remember? …
P: Then they met the messenger.
M: They met the messenger? What were the messenger’s names? (Silence) What else happened in the story? Everyone was running around and they didn’t have time to talk, what else happened in the story?
X: The man was using one hand to write and the man was using the other hand to….speech!
M: Yeah, he had to write a speech, right? What was the problem in the story?
P: He didn’t know what to write! And that was --- he fell asleep for two days.
M: Yeah, who told—
P: I mean 3 days.
M: Who told them to go to sleep.
P: Sleepy bear.
M: Sleepy bear. Well, what happened at the end?
X: They lived happily ever after.
M: But what happened before that? What did the mayor do?
X: He… woke up.
M: And then what did he do?
X: He write the speech very quick.
M: And what did he tell the people in Busytown to do? Do you remember, Paco?
P: To…to not to get too much sleep.
M: Yeah. And what else? They were busy all the time, and he told them to do what?
X: To get some more rest at night.
M: That’s right, you guys got both things. So he told them to get some sleep but not too much. So what did you guys like best in the story?
X: When everybody was running around.
M: What about you Paco?
P: Well, when everybody’s running around because it’s really funny.
M: Thinking about that town with all the people going like this and bumping into each other? You like that? (Laughter) Okay, so tell me what Zip was like?
X: Zip like?
M: Remember that little mouse called Zip? What was she like?
X: He was like….always running.
P: She was like smart.
M: She was smart, and what did you just say?
X: She was like…um, mouse, she wanted to wake up the man and Sleepy Bear.
M: Yeah, what kinds of things did she like to do? Do you remember from the beginning?
X: Uh, wake up.
M: Okay. And what was Sleepy Bear like? Max, you just lay down on the floor and went to sleep. Was that what sleepy bear did?
P: I’m the mayor! (Climbing onto the couch and lying down)
X: Hey, who woke me up?
M: (laughs) I’m Zip, I woke you up. So Sleepy Bear was sleepy? And so was the mayor, right? So can you guys tell me what you think they look like? Let’s say I was going to draw them, if I was going to make a TV show, what do you think I should make Sleepy Bear look like? ….[conversation about coming off the couch] What would he wear?
X: He would just…oh, wait, I think I have clothes that maybe he—
M: No, don’t go! You’ve got to stay right here. You have some ideas? Do you think he’d be big or little?
X: Medium.
M: He’d be medium?
X: Yeah, that’s what my teddy bear looks like.
M: What color do you think he would be?
X: Uh, the color of a teddy bear.
M: What color is that?
X: Ummmm…
M: What color is a teddy bear Paco? ….Brown?
P: Oh, what what what wha? (Sitting up suddenly)
M: Or should I call you mayor? The mayor just woke up?
X: I know the color it should be, this color (pointing to painting on wall).
M: Oh, that’s sort of like yellow-brown, or that’s more brown, isn’t it? Do you think he would wear a hat or not? Would he have glasses, what do you think he would be like? (no answer) Or Zip, the little mouse on roller skates, what do you think the mouse would look like?
X: Um, maybe he will wear roller skates.
M: Okay.
P: Maybe he will have a skinny tail?
X: And also he’ll have pink ears inside. Because I saw a mouse in the library before (tells a story about coming across a mouse in the library).
M: So my last question to you is, do you remember what they had to balance in this story?
P: Sleep.
M: Sleep with what?
X: Sleep with—
P: Too much!
X: --well, the mayor was sleeping with his tail and the papers, and Sleepy Bear was sleeping with chair.
M: Yeah, and you said sleep with too much? What do you mean by that? (shrugs) What did they have to balance between? (silence) You said sleeping and sleeping too much, is that what you mean?
P nods.
M: So they had to get somewhere right in the middle, right?
P: Right.
M: Alright, that’s all I wanted to ask you. I’m all done. Anything else you wanted to say about it? Can you think of a good name, if Zip and Sleepy Bear were on a team together and they went to go help people, what’s a good name for them? If they were like superheroes and they had to go help people all the time.
X: Uh, ….the bear and mouse team.
M: That’s a good name.
P: I have good one! The Super Zip and Bear Team!
M: Yay, that sounds good! Let’s see if your voices are on here.

_____________________________________________

v Ella (3 and 10 months)
v Niko (3 and 8 months)
v Jahnavi (4 and 2 months)

(Melissa reads story)

