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How might we design healthy, inclusive digital spaces that enable individuals and communities to thrive?


Tempok: A modern coming-of-age ritual for digital life

by Javier Aguera Reneses
Cambridge, MA
Entrepreneur
Institute for Rebooting Social Media
Submission Date
October 31, 2022


CO-CONTRIBUTORS

David Ramsay


OVERVIEW

There are few moments in modern parenting as anxiety-inducing as the introduction of the smartphone in the family. As kids aged 7 and up ask for their first personal, always-on device, parents have little choice but to -sooner or later- give in (Altarturi et al., 2021). An entire industry exists to enable parental control of kids’ online activities. However, it fails both of them. These products produce an antagonist relationship, erode trust, don’t foster skills or habits, and ultimately can and are evaded by most kids (Wisniewski et al., 2017). How might we reimagine the process of gifting the first phone through the lenses of trust, growth, community, and responsibility?

Tempok draws inspiration from coming-of-age rituals like the Mitzvah or the Australian Walkabout to enable parents to create a transformational process for their children as they are first onboarded into their smartphones. Children become then initiators themselves, teaching their parents or caretakers about modern online culture, ensuring a common language exists to talk naturally about their online life. A companion app helps parents and children establish together and keep track of their agreed commitments. And additionally, it uses privacy-preserving AI to prevent potential online-related dangers while respecting privacy and incentivizing good digital behavior with offline rewards.

Tempok is not only an app that parents pre-install into their kids' first smartphone before it is gifted to their kids. It is a ritual that immerses the entire family into a journey of discovery for months before that moment happens. Both parents (or guardians) and their children partake in a shared experience that helps them align expectations, adopt a common language, and generate trust. It may optionally involve other community members, either within the family or the kid's extended orbit of support (friends, teachers, school counselor, sports coach, etc.)

And after the kid receives their first owned device, Tempok supports them on their journey by providing a balance of co-managed autonomy, gentle nudges, and non-privacy-invasive automated oversight of online activities that can detect risk factors thanks to the help of AI.

Within the crowded space of parental control apps and online literacy tools, few are truly children-initiated and respect key principles essential for the developmental needs of children aged 7-12 (Nouwen et al., 2015). The most successful products are either direct descendants of online protection suites provided by legacy anti-virus companies (such as McAfee or Kaspersky internet safety suites), or start-ups whose main selling point is their ability to avoid children's circumvention (Bark, Circle, Qustorio). However, as our analysis and other independent studies show, both approaches fail to acknowledge the complex relational and inner changes that stem from the onset of adolescence. Furthermore, they may foster harmful conditioning to surveillance technologies (Ali et al.  2020). A majority of them don't implement the latest advances in behavioral science and experience design to nudge parents and children adequately towards better habits.  And those which are geared towards up-skilling do so "in a vacuum" and not within the context of children using the devices themselves.

In its fully-developed version, Tempok provides an answer to these questions that our preliminary interviews reveal are well-liked by parents and subject-matter experts alike. It's an ambitious endeavor, but our Minimum Viable Product (MVP) will seek to test some of our answers to these dilemmas and engage families in a refreshing way that can stand out within a saturated market of offerings. More details about our plans and user journey can be found in the attached annex.


PURPOSE

The collective “us” face a problem. We rely on the new digital realm to connect to each other, acquire and share knowledge, and express ourselves. This has multiplied the potential of what we can achieve as humans. But it has also brought along threats to our livelihoods ranging from cybersecurity to declining mental health. Public policy might help reshape how the internet works in the long run, but will likely be insufficient. Tempok aims to take a radically different approach, building resiliency from a young age. Most teens and tweens feel like they have no choice but to “navigate the jungle with a butter knife and no map.” Parents feel equally helpless. We believe we can change this by creating a tech-mediated cultural intervention at the very root of the issue. If successful, we should be able to ensure that future generations can thrive online regardless of the dysfunctional nature of platforms and the proliferation of bad actors online. The threads that weave the very fabric of our society depend on it.

