Issue 8: By Gen Z for Gen Z Archives - ALiGN: Alternative Global Network Media Lab /align/category/special-issues/millennials-voices/issue-8-by-gen-z-for-gen-z/ ŠÓ°ÉŌ­““ University Fri, 25 Jul 2025 16:47:48 +0000 en-US hourly 1 https://wordpress.org/?v=6.9.4 [Millennials’ Voices] Issue 8: By Gen Z for Gen Z /align/2022/millennials-voices-issue-8-by-gen-z-for-gen-z/ Thu, 24 Feb 2022 15:36:01 +0000 /align/?p=2926 By Ghadah Alrasheed Introduction If you ask anyone what defines Generation Z, their instant response would be probably ā€œsocial mediaā€. Words such as ā€œdigital-savvyā€ emerged to describe millennials’ use of new media but things with Generation Z seem to have shifted to another level of digital use and consumption. And this is not strange at […]

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[Millennials’ Voices] Issue 8: By Gen Z for Gen Z

By Ghadah Alrasheed

Introduction

If you ask anyone what defines Generation Z, their instant response would be probably ā€œsocial mediaā€. Words such as ā€œdigital-savvyā€ emerged to describe millennials’ use of new media but things with Generation Z seem to have shifted to another level of digital use and consumption. And this is not strange at all. Generations are influenced by the political events, technological changes, financial shifts, and rhetoric of their times. But Generation Z’s use of media has become the subject of quick judgments about a generation who provide unique outlooks and different perspectives than their older counterparts. Issues and challenges faced by young people have become associated with the image of the vulnerable and passive media consumer, who needs institutional intervention: Parents worrying about their children’s excessive screen time, media narrating horror stories of cyberbullying, cyber texting and other forms of cyberisms, and politicians complaining of young people’s decreasing political participation

The following collection completed by four ŠÓ°ÉŌ­““ students aims to overturn these misconceptions by displaying four media projects done by young people to address their generation’s challenges. The projects address four issues commonly referred to in discussions of youth, particularly regarding their use of media: (slack)activism, cyberbullying, algorithmic filter bubbles, and lack of socialization amid covid. With the diminishment of young people’s voices in discussions of these issues, the collection aims to highlight Gen Z’s ideas and looks at the four issues from their own perspectives. It showcases creative ways young people engage with media to navigate the challenges of their time.

The four media projects are:

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StoryGround /align/2022/storyground/ Thu, 24 Feb 2022 15:30:27 +0000 /align/?p=2916 By Siqi Wu Click here to visit the website  Nowadays, most media is adult-dominated and contains many stereotypical images of young people. Therefore, I chose to make media that is not only directed towards young people but also produced by our youth. As a member of Gen Z, I must admit that we live […]

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StoryGround

February 24, 2022

Time to read: 4 minutes

By Siqi Wu

Click to visit the website

Nowadays, most media is adult-dominated and contains many stereotypical images of young people. Therefore, I chose to make media that is not only directed towards young people but also produced by our youth. As a member of Gen Z, I must admit that we live in a unique world. We grew up in the media age and had a profound understanding of media and deeply know how to maximize the use of media. However, is jaded about the current state of the world. Some of them are overzealous in emphasizing their powerful abilities and influence, yet they are not actually the pioneers of grounded initiatives. Therefore, I chose a social work-like approach to design my youth media to maximize the use of Gen Z’s strengths and potential powers.

I designed a bedtime stories reader website called StoryGround, which can read stories to young kids. However, the readers of these bedtime stories are not professional broadcasters, but young college students. To start this website, I asked my friends to choose stories for children according to their preference and I also let them read the stories and record them. Then, they sent me their recorded stories to check and after recording their stories, I solicited their feedback about their stories. After I collected some recordings, I made this website with a free personal web production website – Wix.

The home of StoryGround has two pages, the first one is for children to jump to the story page, and the second page is a Submit Page for other youth who want to provide their stories. There are 7 bedtime stories on the story page selected and read by my friends and me. These stories include fables from various countries and some interesting and meaningful fairy tales. From the perspective of artistic design, I designed StoryGround’s pages to be simple and easy to use because it makes it easier for children to select the stories they want to listen to. And I chose some pictures that fit well with the story’s content. I believe that such cute pictures and simple design style can create a relaxing environment and attract children’s desire to read.