M: So I want to ask you guys a couple questions. What happened in that story?
J: The bear (?) sleep all the time, and then the festival was the next day.
M: Yeah, he was sleeping all the time. And then what happened, Ella?
E: Then he woke up. Then he… then he….
M: Then he woke up, yeah. What was the problem in the story, Niko?
N: Um, Sleepy Bear told the guy to sleep.
J: And then the mouse said, “Wake up, the festival is today!”
M: Yeah, why was that a problem that he was sleeping?
J: Because the festival was today.
M: And he had to write a?
J: A speech.
M: He had to write a speech. Alright, what was you guys’ favorite part of the story? Ella, you start.
E: Uh, when the uh, when the bear keep sleeping.
M: That was your favorite part? What about you Niko?
N: I like the part when Baby Bear told the mayor to sleep.
M: When he told the mayor to sleep? Okay. And Jahnavi, what was your favorite part.
J: When they were talking then, for dinner, then he fell asleep.
M: Oh, when they were just talking and he fell asleep in the middle of everything?
J: Yeah.
M: That was funny. And do you guys remember what Sleepy Bear was like?
N: A bear.
M: Good, what else was he like? What did he do?
J: He sleeps.
M: He sleeps all the time! Was he friendly? Did you guys like him?
All: Yeah.
M: Good. What about, what was Zip like?
J: He liked roller-skates.
M: What else? Niko, do you remember?
N: She had balls and bats in her backpack.
M: Yeah, that’s right, because she liked to do what kind of things?
N: Play.
M: She liked to play.
N: And move.
M: And move, that’s right. And do you remember anything else, Ella?
E: Only one.
J: ---- she goes to school maybe she just moves at school.
M: Yeah, maybe at school she just moves around all the time and can’t sit still?
J: Yeah.
M: Do you guys like Zip.
All: Yeah.
M: Were Zip and Sleepy Bear helpful? Did they help the mayor?
All: Yeah.
M: Alright, what do you think that Sleepy Bear looks like?
N: A bear.
M: Good. What do you think he wears?
E: A red shirt.
M: A red shirt, what else?
J: He wears blue pants.
M: A red shirt and blue pants, okay.
E: And pink socks.
J: And black underwear.
E: And black Sams (?).
J: And black sandals.
M: Okay, is he big or is he little?
J: He’s little.
N: Big.
M: You think he’s big, you think he’s little…
E: And mine is medium.
M: Okay, what about Zip, what do you think she looks like?
N: I think she looks like tiny.
M: You think she’s teeny tiny? On her little teeny tiny roller skates?
E: And I think her is medium.
M: And do you think she wears pants or shorts or a skirt or a dress?
E: She wears shorts. She wears yellow shorts.
M: Ella thinks she wears yellow shorts.
J: I think she wears a dress.
M: Jahnu thinks she wears a dress. What do you think?
N: I think she wears a princess suit.
M: Oh, okay, wow.
J: And I think there’s a other boy mouse that wears a red suit.
E: I think she has a helmet and she’s going ice skating and she is skating.
M: Oh, Ella had the idea that you think she wears a helmet and she’s going ice skating. You think she wears like knee pads and elbow pads and everything?
N: Yeah, in case she falls. And ---- hurt her arm.
(All talking)
E: And he’s skating outside.
M: And she’s skating outside.
E: No, it’s a he!
M: Oh, okay, it’s a he? Alright, do you remember—if I told you they had to balance something in the story, there’s something the people had to learn to balance, what do you think that was?
J: They didn’t have to bump.
M: Oh, bump into each other? The people in Busytown?
J: Yes.
M: Okay, good, that’s one idea. What else do you think they had to learn how to balance?
E: On the thing (?) we used in ballet class, this thing? (Puts arms straight out to each side and moves them like a see saw or like balancing).
M: On the see saw in ballet class? You have to balance? [I thought she said see saw, but looking back she might have been describing a balance beam.]
E: Yeah.
M: Okay. Any other ideas, Niko? That they might have had to learn to balance in the story?
N: I don’t know.
(Kids are getting restless.)
M: Okay. What did the people in Busytown learn at the end of the story?
N: They had to talk and sleep.
M: Okay, what do you think they learned Ella?
E: Um….like they….
M: Remember the people in town who were really busy and then the mayor gave them a speech, and what did he tell them?
J: Sorry.
M: What did he tell them to do at the end?
J: --- I’m sorry I was sleeping and I didn’t make a speech.
M: He did make a speech though, remember?
J: Yeah.
M: He made a speech and he told them to do something. Do you remember what he told them to do?
N: I don’t remember.
M: Remember they were so busy? And he talked about how important it was to…?
N and J: What?!
M: You said it (to Niko)! To sleep sometimes. Yeah, to rest. He said it’s important to rest sometimes and not always be busy. All right, the end.

-end-
(COPYRIGHT © 2006 Powell,Gibas,Jhalani,King,Rauch. All Rights Reserved)

Wednesday, May 24, 2006

A Position on the Phenomenon of Off-shoring and Outsourcing of Architectural Services in regards to International Policy Entities


The Asian and Pacific Economic Cooperation is quite aware of the reality of off-shoring and outsourcing as it exists now in an international perspective and it’s transformational trending. We define these business arrangements as those in which architectural firms in developed nations contract with architectural firms in lower-wage nations to prepare their construction drawings, for projects that will be built in the developed nation. This trend has been duly noted. 22% of the gross fees of Australian architects are earned offshore[1]. I will briefly review our understanding of the causes of this business practice, its effects on developing and developed countries and our recommendations for international practice in light of this phenomenon.
We are in the midst of a transformation, both in terms of the ideology of capitalism in a shrinking, integrated world as well as actual business systems pinned to the need for economic viability. In developed countries, ‘symbolic analysts[2] “as architects have been described, are faced with a competition for architectural projects that require, during the bidding process, ensuring quality at a competitive cost (which can be realized through lower wages or expedited work from underdeveloped nations). Furthermore, the near future may present an educated client that requires off-shoring to leverage desired amenities with architectural fees.
The architecture firm in the developed country may use this business process as a way to stabilize their personnel numbers and raise the level of firm professionalism. For many years architects have contracted work locally, but always the wage margins were based on prevailing local conditions. Usually, only the desire to build facilities overseas necessitated collaboration with a foreign architect. Practitioners of architectural services in less developed countries may look upon this work as lucrative income, higher social status, valuable practical experience and possibly an opportunity to build a standard database. Regardless, the social and economic impact can be enormous.
In developed countries within APEC, it can act as a stabilizing medium for the design firm. The average turnover among architecture firms in the last 15 years has been “between 15% and 20%”[3] Savvy partners in the firm can use currency fluctuations as a way to increase the profit ratio. This may even serve to extend the mission of a firm that strives to de-centralize the design process, especially if they have an emphasis on providing value and they set to differentiate themselves in the market for promoting that quality. Off-shoring can also provide an opportunity for firms in the developed countries to set ethically social parameters through discussions with personnel , guidelines to protect the privacy of their documents for the client and structures to ensure copyright protection.
Off-shoring likely to affect architectural practice in the developing nations within APEC in a multitude of ways. Personally, it can be a lucrative source of income in depressed economies. Farsighted managers can use peripheral work, project teaming and other balancing mechanisms to stabilize the workflow. Moreover, the self-esteem attained by providing an essential product cannot be undervalued. Socially, off-shoring provides an opportunity for local leaders (within the framework of their environment) to set cultural and legal standards for the wage and working conditions for these workers. This might be an avenue to redress eras of discrimination or lack of access. Nationally, an underdeveloped country, with an able administration, can explore what the ‘value’ is that their participation in the design process adds. They might initially set out to differentiate themselves in the marketplace of underdeveloped countries as the one knowledgeable and able to add an unique ability in either time or expense and they might use this foundation to raise their expertise to improve the countries overall quality of professionalism. Further, on the national level, they could regulate the ‘professional wealth’ in the country by providing incentives for quality architects to remain. Educational training, apprenticeship and registration are important in this process of ‘raising the bar’.
Therefore, I offer the following recommendations to ensure that off-shoring does not threaten the public health, safety and welfare. Firstly, as a position of APEC, I would strongly endorse the UAI standards [4] and extend our position from their foundation. Within the Principles of Professionalism, we further recommend that the architect “thoroughly consider the social and impact of their professional activities in relationship to basic human rights.” This is true of the architect in the developed country as well as any registered architect that is involved in the procurement of architectural services in the developing country. Secondly, while we acknowledge that developing countries may contain a less adequate mechanisms for training, providing experience and testing of new architects, and the incentive may be there to emphasize architecture as a trade, rather than a profession, we strongly support the UIA Accord in principle, acknowledging the sovereignty of each nation to set priorities within a plan for excellence that gives the full range of knowledge and ability as stated in the Educational policies of the UAI. Thirdly, we look to all nations to develop the proper social structures to allow humane working environments, locally acceptable work hours, benefits, redress, and verify the eligibility of individual to perform the work. Fourthly, we look to the business collaboration to set the privacy requirements for each project and each member country to ensure that international copyright and trademark rights are followed and violations are vigorously litigated. Finally, the position of APEC is that off-shoring and outsourcing provides a great opportunity to both the developed and underdeveloped countries. Use of this business process in a way that ensures public health, safety and the welfare of people are both expected and required. --Mikael Powell