QUESTIONS

We intend to incorporate as a B Corp or equivalent structure in Q1/Q2 2023

Cambridge, MA

USA

Meet Gen-M: the digital native generation that turned mental health statistics upside-down.

We live immersed in a loneliness and anxiety epidemic, partially created by screens and social media's role in our daily lives. Our education system and traditional family learning environments struggle to keep up with the times. As a result, most children enter the online world with few guardrails and skills, and their parents aren’t well equipped to accompany them in the process or even understand the fast-changing subcultures their kid may be immersed in. The answer to this problem is unlikely to be purely technical anymore, and market incentives stand in the way of platforms, manufacturers, and content creators becoming part of the solution -or at least not yet-. We took a very different approach, making a technology-enabled but essentially cultural intervention at the very moment the smartphone enters a kid’s life. Helping parents and communities frame this event as a critical transition into adulthood can create an opportunity to reframe relationships and habits. We can then help kids themselves upskill, maintain their commitments, and gamify incentives to their responsible behavior through digital and physical rewards. With scale, this can both build more resilient communities and society in general and reshape the market incentives for companies to adopt more humane design practices.

If our approach proves to be effective, it is our hope that families all across the world will be able to take advantage of it regardless of their means. This being said, we are well aware that parenting approaches vary wildly, even within a single community, let alone a country or a continent. We plan to start small and consciously, using human-centered design to validate our iterations. We will likely begin working with urban and semi-urban school districts and then expand carefully to ensure the highest likelihood of long-term and effective impact.

We are currently forming diverse semi-formal "advisory circles" of parents, experts, and children that can provide insights and timely feedback, considering our initial outreach demographics and geography but also our global impact ambitions.

We are starting on the US east coast, focused on schools and parenting communities that are well aware of online risks and are open to trying new approaches. After validation, we hope to expand to the wider US with special care for equity and distinct cultural elements. After proving our theory of change and solidifying our product design, our aspiration is to make this an accessible global experience and product.
We aspire to form a core team based in the US that is well-advised by a global and diverse board of advisors, as well as the more informal "advisory circles" mentioned in the previous section that will help plant the seeds of our user community.

We are currently conducting primary market research interviews that are focused on our key stakeholder needs, following the human-centered design approach. Our currently identified main stakeholder groups are:

- Parents of children aged 7 to 15: currently worried about risks associated with a 24/7 connection to the internet that they can’t supervise (inappropriate content, addiction, pederasty, cyberbullying, etc.). Current solutions in the market can provide control but aren’t effective in the long run and often fall short of their immediate promises (can be circumvented, diminish trust, etc.). Our proposal can help build a more solid relationship with their children, gain peace of mind, and understand better the online culture their kids are immersed in (trends, vocabulary...). Whereas our current intervention hypothesis relies on the smartphone gifting moment as an effective entry point, future iterations will likely also serve families where the smartphone is already present.

- Children receiving their first phone: want to be connected and interact with their friends and classmates; not owning a smartphone and being on social media can be isolating. The universe of possibilities is enticing, but they also feel they weren’t offered a choice to participate or not and have to fend off its dangers by themselves. They feel misunderstood by their elders (as most generations have been!) and therefore not trusting. They value their privacy and autonomy, which, once acquired, is challenging to give back. They report the need for trusted channels to express their questions and fears and to be an active part in choosing the technology they use. They also need to navigate their complex social dynamics tied to puberty, classroom dynamics, new responsibilities, etc., which impacts which products are “cool” to use and display. Our proposal aims to address all of them, the latter one being essential. Children must be on board and see the benefit of engaging with our product. Otherwise, efforts will be moot. In the short term, they will likely perceive their basic needs rewarded (through more autonomy, for example), but in the longer horizon, they will hopefully suffer less anxiety, feel more connected, and be prepared to tackle online life more safely and on their own terms.

