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Interaction Design Heuristics for Children By Jim Lord and Laura Schraven

Interaction Design Heuristics for Children By Jim Lord and Laura Schraven. Introduction

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Interaction Design Heuristics for Children By Jim Lord and Laura Schraven

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  1. Interaction Design Heuristics forChildrenBy Jim Lord and Laura Schraven

  2. Introduction The growing interest in universal usability has brought to the forefront considerations of different target user groups, disabilities, and different cultures. Since they are growing in numbers and in financial terms, children are getting more and more attention as a special user group. That said, children are not a homogeneous group for which a single theory and practice may be recommended. They have their own likes, dislikes, and needs that are not the same as adults’. Interaction Design Heuristics for Children By Jim Lord & Laura Schraven

  3. Characterizing children At different ages, children’s relation to interactive technologies varies, reflecting their interests, humor, characters, contexts and settings. The four stages of development: The dependency/exploratory stage (ages birth to 2 years) The emerging-autonomy stage (ages 3 to 7) The rule/role stage (ages 8 to 12) Early and late adolescence (ages 13 and up) Interaction Design Heuristics for Children By Jim Lord & Laura Schraven

  4. Stage 1: Dependency/exploratory (ages birth to 2 years) • Stage of learning, exploration and discovery • Enjoy repetitive sensorimotor actions • Parallel play • Have mostly physiological, love and safety needs • Products should be • based on simple concepts • give a feeling of safety • stimulate learning • Form should be round and support active exploration. • Product example: Electronic activity center. Takes the form of a tablet, with pictures, buttons and sliders. The activities of pressing, sliding and spinning allow the child to practice fine motor skills. Interaction Design Heuristics for Children By Jim Lord & Laura Schraven

  5. Sample sites: ages birth to 2 years Sesame Street: a website with games and videos to engage children in educational activities Starfall: a website design as a collection of flash cards to help with letter recognition and phonetics.

  6. Stage 2: Emerging-autonomy stage (ages 3 to 7 years) • Stage of fantasy and magic • Children are fairly self-centered and demonstrate continued parallel play • Need stimulation, love and safety • Starting to develop their knowledge of • - Books • - Words • - Letters • - Conversational strategies • - Initial writing skills • Product example: Educational game set in fantasy world. Where riddles are presented and they can practice basic language, musical and math skills. Interaction Design Heuristics for Children By Jim Lord & Laura Schraven

  7. Sample sites: ages 3 to 7 years PBS: educational games, videos, music and interactive activities. Disney: children can connect with Mickey and friends through games, videos and interactive stories

  8. Stage 3: Rule/role stage (ages 8 to 12 years) • Shift gradually from fantasy to reality • Play in pairs and group • Growing interest in competition • Develop • - Sense of logic • Reasoning • Simple abstractions • Need acceptance and success • Influences shift from their parents to their friends • Product example: laptops or handheld computer devices. Interaction Design Heuristics for Children By Jim Lord & Laura Schraven

  9. Sample sites: ages 8 to 12 years Disney: a companion site to television shows and movies created by Disney. Video games, videos and creation center are targeted to preteens. Neopets: a virtual pet community. Blends the fantasy and reality.

  10. Stage 4: Early and late adolescence (ages 13 and up) • Develop their abstract thinking and logical skills • Increasingly independent • Needs focus on identity and sexuality • Can handle abstract problems and complexity • Goal oriented and relate more to realistic • Vocabulary increases to over 40,000 words • Increased understanding of irony and sarcasm • Product example: mobile phones and mp3 players. Interaction Design Heuristics for Children By Jim Lord & Laura Schraven

  11. Sample sites: ages 13 and up Everloop and Facebook are both social networking sites that allow for sharing of videos, interactive game playing, photo/video sharing and one-to-one or group interaction.

  12. Designing for children Children, like adults, often use technology to perform certain tasks. In such cases, usability and fitness for purpose are crucial. While the actual design challenges differ it is clear that HCI methodologies can be extended and specialized to address the needs of children. Two major topics in the context of designing for children are: • Age-specific interaction styles, e.g. how to structure menus, the size of the on screen objects, fonts, the suitability of input devices, etc. • The involvement of children in the design process. Interaction Design Heuristics for Children By Jim Lord & Laura Schraven

  13. Interaction Design Heuristics for Children Interaction and usability differences between children and adults:

  14. Figure 1: Roles children can play during design process The inner circle represents the traditional role of children as end-users of technology, with no involvement in its design. As you move outward, the role of children changes in two ways: First it becomes more active and responsible and, second, children get involved in more stages of the design activity. The outer ring represents the radical view that children should act as designers. Interaction Design Heuristics for Children By Jim Lord & Laura Schraven

  15. Child as User • In this role the child is the user of technology and an adult is an observer or tester of the child’s experience. • Oldest and widely used research method • Researchers are able to recognize and identify the impact of technologies on children • Identifies • - General concepts for future development • Process of learning through the tested technologies Interaction Design Heuristics for Children By Jim Lord & Laura Schraven

