22
Design recommendations for children’s apps on smart phones & tablets August/September 2011 Angela Collins-Rees & Sylwia Frankowska-Takhari

Research with children_case_study

Embed Size (px)

Citation preview

Page 1: Research with children_case_study

Design recommendations for children’s apps on smart phones & tabletsAugust/September 2011

Angela Collins-Rees & Sylwia Frankowska-Takhari

Page 2: Research with children_case_study

Summary

This talk discusses the findings from a piece of research around children’s usage of touch-screen devices. The attendees will gain practical recommendations for designing applications for touch screen devices.

Case studies: Cbeebies & CBBC

Duration: about 60 minutes

Page 3: Research with children_case_study

Overview

1. Background Information2. Methods & Objectives3. Recruitment4. Research Materials5. Top Findings & Recommendations

Page 4: Research with children_case_study

Background Information

• Touch-screen devices & the under 6’s• Appetite for more focused research at the BBC

Page 5: Research with children_case_study

Methods and ObjectivesObjectives

• To investigate how the existing young users use ‘their’ touch screen devices & how the non-users embrace the new experience

• To investigate what navigation mechanisms make their experiences with touch screen devices enjoyable and the ones that are problematic

• To inspire development of applications for touch screen devices that would support children’s natural desire to independently explore content regardless of their age and skills

Methods• Depth interviews with parents• Drawing activity & taking photos• Observation

Research environment• Home visits

Page 6: Research with children_case_study

Recruitment

Participants’ profiles• Children & parents

. Familiarity with touch-screen devices & apps

• Users vs. non-users

Skills• Computer skills• Literacy and numeracy

Page 7: Research with children_case_study

Research Materials

iPhone Apps• Dress up with Angelina Ballerina• Angry birds• Cooking mama• Match10

iPad Apps• Angelina Ballerina• Angry birds• Cupcake maker• Cut the rope• Glow hockey• Sonic racing

Criteria for selecting the applications • Participants’ age, gender and currently used apps• Basic touch screen gestures

Page 8: Research with children_case_study

Top Findings & Recommendations

Be aware of how parents’ attitudes may influence their children’s skills and interests; remember to include parents’ profiles in the recruitment brief for any future research.

Page 9: Research with children_case_study

Top Findings & Recommendations

Ensure that challenges within apps are appropriate to age, interest and skills. You can achieve this by offering a basic linear route for everybody as well as the opportunity for a free-roam experience for the more confident users.This will maximise engagement and opportunity for exploration.

Page 10: Research with children_case_study

Top Findings & Recommendations

Where possible, consider combining different types of instructions e.g. animation with voice-overs, to enable all children to engage with the activities independently.

Page 11: Research with children_case_study

Top Findings & Recommendations

Create opportunities to succeed for all users regardless of their skills by allowing the ability to ‘Play again’ or skip through to next option. Where possible, consider incorporating a range of levels that target different skill sets or offering practice sessions.

Page 12: Research with children_case_study

Top Findings & Recommendations

Implement positive encouragers e.g. a smiley face, stars, thumbs up as well as positive language e.g. ‘Try Again’ rather than ‘You’ve Failed’.

Page 13: Research with children_case_study

Top Findings & Recommendations

Within an activity, incorporate a variety of touch screen gestures to maintain engagement and minimise fatigue.

Page 14: Research with children_case_study

Top Findings & Recommendations

Consider creating apps that allow children to include user generated content such as photos and clips to enhance the sense of ownership and engagement.

Page 15: Research with children_case_study

Top Findings & Recommendations

When designing an app that mimics an activity such as following a recipe, ensure it reflects the logical real-life steps as this increases learning through play.

Page 16: Research with children_case_study

Top Findings & Recommendations

If you want to appeal to both genders, use neutral colours e.g. green, yellow or ones which do not have such strong associations with gender like e.g. blue and pink.

Page 17: Research with children_case_study

Top Findings & Recommendations

When building a collaborative activity for parent and child, keep the balance between guidance and equal participation.

Page 18: Research with children_case_study

Top Findings & Recommendations

Consider the notion of a walled garden approach whereby a safe area is created. App collections and playlists within apps may offer a solution for ensuring online safety.

Page 19: Research with children_case_study

Thank you!

If you are interested in this talk, please contact us at:

[email protected]

Or else, see other talks in this series on the next slides

Page 20: Research with children_case_study

Other talks

Designing apps for children: findings & recommendationsSummary: This talk provides practical advice around recruitment of child participants with a particular focus on ethics and the researchers’ ethical responsibility for participants.The attendees will gain practical tips on how to effectively recruit child participants for their projects and set up a safe research environment throughout the research sessions.

Methods for design research Summary: This talk presents an overview of the variety of methods & tools available to design researchers, both the more traditional ones and those that are more innovative, with a focus on 2 selected methods illustrated with case studies. The attendees will learn when it’s appropriate to use each of the methods in the product life cycle, what the potential challenges can be and how to overcome them by e.g. triangulating methods. All this illustrated with case studies and examples of interesting projects from across the BBC.

Page 21: Research with children_case_study

Inclusive design & recruitmentSummary: This talk with elements of experiential workshop gives an overview of different target audiences of a product, and their particular needs and expectations. The attendees will learn why it is important to include people with different needs in the research and what to consider when recruiting child participants and participants with disabilities for research in terms of recruitment criteria, ethics and logistics.

Design research in product life cycleSummary: This talk focuses mainly on the phases of product life cycle: idea generation, growth and maturity and explains how design research supports designers in each phase. The attendees will learn about the phases of a product life cycle and what research methods to use in each phase e.g.: formative vs. summative research methods.

Other talks

Page 22: Research with children_case_study

Design researchers’ skills/ competencesSummary: This talk gives an overview of the role of Design Researchers. The attendees will learn about the key responsibilities of Design Researchers, how their jobs fit into the design industry, and what are the essential skills and competences required for the role.

Risks related to using inappropriate methodology & recruitmentSummary: This talk discusses how using inappropriate research methods and tools can skew the research results and negatively affect the design work. The attendees will learn about the consequences of using inappropriate research methods, risks related to methods such as: guerrilla study or crowd- sourcing, and how to minimise those risks.

Other talks