My cyber rights

 

This workshop introduces children to their digital rights, helping them understand what their digital footprint is and how their data is collected, processed, and used. Through engaging, hands-on activities, participants interact with artworks, play custom-designed board games, and engage in exercises that teach essential concepts for safe internet use. The emphasis is on learning through play, fostering both reflection and enjoyment.

The workshop is part of the artistic research project DADA-TATA and was first held in October 2024 in Lima, Peru, with children aged 5 to 9.

Structured across multiple sessions, the workshop offers flexibility, allowing activities to be conducted either consecutively or independently, based on the group's needs.

 
 

Sessions

My rights

Introducing students to the Convention on the Rights of the Child, with a focus on its 2021 update for the digital world. Using an activity sheet, students explore how they navigate and balance their lives online and offline.


My biometric data

Through the micro puppet show Track-Track: Let’s follow the cat!, students are introduced to the concept of biometric data, learning what it is and understanding its importance.


Zoo city

In this session, students explore a city map to identify which animals live there, track their footprints, and uncover their activities. Through this exercise, children practice tracking and information-gathering skills while learning about the three types of data: data voluntarily provided by users, digital footprints, and inferred data.


Beehive

Through this interactive installation and a complementary activity sheet, students explore the processes behind the big data industry, understanding how user data is collected, processed, and used for commercial purposes.


Guess the user

In this board game, based on the classic “Guess Who”, children must guess their opponent’s user profile. Through this activity, students learn to distinguish between personal information and digital footprint, and discover how the digital footprint can be used to identify a user.


YTK board game

Inspired by Monopoly Junior, this game helps children understand how apps like YouTube continuously collect their data. It also shows them the actions they can take to protect their information. Additionally, through informative cards, players gain insight into how the collection of personal data by apps affects their digital rights.


My privacy spheres

This activity sheet is designed for children to identify their privacy spheres and reflect on the information they share. The main goal of the activity is to foster a dialogue between parents, children, and caregivers, encouraging the exchange of ideas and helping them define the boundaries of their privacy.


Image for reference generated using Designer by Microsoft. Prompt: “A vending machine offering art supplies for children, personalised through algorithmic recommendations, uses data collected from millions of internet users.”

Art supplies vending machine

This interactive experience revolves around a “machine” that dispenses art supplies, simulating the recommendation systems used by apps. Based on the materials suggested by the machine, participants engage in a series of activities that explore how these artificial intelligence systems influence their creative and exploratory processes. The artwork encourages reflection on the impact of recommendation systems on the right to freedom of thought and how they can subtly shape users’ choices and creative processes (project under development).


Image generated using Designer by Microsoft. Prompt original en inglés: “Create a colourful and playful illustration for children that depicts the internet as a beach. Show kids swimming through floating app icons, surfing on waves made of video screens, and exploring various websites like beach activities. Include elements like waves of digital symbols, fun beach toys mixed with internet icons, and children safely enjoying the digital world as if it's a sunny day at the beach.”

Let’s go to the beach!

In this session, we discuss appropriate design based on the different stages of children’s development, and how certain apps are designed for children aged 9 or 13 and older. Additionally, using the metaphor of the beach, we explore the dangers that exist online and the strategies we can use to protect ourselves.

 

DADA-TATA project is developed by Nomi Sasaki as Ph.D. candidate at the University of Art Linz in collaboration with the Zurich University of the Arts.