The goal of making StoryGround is twofold. The first one is for the children group. With urbanization, many children now have less space for socialization and entertainment. Therefore, an older brother or sister who are close and may occasionally mispronounce some words can give a lonely child some feeling of companionship, even though they have never met. Furthermore, many previous princess fairy tales have been pointed out by sociologists as having stereotypes. For example, in past Disney , women and men were created under obsolete concepts, with women being portrayed as incompetent and weak, while men were synonymous with armor and warriors. But these are the topics that Gen Z concern most, and they have a unique perspective on how to properly cultivate the expected qualities of a new generation, such as rejecting gender and racial discrimination. So, in the stories they choose, there are more stories about perseverance, teamwork and integrity. For GenZ, I think this platform has its benefits. During COVID-19, more GenZ young people have time to use social media to express their grievances and due to the quarantine policy. They showed unprecedented enthusiasm to participate in social events and showed great creativity. Thus, the GenZ community has plenty of time to pick and read suitable bedtime stories for the kids during this period.

Siqi Wu is an international student from China, currently a senior in Communication and Media Studies at ŠÓ°ÉŌ­““ University. Siqi likes music and likes to play the guzheng, which is a traditional Chinese instrument. He is passionate about intercultural communication and seeks to understand the relationship between media and multicultural communication. And as a member of Gen Z, Siqi wants to study the differences and similarities in communication among youth from different cultures. He will soon receive his bachelor’s degree in communication from ŠÓ°ÉŌ­““ University.

 

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Waddle TV /align/2022/waddle-tv/ Thu, 24 Feb 2022 15:29:28 +0000 /align/?p=2900 By Sophie Marvell The app design I have created is for an application aimed to create educational, and entertaining content for children at the ages of 0-6. The app is called ā€œWaddle TVā€. What inspired this app design was the need for advertisement-free and education/entertaining children’s content for mobile devices. Designing the app, I also […]

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Waddle TV

February 24, 2022

Time to read: 4 minutes

By Sophie Marvell

Click for a full view of “Waddle TV”

The app design I have created is for an application aimed to create educational, and entertaining content for children at the ages of 0-6. The app is called ā€œWaddle TVā€. What inspired this app design was the need for advertisement-free and education/entertaining children’s content for mobile devices. Designing the app, I also considered research done by Reed and their co-researchers for their article t (Reed et al., 2019). This study explores how algorithms recommend specific content depending on the type of content being shown and engaged with by the user (Reed et al., 2019). The authors used YouTube and Reddit as experimental areas of study creating profiles and exploring the content being shown to them regarding extremism They found that Youtube prioritizes extreme right-wing material after interaction with similar content.

This study was of particular interest for my media design because I wanted to ensure there was no way to have unsolicited content for a child user. There are many examples and reasons to be concerned about the authenticity and source of videos and content on apps such YouTube. This app, I hope, will be a safe space for children to enjoy media.

Platforms like TikTok, Youtube, and Instagram can be unpredictable, allowing for the possibility of harmful content. TikTok’s algorithms are problematic for a child, as the app uses the ā€˜for you page’ to show personalized content. YouTube, likewise, has many issues with its content such as piracy and the big number of advertisements shown for children viewing. Parents have to constantly monitor their children as they watch or attempt to have some sort of parental settings in place. Instagram also has been leaning more towards ā€˜Reels’ with algorithms personalizing the content for the users. The purpose of my app is to create a space where parents can fully trust that the content being shown is educational and entertaining for their children. While the app is not a replacement for interactive games and education at home, it is intended to be utilized while on the go or to spendtime with media that is safe for the child.

The design of the app was thoroughly considered and reflected upon. I wanted the app to be an engaging and safe place for children to learn. I began the process of designing the app by first naming ā€˜Waddle TV’ which signifies the period children stepping into the media world. The design of the application logo is fun and incorporates playful colours and icons such as the pencil and washi tape. Once users click the app, they are brought to a page where they can click ā€˜learn’ or ā€˜fun’ for the option to play educational clips or entertaining clips. There are also small purple icons that allow parents to create playlists of their favourite clips. After selecting a category, users are given the chance to select an age group, to have customizable content for each user depending on the age. An added feature of the app is that it contains a search bar for parents or users to select specific types of videos, such as ā€˜farm animals’ or ā€˜ABCs’. No harmful content can be searched in the search bar. Another feature is the filter bar, which parents can use to filter out content they do not wish their child to see. An example of this would be filtering out ā€˜Christmas’ content if the child/family does not celebrate Christmas.