  16. Child as Tester • Test prototypes and emerging technologies • The objective is to determine specifics and immediate issues • - “What did you like?” • - “What part did you find difficult?” • - “What part was boring?” • Feedback gathered can be implemented immediately • This immediacy provides empowerment for children and future projects. Interaction Design Heuristics for Children By Jim Lord & Laura Schraven

  17. Child as Informant • Children can be used at various times during the design process • The beginning during project development • Have impact on the direction of the project • Shape of the technologies used and how they are evaluated • The methods and the tools need to be age appropriate or the outcome may produce minimal results. • Example: Children programming and designing Interaction Design Heuristics for Children By Jim Lord & Laura Schraven

  18. Child as Designer • Active participate • Research • Design • Assessment of the experience • Introduced to the notion of invention • Example: “Intergenerational Design Team” a team comprised of faculty and staff from the University of Maryland and a group of 7-11 year olds. This team has produced storytelling robots, zooming software for storytelling as well as kid centric web design for the United States Census Bureau. Interaction Design Heuristics for Children By Jim Lord & Laura Schraven

  19. Design Methodologies (refined for use with children) • Contextual Inquiry: calls for researchers to collect data in the users’ own environment. Generally, users are observed performing typical activities and researchers ask questions of users when clarification is needed. • Technology Immersion: children were provided with technology-rich environment where they are decision-makers. The children were asked to make their own choices concerning what they did with technology. • Participatory Design: Children are directly asked to work with researchers and create low-tech prototypes. Allows new technology possibilities that might not have been considered otherwise. At the same time, children are inspired and empowered by the collaboration with adults to generate new ideas. Interaction Design Heuristics for Children By Jim Lord & Laura Schraven

  20. Best Practices in website design for children Conventional Best Practices - Create elements that are large and visually memorable - Use bright, vivid colors that stimulate the senses - Incorporate elements from nature - Create depth in the design - Add navigational elements that are large and easy to find - Use video - Include printable elements - Break the grid - Make modifications based on usability testing Unconventional Best Practices - Create a happy, playful mood - Use animated characters - Use graphic-heavy navigation bars - Use Flash animation abundantly - Embed motions and sounds that trigger on page load - Include a “games” section - Change the cursor to contribute to the theme - Add voices to navigation rollovers - Be accountable to both children and parents Interaction Design Heuristics for Children By Jim Lord & Laura Schraven

  21. Conclusion The Human-Computer-Interaction community continues to explore and refine the way it comes to understand the user. When the user is a child it is important to understand their unique needs and strengths. Depending on the goal of the interaction, this presentation defines many stages, roles, and methodologies that are helpful in collecting data from children and should lead to improved designs for children. Interaction Design Heuristics for Children By Jim Lord & Laura Schraven

  22. References Ackoff, R.L. Redesigning the Future. Wiley, New York, NY, 1974. Acuff, Dan S., Reiher, Robert H., What kids buy and why: The psychology of marketing to kids. (1997). New York. Free Press. Becker, M. & Markopoulos, P. (eds.) (2003): Interaction Design and Children, Volume 15, Issue 2, 2003 Bekker, M., Beusmans, J., Keyson, D., Lloyd, P. KidReporter: A method for engaging children in making a newspaper to gather user requirements. In Proceedings of the International Workshop Interaction Design and Children (Eindhoven, The Netherlands, Aug. 2002), 138–143. Berk, L. E. (2000). Child development (5th ed.). Needham Heights, MA: Allyn and Bacon. Druin, A. & Solomon, C. (1996). Designing multimedia environments for children: Computers, creativity and kids. New York: Wiley. Druin, A., Stewart, J., Proft, D., Bederson, B.B., & Hollan, J.D. (1997). KidPad: A design collaboration between children, technologists, and educators. Human Factors in Computing Systems: CHI 97 (pp. 463-470). ACM Press. Guha M.L., Druin A., Chipman G., Fails J.A., Simms S., Farber A.,Working with Young Children as Technology Partners. (39-42). Communications of the ACM. Holtzblatt, K. & Jones, A. (1992). Contextual design: Using contextual inquiry for system development. CHI’92 Tutorial. Monterey, CA: ACM Publications. Holtzblatt, K., & Jones, S. (1995). Conducting and analyzing a contextual interview (Excerpt). In R. M. Baecker, J. Gudin, W. A. Buxton, & S. Greenberg. (Eds.), Readings in HCI: Toward the year 2000 (2nd ed.) (pp. 241-253). San Francisco, CA: Morgan Kaufmann. Holtzblatt, K., & Beyer, H. (1997). Getting started on a contextual project. CHI97 Tutorial. Atlanta Georgia: ACM Publications. Kafia, Y.B., Denner J., Heeter C., & Sun J., Beyond Barbie and Mortal Kombat: New Perspectives on Gender and Computer Games. (265-279). Cambridge: MIT Press. Muller, M. J. (1991). PICTIVE – An exploration of participatory design. CHI’91 Conference Proceedings. NY: ACM, 225-231. Muller, M. J., Wildman, D. M., & White, E. A. (1994). Participatory design through games and other techniques. CHI’94 Tutorial. NY: ACM Publications. Interaction Design Heuristics for Children By Jim Lord & Laura Schraven

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