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Interviewing Young Children: a New Interactive Method - ANZMAC

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question like “what do you think about this brand?” Or “what imagery do you associate with<br />

brand X?”, the adult interpretation of that is that they do not know exactly what they want<br />

and do not process information easily. Nothing could be farther from the truth.<br />

The most currently method used by researchers concerning young targets is the smiling faces<br />

scales, as they attract children’s attention. By the way, in order to answer with a smile,<br />

children should first understand the question and this will require an adult’s participation. An<br />

interesting approach conducted by Wyckham and Collins-Dodd (1997), asked children to<br />

match brands with products by using cards. <strong>Young</strong> children (from 3 to 6 years old) where<br />

able to choose the images that should go together and showed that they could easily<br />

recognize brands and logos. This experience also showed that children that could not<br />

identify a brand when it was plain script, matched the cards with the real brand very easily.<br />

A defining characteristic of children now a day is that they are highly visual. When facing a<br />

questionnaire, they go directly to the questions with graphs and charts or other visuals,<br />

instead of going through each question as they did before. Based on that fact, Kuhn and<br />

Eischen (1997) recommend researchers to present children with visual-based concepts rather<br />

than verbal statements. This provides children with a framework that they can process and<br />

through which they begin to provide feedback.<br />

According to McNeal and Ji (2003), visual impact matters more with children as they are an<br />

important audience for brand marketers, because not only are they strong influencers and<br />

future purchasers. One important observation is the fact that children pay attention to what is<br />

of interest for them and exclude all the rest. Visual imagery completely dominates the<br />

children recording of memories. <strong>Children</strong> seem to recognize brands and at some visceral<br />

level, understand their purpose. The image supports an emotional relationship for the<br />

children because they are physical and psychological representations that carry a lot of<br />

emotion. The physical representation will bring a meaning to the child whereas the<br />

psychological representation will bring pleasure (Montigneaux, 2002). The more the child<br />

will identify his/herself to the image, the more he/she will appreciate it and more pleasant<br />

this relationship will be.<br />

Acuff (2000) evokes the implication in packaging, for example, children of this age won’t<br />

pay much or any attention to verbal messages. Visual detail will be far more important as<br />

their brain is likely to focus on a predominant interesting and involving stimulus, as visual<br />

one. Images are more likely to grab their attention that verbal stimuli. Finally, Kline (2003)<br />

underlines that digital games are interactive media because they represent an emancipatory<br />

improvement over traditional one-way media and passive audiences. This one is also one of<br />

the reasons for which we designed the method presented in this paper.<br />

Objectives<br />

The main goal of the present paper is to provide a contribution to the development of<br />

appropriate research methodology addressing young targets. The purpose of the research here<br />

presented was to pre-test a method that could allow children from 3 to 8 years old to<br />

autonomously participate in an interview. The chosen subject was testing children’s toy<br />

preferences in a variety of situations.<br />

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