- School community: within the school, teachers, and counselors see clearly the negative effects of social media and always-on technology on their students. It affects their work, and must face situations they aren’t necessarily well trained for (anxiety and panic attacks, cyberbullying, etc.). Indirectly, our tool can have a net positive impact on the performance of their jobs. But more importantly, they can be engaged in the day-to-day elements of the software and get a “bird’s eye view” of the overall mental health state of each class while preserving individual privacy. This can help them program-specific workshops more timely (such as sex education or privacy protection) and even have an intervention at critical moments.

We are on a mission to create lasting, sustainable, positive impact. Having founded several ventures before, we are well aware of the strings attached to venture capital funding, which we are trying to avoid or delay. Receiving a monetary award would allow us to get closer to the goal of bootstrapping our venture, especially at this critical stage. In particular, we plan to use the funds for the following activities:
- Performing further primary user research
- Establishing 3 stakeholder boards with diversity criteria in mind: subject-matter experts, parents, and gen-Z students
- Validating our hypotheses with parents, kids, and school
- Creating working prototypes to deploy small pilots and finalize the design for a first minimal viable product
- Set up partnerships with 1-3 schools to allow us to deploy pilots, explore engagement modalities featuring counselors/teachers/coaches, and find product-market fit with a sustainable business model.

- Incorporate as a Public Benefit Corporation (B-Corp) after finding a problem-solution fit.

 

Monetary awards like this one are important in our current phase as they will allow us to focus on the right metrics and delay engagement with venture capital firms until later in time or not do so altogether. Furthermore, it will help us ensure that we are building a product that truly answers the needs of the stakeholder groups we serve and do so while setting the right culture and incentives for the future company.


Our founding team is volunteering their time, intending to transition to full-time by spring-summer 2023. Javier is currently full-time, and David is part-time. However, these funds are not intended to be used to pay founder salaries. Instead, we wish to dedicate all awarded money to product building and validation.

We are currently looking for a potential 3rd co-founder to join our team, ideally with expertise in psychology, education, or software development and adding diversity to the team. Additionally, we are looking for collaborators, advisors, and experts to join forces in tackling an incredibly complex but impactful problem space. We would love to bounce our ideas and process with experts from IDEO and the sponsoring organizations, particularly regarding validating our hypothesis and designing the most effective engagement model with children that would make the solution attractive and not a “single-time use” product. Finally, we would be very grateful for any help identifying interesting partners, ensuring we are reaching and delivering the maximum value to parents and kids.
Regardless of being awarded, we would love to see a community being formed that brings together all participants since we share an important mission!


  October 31, 2022

  1252 VIEWS

  14 LIKES

  17 Followers

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Challenge Journey

Proposal Submission
Completed
2. Review
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Proposal Refinement
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4. Final Review
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Michelle Lee

As a mom with a child currently asking for her first phone, I'm excited to see you zero in on this key moment that is often fraught with negative tension and can instead be celebrated as an important milestone where new responsibilities are acknowledged and accepted. I'd be curious to learn more about the ritual and how it resonates with both kids and parents, knowing that designing something for both audiences can be tricky. 

Thank you also for the time you took to create a video, share relevant experience and layout the user journey!

Medha Tare

Thank you for sharing this interesting idea!  How will your work build on the many existing and well-design digital and media literacy curricula (e.g. Common Sense Media; Lego Doom the Gloom) that are available for parents to use with their children?  How can the rituals grow with the child as they encounter new and different online challenges?

Dr. Angi Yoder Maina

I really like this idea and as a mother I like the idea of how you can make it a right of passage.  My girls only got their own phone at 14 (or will get it in the case of the 12 year old.)

How cross-cultural can the rituals be?  Or would it be really more for a certain cultural context. 

Bansini Doshi

My proposal also integrated the concept of rituals! I think this is a great application of the power rituals can bring. Feel like you'd also enjoy the "ABCs of digital concept" project uploaded by another user!

Javier Aguera Reneses

Thank you so much for the feedback and ideas. Would love to collaborate!

Bansini Doshi

Absolutely -  I think the area in which I could be of most help is connecting to potential users for hypothesis validation. Let me know if there's a good way to contact you if you're interested!