[1] Royal Australian Institute of Architects, (1999) submission to the Productivity Commission Inquiry, Review of Legislation regulating the Architectural Profession, Melbourne, December.

[2] Robert Reich (1991),the Work of Nations, “The Three Jobs of the Future”, Alfred A. Knopf, New York.
[3] Dalal,P. (2000a) “ Staff turnover eases slightly in 1999”, AIA Architect, April.

[4] Union Internationale des Architectes , UIA Accord on Recommended International Standards of Professionalism in Architectural Practice, Adopted by the XXI UIA Assembly in Beijing, China, June 28, 1999.

Saturday, May 20, 2006

Xintiandi- Adaptive Mixed Reuse Success?


Xintiandi: An Adaptive Mixed Reuse Retail Development: Shanghai, China
Phase 1 -North and South Block
by Jack Nyman & Mikael Powell

Our case study is Xintiandi, a 230,000 sf adaptive mixed reuse retail and entertainment project in the heart of Shanghai’s Luwan district in mainland China (See Fig. 1). The development of the 1st phase was completed in 2002 and it consists of two complete historic city blocks.
Client
The Client was Shui On Properties from Hong Kong, but the local government was a key player in this project. In post reform decentralized China, the local government became the main catalyst in the formation of pro growth coalitions between themselved and developers such as the Shui On Group. At the epicenter of Xintiandi’s first phase is a national historic shrine, the former school building where a young Mao held the first Congress of the Chinese Communist party. City planning required Shui On to preserve the buildings around the school and limit the height of new construction near it, so this set important zoning parameters from the start. Despite the role of the private sector as a capital provider and implementer of vision, the government controlled the direction and pace of urban redevelopment through policy intervention, financial advantages and governance of land leasing. Shui On Properties was granted rights to the site and began planning the project in 1997.
Program
‘Xintiandi’, which literally means “new earth and sky”, is an adaptive mixed reuse retail, residential, hotel, and entertainment development. Its first phase, constructed from 1997 to 2002 (3.6 acres) is identified as the North Block and the South Block. This $58 million US project represents the first stage of a 72 ac. mixed–use community called Taipingqiao (pronounced tai-ping-chow) that, when fully completed, will include two five star luxury hotels, a 68 –storey office tower (Corporate Avenue international business district), 6,000 apartments nestled around a man-made lake, a refurbished antique street, two museums and five live theaters( See Fig. 8). The original program was a collaboration between its American architect, Benjamin Wood and the Hong Kong based developer, Vincent Hong Sui Lo, chair of the Shui On Group. The program was based on Ben’s experience working with Benjamin Thompson, creator of the Rouse Company’s Festival Marketplace concept (See Fig. 18) and Lo’s vision of a cultural entertainment district derived from his travels to such places as Sienna, Santa Barbara and Miami. The North Block (1999-2001) consists of adaptively reused stone-gated facades of original homes of the site. This section is retail, office, bars and restaurants specializing in multi national cuisine. The South Block (2000-2002) is more contemporary in its design. In mid 2002 the South Block officially opened with its shopping, entertainment and leisure/lifestyle tenants. Their combined gross floor area is 229,755 square feet. The contemporary architecture of the South Block houses boutiques and accessory shops, a food court, movie cinema, fitness center and 88 Xintiandi executive residences which offer luxurious serviced apartments for business travelers, tourists and expatriates. There is also an underground compound with 220 parking spaces (See Fig. 9).
Selection Process
The site was offered to the developer, Shui On Group, by the local government. Mr. Lo had, through his extensive world travels, made several visits to the United States. In one trip to Miami he experienced the Lincoln Mall development designed by Boston based architect, Benjamin Wood. Mr. Lo was convinced that a similar pedestrian oriented retail, entertainment theme would work in Shanghai. He became committed to this idea and wanted an architect whose work he had seen and who he could trust. Initially Nikken Sekkei International out of Singapore was hired as the architects but that changed early in the project.
Ben Wood was invited by Vincent Lo to Hong Kong and Shanghai along with four other architects for interviews. The other firms included SOM San Francisco, the old Ben Thompson firm in Cambridge, Massachusetts and two other international firms. Wood was the only architect interviewed who championed the idea of saving most of the old buildings. Lo was sympathetic and this idea fit into his own vision as well as the leanings of local government. Lo made the decision the same day he met Wood (which was the first time they had met).
Vincent Hong Sui Lo wanted to incorporate a sense of the romance into the project. This coupled with a striving for perfection, guided him throughout the project development. The idea from the beginning was not to do a traditional residential or commercial development as there was an oversupply of those asset types at that time (See Figures 13, 14).
Economic and political conditions
Shanghai achieved new prominence in the 1990s as economic reforms and new national leadership (headed by Jiang Zemin and Zhu Rongji, both former mayors of Shanghai) gave it freer rein and more autonomy, unleashing the entrepreneurial spirit that Shanghai had so cultivated during the colonial years. In the early 1990s, the newly rising Chinese urbanites began craving a new lifestyle for their leisure time - the pursuit of a certain type of lifestyle through shopping and entertainment emerged.
Contractual relationships
The designer, Ben Wood, was originally associated with Wood + Zapata in Boston, Massachusetts, USA. On this project he was responsible for the design of all exterior public spaces, renovation plans for all existing buildings (See Figures 16, 17), all new structures, lighting, most of the landscaping, signage special feature design ( including entry fountain) conceptual plans for different uses/types of tenant, and development of tenant design criteria for all interior spaces. He was under contract to the executive architect at the beginning, then directly to Shui On Properties after a design compromise on an earlier design.
The Executive Architect was Nikken Seikkei International, Singapore. This practice was founded in 1900, and is Japan's largest independent planning/architectural/engineering consulting firm. The developer was Shui On Land, led by Vincent Lo, with Henry Cheung and Albert Chan. These were the very early days of Shui On as a property development company. Their core business at the time was construction and building material in Hong Kong- not China. Mr. Lo and his small team were the entirety of his office. There was no big bureaucracy (It is very different today). The client was Shui On Properties from Hong Kong and the construction supervision was also carried out by their office. Various local Shanghai companies served as contractors. The San Francisco office of SOM- USA established the original entitlement for gross floor area, building heights, and setbacks in an overall Master Plan for the entire area (which included Xintiandi). Other consultants included Maunsell Engineering and Meinhardt Company for structural work. The local design group, Tongji Institute provided the construction documentation.
Luwan, one of the busiest and oldest inner city districts in Shanghai, signed a cooperative agreement with Shui On Group on the Taipingqiao area of which Xintiandi is included.