To ensure the app is safe, app monitors are hired to screen media. Those designing the content will be educators or artists who cater to children’s education and entertainment and will be paid for their contribution. The screen monitors are human beings who have experience in education, childcare, or children’s media backgrounds to ensure the content is suitable for the app. The goal of the application will be to create a safe space that parents do not have to worry about while handing over the app to a child. A final addition to the application is that it will contain no pop-up ads or any type of advertisements. This is to ensure the safety of the application and that the child is exposed to nothing that has not been screened by multiple humans. The goal is to have the app as accessible as possible while ensuring quality content. For this reason, the app can be purchased at a low cost of $3.99 to account for the creators of the media and the screen monitors who contribute their time to ensure a safe app for children.

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CyberSupport: Youth, Social Media and Cyberbullying /align/2022/cybersupport-youth-social-media-and-cyberbullying/ Thu, 24 Feb 2022 15:27:52 +0000 /align/?p=2906 By Thomas Pouta Click here to visit the website  In discussions of youth and their consumption of contemporary media, cyberbullying emerges as one of the most pressing issues. This project is designed to address this issue through stories inspired by the aesthetics and storylines of vintage adventure games such as Mytsery House (1980/On-Line Systems). […]

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CyberSupport: Youth, Social Media and Cyberbullying

By Thomas Pouta

Click to visit the website

In discussions of youth and their consumption of contemporary media, cyberbullying emerges as one of the most pressing issues. This project is designed to address this issue through stories inspired by the aesthetics and storylines of vintage adventure games such as . As vintage aesthetics constantly trend in youth spaces through selfie filters and Tik-Tok lenses, I attempted to create a vintage-styled Choose-Your-Own-Adventure game that simulates the experience of being cyberbullied and explores the proper ways to deal with the problem. This project had me also adjust the work to be geared in a format that would not only be educational but fun and easy to understand. While this is only a snippet of what this game could later lead to with more months of work, I believe it’s a good game demo. The process of making it became sometimes more difficult as I began to create the four major pathways, but I believe the demo exemplifies some excellent ways to deal with cyberbullying.

For the project, I used the platform of Typeform and utilized photos I had taken of my friends and environment in order to accompany the story of a teen as I believed they’d be recognizable despite my editing which was done to emulate pixel art. As an ode to adventure games, I decided to edit all of my photos through the format of pixel art using a free site Pixel It. Pixel art is a common form of art found in many video games such as (2016, Eric Barone), (2018, Square Enix) and (2018, Matt Makes Games). The use of pixel art allowed me to transfer my high-quality photos to approximately 32-pixel art.

Writing stories was another integral part of this project. I began by creating four different endings I wanted to include in this version of the game. I wanted two endings to be negative experiences and two to be positive ones. However, all endings are validated, even those with negative emotions. The message is that there are multiple ways you can deal with it. The app, I hope, encourages youth to stand up for others and themselves through a medium that is fun, aesthetically pleasing, and replayable.

In the game, I wanted also to highlight the role of witnesses or bystanders in cyberbullying. This is addressed in the ā€œbeachā€ path. The importance of the witness’s roles – other young people witnessing cyberbullying- is highlighted in research done by in 2015 which shows that ā€œan increased awareness of the important role that witnesses play in any bullying situationā€ is important to counter cyberbullying.

Cyberbullying is an important issue. I hope that games like CyberSupport can validate cyberbullying experiences and teach ways to confront cyberbullying through interactive ways.

Thomas Pouta is a fourth-year Communication and Media Studies student at ŠÓ°ÉŌ­““ University, minoring in Film Studies. He is passionate about finding ways we can use play and games to educate and he loves storytellling. He hopes to work on more projects like this in the future.

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YouthMove: App for Activism /align/2022/youthmove-app-for-activism/ Thu, 24 Feb 2022 15:26:06 +0000 /align/?p=2889 By Haylea Coates Scroll down the above slides for a full view of the app design This is my design for a Canadian youth activism application, which I have named YouthMove. This application compiles resources for youth to learn about, discuss, and safely prepare to protest social injustice. YouthMove allows users to organize and join […]

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YouthMove: App for Activism

February 24, 2022

Time to read: 6 minutes

By Haylea Coates

Scroll down the above slides for a full view of the app design

This is my design for a Canadian youth activism application, which I have named YouthMove. This application compiles resources for youth to learn about, discuss, and safely prepare to protest social injustice. YouthMove allows users to organize and join protests, find a protest buddy, read about a movement’s significance, share information relating to social justice causes, and connect with other youth activists who share the same interests and goals. I chose to design an app that facilitates social activism because, currently, there is no resource or media designed specifically for Canadian youth that compiles all information concerning ongoing social movements in the form of a social network. are frustrated with the state of the world and want to make a difference, but activist efforts on existing social media applications do not meet the needs of young Canadians. Although my app is similar in function to other social media applications, YouthMove is committed to social justice. Using social elements like sharing and connecting will increase social justice engagement and avoid performative activism that only exists as a trend. This will help Generation Z inspire meaningful change around the issues they care about.