Construction Process
Chain of communication was informal, but ultimately all decisions, big and small were made by Vincent Lo after consultation with the players involved. Ben Wood relocated to Shanghai during the final design and construction phase and founded Ben Wood StudioShanghai. He worked very closely with the Executive architect and the local design Institute in a “joint venture” type relationship- even sharing the same physical workspace oftentimes. I could not discern from our correspondence, the degree to which Ben’s interpretation of the importance of local history or culture affected decisions in the project. It is notable than all final decisions were by Mr. Lo of Hong Kong. Approvals were the responsibility of the Client and the Tongji Institute. All meetings of this nature were conducted in Mandarin. Over 40 individual building permits were obtained each requiring approval from over a dozen government departments.
Environment and Technology
Because Xintiandi has a variety of entertainment options, Shui On installed special sound insulation to control the noise level from each outlet to 55 decibels or below. To control air quality, ventilators are located on the roof as stipulated by the government. In addition, air filtration devices are installed in ventilators that release air with strong smell. Shui On further describes the environmental considerations on the project as follows [1]” to control the quality of wastewater to meet government requirements, wastewater goes through the Class II sewage treatment chamber located at the basement of each building before being discharged to the City Council Sewage System. Oily wastewater from restaurants first goes through a grease intercept chamber before being treated by this system”.
Cultural Influences
Rather than demolish all the original declining neighborhood’s houses and replace them with modern structures as was typical of new developments within the city, the architect suggested to the developer to preserve and restore the ornamental façades of the structures. The developers painstakingly salvaged the area’s Shikumen lane houses, including their outer walls, lintels, eaves and wooden windows and adaptively fitted them into modern structures and fittings (See Fig. 7).
Preserving everything was not financially and structurally feasible. Most of the buildings were in poor shape after their 80 year life. Where there was severe deterioration, the developer and architect opted to retain only those architectural features (the stone gates and the alley exterior walls) that give the area its unique character, while rebuilding the rest of the structure (See Fig. 10).
Approximately half of the preserved Shikumen houses (See Figures 4, 5, 6.) were taken down and put back together brick by brick, an approach that is only financially possible in China because of the very low cost of labor. While the exteriors are now authentic period restorations, there are new structural frameworks within them. The buildings are fully equipped with state-of-the-art conveniences and mechanical services such as air-conditioning and fiber-optic systems. The choice of interior refurbishment and design was left to the individual tenant. Some buildings were demolished to make piazzas and passageways; the open, pedestrian-friendly space is a distinctive feature of Xintiandi’s urban design.
Affects of the Project
The Urban Planning Design and Research Institute of Shanghai Tongji University was in it’s infancy at the start of the project. Now, through the success of this project and other initiatives, it has grown to contain 4 departments with 5 undergraduate programs, 6 master degree programs, 4 doctoral programs and 1 post-doctoral mobile research station in Architecture and Urban Planning. On a national level, many replicas of this project have sprung up; the Xihutiandi project in Hangzhou (also developed by Shui on Properties), SOHO commercial street( called Beijing Xintiandi) and Jianguomen (an ancient city gate of Beijing) as part of Beijing CBD. Ben Wood is currently doing major mixed-use complexes in Chongqing, Wuhan, Hangzhou from his Shanghai office. Many of these projects have included some level of historic reuse.
In regards to international practice requirements, pursuant to the directives and regional requirements, Shui On Properties (In 1996) hired a local subordinate real estate company in the Luwan district, which became a partner of Shui On (nominally at 2 – 5%). This satisfied a policy requiring local participation. Moreover, almost the entirety of the project (99%) was constructed by local trades with local materials. Only a few operable skylights and small hydraulic elevators were imported.
Evaluation of Success
Xintiandi garnered much recognition, such as the ULI Awards, and the development was financial profitable (See Fig. 17). The completed master plan includes a lake, extensive sitework and upscale housing (See Fig. 3.) President Jiang Zemin visited the project after completion and complemented the developer on the quality of the experience.
In regards to historic and cultural responsiveness, it is important to note the era of evaluation. In the mid-1970s, Chinese leader Deng Xiaoping “unleashed his country's entrepreneurial energy by exhorting, "To get rich is glorious!" [2] to which this project may be seen as the fruition. But this development, which contains communist-era tchotchkes, markets filled with crafty knockoffs and the highest of high-end stores[3] encompasses the meeting place of the First National Congress of the Communist Party of China. It would be safe to say that Chairman Mao would not approve. Originally the urban redevelopment in Shanghai was to improve the living conditions of residents in the shanties and dilapidated areas. After market oriented economic reform, promoting economic growth and image-changing became important goals of redevelopment. The old lilong style neighborhoods comprising thousands of households were evacuated to make room for the property redevelopment (see Figures 11, 12). If added with the relocation of the Taipingqiao project, more than 3,800 households and 156 work units were relocated in 43 days- creating the fasted record of relocation in the history of Shanghai. According to interviews, some people even had to quit their jobs later because of expensive commuting charges.
Kenneth Frampton might scoff at the “simple-minded attempts to revive the …forms of a lost vernacular” [4] when done so without regard of the context of the original form. While some example of restoring the original spatial emotion exists in the narrow passageways of existing stones, much more is reconstructed as nostalgic ornamentation. Even Delphine Yip, an architect with Wood + Zapata and a Harvard graduate, acknowledged in an interview for Travel and Leisure Magazine “Everyone said “who would want to eat in a dirty peasant house?” This leaves one to ponder the purpose of historic preservation in light of eviction, control of property appearance and integrity of adaptive reuse. Despite those concerns, arguably the project seems in compliance with UIA standard 2.1. As preservation standards vary from neighborhoods to municipalities, this level of demolition/restoration would probably find favor in severval locales.
Moreover, this project seems to largely mimic Quincy Marketplace in Boston Massachusetts (See Fig. 18) and other Western developments. Although Xintiandi has incorporated indigenous concepts of space, and scale one would hope that they don’t duplicate the local/ national merchant ratio of the predecessor. At it’s inception in 1976, architect Rouse predicted ''a new kind of retailing with small merchants and small shops selling food and other items”[5]. The inclusion of national chains has adversely affected the market.
So, is this historic adaptive re-use project successful? Perhaps history is the best judge.

Bibliography

Greg Yager and Scott Kilbourn, “Lessons from Shangahi Xintiandi: China’s Retail Success Story,” Urban Land Asia, December 2004

Shenjing He,” Property-led Redevelopment in Post-Reform China: A Case study of Xintiandi Redevelopment Project in Shanghai.

Photographic Figures available upon request.

[1] http://www.shuion.com/eng/Group/CorpCitiz/ep-iem.asp
[2] “Notes from the desk” by Linda Tischler. FastCompany magazine, Issue 102, January 2006, page 18
[3] http://www.travelandleisure.com/articles/shanghai-surprises
[4] “Towards a Critical Regionalism” Kenneth Frampton, From Anti-Aesthetic, Hal Foster, ed.
[5] “Faneuil Hall revisited 30 years later, it is still an inspired urban space”
By Sam Allis, Boston Globe, April 16, 2006.
(COPYRIGHT © 2006 NYMAN/POWELL. All Rights Reserved)

Monday, February 13, 2006

[I-3] Connectivity Between the Harvard School of Public Health & Cyprus International Institute for the Environment and Public Health


Harvard University, USA and Nicosia, Cyprus

Prescription of the Types and Pervasion of Connectivity by Mikael Powell

A. Introduction
Marc Andreessen, a co-founder of Napster, said “As bioscience becomes more computational and less about wet labs and as all the genomic data becomes easily available on the Internet, at the same point you will be able to design vaccines on your laptop”[1]. Thus is the destiny of technology in pursuit of advancement in health education. My research concerns the interrelationship between esteemed educational health facilities and how technology enhances the affiliation. The purpose of the research is to discover ways to connect the Harvard School of Public Health in Boston, Massachusetts and the Cyprus International Institute for the Environment and Public Health in Nicosia, Cyprus. This work analyzes the phenomenon of connectivity (and how it is affected by pedagogical models) with regards to the characteristic of being connected in a social, personal and operational way, and offers requirements for the new technology. It does not focus on technological detail, rather, it examines the broader scope- the more abstract themes that are relevant to this analysis with expectations that they will be personally applicable and prescriptively effective. Moreover, this document reviews criteria without deference to a particular pedagogy as it allows for ‘practice-based’ teaching methods for public health as well as traditional instruction. The Cyprus International Institute for the Environment and Public Health, sponsored by the Cyprus government, is administered by the Harvard University School of Public Health. Through research and communication, it aims to be a catalyst in the advancement of regional public health. Programs in Boston and Cyprus promote contemporary research, and the Cyprus initiative is positioned to develop local proficiency in environmental health and ultimately spur innovation to benefit the region. The education and information components provide high quality training and renowned professionals to benefit its students, peers and lay audiences through in-person interactions and various communication media.
The Cypriot initiative expands the reach of the Harvard School of Public Health – faculty members share responsibilities between the institutions and likewise, students cross-register between the programs. This “brick and mortar” facility heralds a significant milestone in the history of the Harvard School of Public Health as it is an official outreach with substantial permanence. The initial construction will include classrooms, research laboratories, offices, a library, an auditorium, a cafeteria and housing (to accommodate the high volume of visitors). “Identity, comfortable transition of the Harvard travelers between the two places, integrated digital media for daily interaction, and respect to the local traditions” were the primary concerns outlined by Professor Spiro Pollalis in a studio tasked to propose the design of the facility,” In order to create an environment that supports ‘the culture of innovation’, people must be able to directly interact on a casual as well as formal basis[2].”