Social platforms provide an opportunity for to be actively involved with contemporary media environments, and to make use of resources to enact meaningful change in their lives and general society. Generation Z youth have repeatedly demonstrated through their activist efforts, especially online, that they are the most progressive generation. However, the accessibility of online activism has also led to a strong saviour complex among youth, who might think that they can conquer the world and act as vigilantes. While Generation Z prides itself on being socially progressive and justice-oriented, social media has turned activism into a. This is not because of Gen Z’s assumed intrinsic nature or a generational division as some moral panic discourses suggest, but because of the design and functions of popular social media. The app I have designed would help refocus youth activism to make a tangible difference. attracts attention to how youth participate in performative activism for the sake of appearances and place this reputation above initiating real-life change. Thus, while Generation Z is genuinely concerned with the way the world works and how it could be improved, many individuals are using these networks to boost their self-esteem and simply appear as activists to enhance their social media persona.

simply because they express a desire to save the world. Generation Z needs help; they need to connect with resources that help them create the lasting societal effects they fantasize about. Youth are more involved than ever with media technologies where the center of this engagement is a digital world in which information is readily available. An app that resembles popular forms of social media, with added characteristics that make change truly possible while removing superficial activism, is what this generation needs.

YouthMove would assist Canadian youth activists in learning about, organizing, joining, and staying safe for various social movements. It would make Canadian youth activism as straightforward, inspiring, long-lasting, and widespread as possible. There have been numerous times that I personally did not become aware of certain protests until it was too late to attend. Therefore, the design plan I created addresses these issues to provide information for youth to educate themselves on various social justice issues or find a buddy to protest to go with. Since Generation Z has tended to treat social justice activism as a merely aesthetic endeavour on mainstream social platforms, YouthMove would motivate a more driven demographic. As a dedicated activism platform, it would be downloaded by youth activists who need help getting connected, or who would be more likely to participate upon joining like-minded peers. This would allow for more meaningful connections, stories, and outcomes, rather than feeding into performative activism isolated to mainstream social media.

In designing YouthMove, I considered youths’ needs as well as their inclination toward social media. The application’s startup screen includes a guest option so users can quickly engage with the service without feeling pressure to join. Following this introductory exposure, users will be less overwhelmed and intimidated to participate, at which point they can create an account for long-term use. The application relatedly presents a fun and inviting design that is easy to follow. The Home tab shows the movements that the user follows. When a movement is selected, more in-depth information is presented such as significance, upcoming protests, supply lists, a buddy finding feature, and an option to connect with other supporters. Designed like infamous dating apps, the Swipe tab is an exciting and user-friendly way for members to discover and follow social causes. Users can also visit the Experiences tab, which features status updates from mutual followers and mutual movement followers. This tab compiles movement updates, research and links shared by members, issues relating to movements, as well as questions, comments, and advice. The Personal tab is where users can access important general resources, see suggested content based on their profile, and request help from the support team regarding the app or affiliated movements. There is also a Messages tab where interactions with other users occur. A dot below the navigation icons depicts which tab the user is currently viewing from the previously mentioned tabs.  Each design element is thoughtfully laid out to provide a seamless experience for youth while including all relevant information and maintaining the safety and security of youth looking to get involved in their community. I enjoyed designing this application and am enthusiastic because I know there is a genuine desire for something of this nature. The time and effort required to design this app would be reflected in the support generated from youth engagement.

Social media allows for availability and ease in collecting important information regarding social activism. However, a more focused and intentional platform is needed. Generation Z wants to change the world, but they cannot achieve this using mainstream social platforms. A platform designed specifically for youth and youth activism will increase user satisfaction and inspire youth to fight for the changes that impact their future. YouthMove allows for the accessibility, preparedness, and safety of youth activism. It gives youth the appropriate resources, connections and overall medium to meet their specific needs and generate change.

Haylea Coates graduates in February 2022, with an Honours Bachelor of Communication and Media Studies, and a Digital Humanities minor. Her passion is to engage with society’s mediascape to ultimately help others.

 

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