B. Pedagogical Models and schools of Public Health
Several instructional approaches will be employed throughout the facility including traditional methods of lecturing, discussion, demonstration and hands-on approaches and contemporary practice-based educational processes. These offer technological opportunities for enhanced interaction within the classroom, between the two facilities and to the outlying public. Lecturing, typically used as the primary component in a structured presentation provides information or constructs an instructional framework. Discussion aims to accentuate the relationship between the instructor and participants within an identified topic, as well as share experiences between participants in a structured (whether prescribed or informal) environment. Demonstrations offer direct learning experiences and hands-on interactions and slows for maximum opportunity to learn multi-dimensionally. Participation can be enhanced through connectivity that spans distance and provides a venue for real-time interactions.
Practice-based methods can be described within the context of several principles which aim to integrate teaching and practice through a constellation of varied interdisciplinary activities to facilitate learning partnerships between students, educators, researchers, practitioners and the public. Great emphasis is placed on learning through actual involvement because “learning from experience in public health has civic roots, as exemplified in volunteerism and community service. The philosophy of experiential learning is that people learn most effectively through direct, hands-on experience, as long as these experiences are well-designed and facilitated”[3] within a program of experiencing, reflecting, planning and application.

C. General Manner of Connectivity
There are several ways in which innovative technology can support connectivity to enhance inter-classroom pedagogy, intra-facility communication, security, broadcast capabilities and shared presence. In addition, technical ways of connecting remote laboratories should involve an exchange of data that is certainly within the grasp of existing technology, but is ‘supra’ to side-by-side interactions. In addition, there are cultural ways of connectivity that are thematic or even textural. Since the facility will be occupied at the end of this decade, then some technology is unproven currently, indeed, it may be wholly premature to assign specifics products at this time. Thus it is important to map the requirements of technology when existing systems are inadequate or emerging technology untried.
This is the first initiative by the Harvard School of Public Health for a remote presence; therefore these concepts can be incorporated in the architectural design of the building. This research on connectedness will set the standard for the Harvard and undoubtedly other corporations with satellite offices.

D. Being connected Socially and Culturally
Within a global community perhaps technology, education and health are the building blocks of a depressed society aspiring to increase their status in the world[4] . This is abundantly evident in humanitarian initiatives by countries with the highest gross national product. Less developed countries, vie for that inter-relationship to boost their quality of life. That connection, whether as partner or patron or sponsoree is conceived and lived in a political environment quite aware of its boundaries. But being connected in a social context in regard to these issues can proffer an occasion for global professional allegiances, - a humanitarian society of health professionals philosophically bound by ethics, shared goals and access.
Connectedness in access is a significant utility to bolster social and cultural awareness. In the professional field, shared information is often reliant upon libraries and research depositories. Harvard University is connected to one of the largest library systems in the world. Library networks are strengthened and students and practitioner are empowered, when provided the opportunity to review a cadre of rare and sophisticated materials that would have been previously unavailable. Such unfettered exchange is not without forethought. Consideration must be given to the operational language of the system and interfaces with allow for cataloging and access of foreign language materials. Being socially connected may involve acquisition of translation services. And certainly, the network must be able to handle increased systems activity. The prerequisite to being socially and culturally connected is user training, which to be effective, must allow for the educational and cultural background of the individual in recognition of the political inequitabilities of their environ. As network connectedness is realized in mobile applications through advancements in nanoscience and power delivery, then profound global integration can follow. Geoffrey Kirkman of the Center for International Development at Harvard University stated ” The ability to remotely monitor environmental and health conditions, engage in project-based learning at a distance and effectively communicate where there once was virtually no communication at all could have revolutionary repercussions on the development impact of fieldwork”
In a network of connectivity, there is no isolation. Therein lays the basis of a humanitarian culture. Historically, in the United States, in the early 20th century, tracking through towns and neighborhoods was a network of boulevards, streets, and sidewalks. Daily pedestrian engagements were the norm. But due to several reasons, including the impact of automobile travel, federal regulations and standards and post war familial dynamics, a market has developed for “exclusive ‘communities’ where only a certain class of person ….is deemed worthy of sharing the streets and spaces of the neighborhood”[5] Actions to segregate public streets into gated communities or cloisters are common. Indeed, in many locales strangers are looked upon with disdain for daring to linger too long on a public sidewalk or “encroach” along a public street. Such feelings are an anathema to the spirit of social and spatial connectivity whether in the physical world or within cyberspace. Moreover, when one considers internet connectivity for social mobilization, whether concerning regional environmental issues or ones of discrimination, it was found, that it can be used to foster a sense of belonging and perhaps with proper administration it can be used to build a collective identity for social movements.[6]
Overseas, much research has been conducted in regard to participation in the Parliament through internet connectivity, undoubtedly, the Harvard initiative will be linked oftentimes in a dialogical network. Studies in England conclude that this condition “can be achieved through internet connectivity and if effective, can empower the institution. Such was the case in the Parliament study where they found that on-line consultations provide a space for inclusive public deliberation”.[7]

E. Being connected in a Personal way
The notion of individual connection to a public network, whether in a social, business or governance context requires considerations for responsibility and emotionality. “When you feel connected to everything, you also feel responsible for everything. You can not turn away. Your destiny is bound to the destinies of others. To seek enlightenment is to seek…the taking up of burdens. [8]” Such is the internal agony of being connected to everything in the universe with degrees of separation calculated in nano-seconds. Each person in their own way struggles with their shared responsibility for the actions of the network entity.
Innovative mobile technologies serve to keep us always connected to the network, whether for GPS security reasons, or business telecommunications, or even for scholastic access. Not surprisingly, there may be personal consequences to always being tethered. Some ardent producers may develop a problem in learning to “turn it off”. Psychologist, Martin Factor, says that "always-on connectivity may create anxiety when we [do] disconnect”.[9] When one considers the opportunities for connectedness between The Harvard School of Public Health and the Cyprus International Initiative it may not be hard to reach overload situations. On the other hand Linda Stone, a former Microsoft vice president, has coined the moniker "continuous partial attention" which describes the quality of an individual developing a main and peripheral focus, which she offers as a useful occupational tool. Stowe Boyd, the president and COO of Corante surmises that” Most think of it as a disorder. However, CPA is the state of mental blurriness thought to be induced when information is constantly pouring in from multiple sources. It can be a reasonable strategy for dealing with a sped-up world, but it requires shifting the measurement of productivity away from the individual -- like 'IQ' tests -- and looking at the productivity of connected groups. More than ever, we are connected beings. Now we have to figure out, as a society, when it's proper to ask someone to disconnect--and in effect, to cut off a part of them.[10]
Some surmise that being connected in a personal way extends beyond the psychological to the psychic realm. Carl Japikse said “Every time you think of someone, you are psychically connected to them, even if they are miles away. This linkage occurs even if you have not met the person, so long as there are enough elements known to connect you. "Once he focuses on you (even if he did not know he was doing so), he began examining elements close to you. In essence, a portion of his consciousness was exploring your habitat…[11]."

F. Being connected in an Operational way.
Functionally, the byproducts of informational connectivity, or interaction, can be described by operations of communication and collaboration whereby the former is an exchange of information to satisfy that end and the latter occurs when two or more seek to produce a common expression. Oftentimes collaborative efforts are combined with strict communication e.g. a collaborative authoring system (collaboration) equipped with a chat feature (communication).[12] This is important when distinguishing the need for communications connection with the opposing location in congruence with collaborative enhancements. Discernment is required to allow facilitation, in most respects, rather than obtrusive oversight. Whether in this cooperative academic setting or in the commercial businesses, consideration must be given to provide the appropriate connection amenities to accommodate the work environment and save costs.[13]
Understandably, laboratory education is costly for universities, both in construction of specialized facilities as well as innovative equipment and its operational needs, training and maintenance. A contemporary method is that of the “shared” or “connected” laboratory that is virtual and internet based. “The virtual laboratory utilizes real equipment distributed among multiple universities from which remotely located students can perform experiments. The software solution is a multi- user, client-server architecture. Implementation includ[es] video, chat, archiving, and specific hardware and software platforms”[14]. Specific experiments are coordinated between each institution (time zone differences can favor full utilization). A lesser technological version of this would be to utilize common testing software that allow data stream either in a synchronously or asynchronously transmission.
Likewise, in utilizing operational connectivity, the University of Western Australia has been on the forefront in developing and testing new technologies for student learning using the Internet to develop new styles of education using simulation, theory, and laboratory equipment[15]. Results for interactive television for distance education have been abysmal. Currently, the technology involved can be restrictive to the professors’ pedagogical methods and results show that students are less engaged. The compromises made in the quality of teaching and learning must be carefully considered when evaluating options for conventional face to face instruction.[16] Innovative advances in the development of interactive multimedia courses and experiments like the virtual classroom[17] seem promising for the shared, distance education. And, trends in mobile telephony in the UK and other countries have been more proposed for inclusion in the classroom. “Current work in educational technology may contribute toward a move towards using mobile telephony in education as a potential enhancement, and minimizing the nuisance effects and stigma in the process.[18]

G. Spaces and functions, requirements needed by connective technology
This research focuses on five prominent spaces in the facilities. They are classroom/lecture rooms, commons, auditorium, dorms and laboratory.

1. Classroom/Lecture (about 300 sq. meters in Phase 1) - Connective Technology
Video – conferencing
Audio conferencing
Internet based presentations
Computer mediated communications
a. Normative requirements
· Ability to clearly transmit information between locations
b. Supra requirements
· Providing rudimentary interactivity and supportive material at real time during class with personal archiving capabilities.
· Passive Student tracking (for security and class management)
c. Other issues
· Examples of practice- based pedagogy in classroom-centered modalities include case studies, tabletop exercises, role-playing activities, courses on building community organizations, presentation of field trips, skills-based workshops and problem-based learning
· Provisions for delivered multi-media presentations[19].
· Wireless technology access station
Prototype classroom: Immersive, collaborative learning environment that can support both in-class and distant learners simultaneously. It includes high-resolution video displays, high-quality microphones and speakers; a system similar to Mitsubishi Research Lab's "UbiTable" project, which offers both the affordances of a physical table, along with the flexibility of electronic sharing of documents and other types of information) and networked tablet PCs to enable interactive note-taking as well as shared and individual problem-solving under an instructor's guidance[20].

2. Commons/Lobby (about 200 sq. meters in Phase 1) - Connective Technology
· Surveillance Technology
a. Normative requirements
Records image of the commons area for active use/archival resource and documents normative patterns of use and alerts to discordant movements.
· Information Center
a. Normative requirements
Technology space that includes individual and group casual stations, wireless networking, reference and resource utilities, local and international news images.
· Shared Telepresence
a. Normative requirements
Environmental accessories which constitutes a two dimensional real-time medium for shared interaction between individuals[21].
· Virtual presence
a. Normative requirements
The space is incorporation into a subscription based massively multiplayer online game (MMOG) similar to the Harvard Graduate School of Business structure[22].
· Wireless technology access station
· Passive Student tracking (for security and campus management )

3. Auditorium (about 400 sq. meters in Phase 1) -Connective Technology
Video – conferencing
Audio conferencing
Internet based presentations
a. Normative requirements
· Ability to clearly present information and transfer between locations.
b. Supra requirements
· Provision for broadcast, web cast and taping capabilities.
· Rudimentary interactivity and supportive material at real time during presentation with personal archiving capabilities.
· Passive audience tracking (for high security engagements)
c. Other issues
· Provisions for delivered multi-media presentations
· Wireless technology access station
· System components include a comprehensive lecture console, television cameras, sophisticated audio capability, video projection and screen, document transfer writing surfaces, document camera and room controls system.

4. Dorms- Connective Technology
· Surveillance Technology
a. Normative requirements
Records image of the commons area for active use/archival resource.[23]
b. Supra requirements
Technology that documents normative patterns of use and alerts to discordant movements.
· Information Center
a. Normative requirements
Technology space that includes individual and group casual stations, wireless networking, reference and resource utilities, local and international news images.
· 3 dimensional Shared Telepresence
a. Normative requirements
Portal constructs which allows for three dimensional real-time interactions for shared interaction between individuals with haptic interface.
· Virtual presence
a. Normative requirements
The space is incorporation into a subscription based massively multiplayer online game (MMOG).
· Wireless technology prototype: Garrett Hall (the e-dorm) University of Maryland, College Park, Md. provides desktop videoconferencing, multimedia messaging, high-speed data connections, voice over the Internet and wireless roaming technology.
· Passive Student tracking (for security and campus management)

5. Laboratory (about 500 sq. meters in Phase 1) - Connective Technology
Shared Virtual Laboratory
Internet based system
a. Normative requirements
Shared component system with collaboration and real time communication and archive functions.
b. Supra requirements
Providing supportive material in real time with experiment progression data.
· Security access system.
· Provisions for delivered multi-media presentations.
· Wireless technology access station

H. Conclusion
Our connection to the world, through technology, is a multi-dimensional link. There are personal, social and functional considerations to be weighed when one considers relationships within the educational environment, between facilities and to the greater public. Certainly, deference to security is in order, as the Cyprus Initiative in its first stage will have rooms occupied on a 2-hour basis. Cultural connections homeward and familial relationships are essential to maintain as all doctoral students will spend 50% of their time in Cyprus on research related to Cyprus and the region and conversely a contingent will be studying in Boston. On an operational level resource efficiency requires that a proper network be maintained within facilities - indeed between teacher and student. So this phenomenon of connectivity is crucial to take into account as we incorporate innovative technology to enhance the teaching and dissemination of information at these facilities.
-end-
© Mikael Powell (2006)



[1] V.A – Mark Andreessen, a co-founder of Napster, from “It’s a Flat World, After All” by Thomas L. Friedman, New York Times Magazine, April 3, 2005.

[2] Harvard in Cyprus: a studio at the Harvard Design School, Prof. Spiro N. Pollalis (2006).

[3] ASPH Council of Public Health Practice Coordination (2004),Demonstrating Excellence in Practice-based Teaching for Public Health.

[4] http://cyber.law.harvard.edu
/itg/libpubs/beingconnected.pdf
“Commerce, Education and Health, the three building blocks of a society” page 14.

[5] http://charlotte.creativeloafing.com
/2004-09-29/news_walters.html
Online Magazine- Creative Loafing.com

[6] The Queer Sisters and its Electronic Bulletin board, by Joyce Y.M. Nip, Information, Communication & Society Vol. 7, No. 1, March 2004, pp. 23 -49.

[7] Connecting Parliament to the Public via the Internet- Two case studies of online consultations, by Stephen Coleman, Information, Communication & Society Vol. 7, No. 1, March 2004 , pp. 1-22.

[8] http://www.powells.com/biblio?show=
TRADE%20PAPER:NEW:0393322815:11.95
&page=excerpt#page ‘Daily Afflictions: The Agony of Being Connected to Everything in the Universe
by Andrew Boyd

[9] http://www.telecommutect.com
/content/upsanddowns.htm
The Psychology of Always-on Connectivity

[10] http://www.continuousblog.net
/2005/07/social_machines.html
Linda Stone, a former Microsoft vice president and a widely respected authority on human-computer interfaces.

[11] http://home.comcast.net/
~wjjw/remoteviewing.html, Carl Japikse

[12] The Interaction Society: Practice, Theories and Supportive Technologies, Mikael Wiberg, InformationScience Publishing 2005.
[13] http://blog.datamation.com/blog/archives
/2005/10/theres_being_co.html

[14] http://www.pserc.org/cgi-
pserc/getbig/publicatio/2003public/
albu_remote_experimentation.pdf
Contributed by Florin Mihai, member of the VLab team at Politehnica University of Bucharest. Mihaela M. Albu*, Keith E. Holbert**, Gerald T. Heydt**, Sorin Dan Grigorescu*, Vasile Trusca*, *Politehnica University of Bucharest, **Arizona State University

[15] http://telerobot.mech.uwa.edu.au/
index2.html
Australian Tele-lab project.

[16] “Interactive Television in Distance Education: Benefits and compromises”, by Liang Zhao, presented at the IEEE, 2002 International Symposium on Technology and Society (ISTAT’02), Social Implications of Information and communication Technology proceedings June 6 – 8, 2002 Raleigh, North Carolina.

[17] “Multimodal Delivery systems” by professor V.R.Jagannathan ,presented at the IEEE, 2002 International Symposium on Technology and Society (ISTAT’02), Social Implications of Information and communication Technology proceedings June 6 – 8, 2002 Raleigh, North Carolina.

[18] “Mobile Telephony and Learning: Nuisance or Potential Enhancement?”, Andy Stone, presented at the IEEE, 2002 International Symposium on Technology and Society (ISTAT’02), Social Implications of Information and communication Technology proceedings June 6 – 8, 2002 Raleigh, North Carolina.

[19] http://www.agocg.ac.uk/reports/
mmedia/casestdy/hw/backgrou.htm The Advisory Group on Computer Graphics (AGOCG) was an initiative of the Joint Information System Committee of the Higher Education Funding Councils and the Research, April 1999 “Councils.Managing, Delivering and Supporting Lecture Room Services for the Multimedia Age”.
[20] hms@harvard.edu, This project is a web-based teaching and assessment program at the Harvard Medical School and the Brigham and Women's Hospital.

[21] Powell, M. “Initiating Ethics for Ghost-mapping in Architecture, Education and Performance”(2005) http://mikaelpowell.blogspot.com
/2005_12_01_mikaelpowell_archive.html
December 28, 2005, 4:50 PM.

[22] Leinss, M. “Second Life: The merging of the virtual realm and real world”(2006)Coursework for GSD4337 Digital Media Space and Society.

[23] Malwitz, Rick ,“Rutgers security goes high-tech, cuts staff” Home News Tribune Online 05/24/06.
(COPYRIGHT © 2006 MIKAEL POWELL. All Rights Reserved)