Tablets & Kids: Creative Opportunities with Apps Empowering Young Children<br />
We are User Intelligence<br />
Who here makes things for children?<br />
We’re here to talk about:<br />
Kids ♥ Tablets(more than computers or phones)<br />
Tablets are a family device<br />
Tablets are a family device<br />
Tablets are a family device<br />
Larger screens are easier for child-level motor skills to handle<br />
Action & Perception are co-located, more like the physical world<br />
But, we could be paying more attention to kids’ needs.<br />
App Stores / Market(place)s / Worlds <br />
This is a coloring app.<br />
What if I can’t read?<br />
This is broken on many levels.<br />
Technology is now available to new, different users<br />
Get to know new users, so we can re-evaluate our assumptions!<br />
Human Factors(Key Developmental Milestones for Interaction Design)<br />
Key Skills develop over time<br />
Look at how this 2-year-old toddler does it.<br />
This boy is 2 years old.<br />
Did you notice the differences?<br />
In other words,Design to empower<br />
Design to grow<br />
Participatory Design(Put kids in charge!)<br />
SEEM(Structured Expert Evaluation Method)<br />
Children can be involved in different roles<br />
Guidelines for Design Sessions with Kids<br />
Here is an example:<br />
“There’s nothing to gain from taking kids seriously.”<br />
(Successful) Kids in Charge<br />
(Successful) Kids in Charge<br />
We’re almost done!<br />
Get to know new users, so we can re-evaluate our assumptions!<br />
We’ve just talked about:<br />
Thank You!<br />
Tablets and Kids: Creative Opportunities with Apps Empowering Young Children
Tablets and Kids: Creative Opportunities with Apps Empowering Young Children
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Tablets and Kids: Creative Opportunities with Apps Empowering Young Children

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Young children use tablets in ways they do not use mobile phones and computers. Tablets reside in the living room, leaving kids almost no barriers to interact with technology and the internet. Case reports show children moving into the powerful roles of consumer and designer, and we need to accommodate them in playing those roles.

As consumers, tablets easily engage young children because of the previously mentioned social space in which tablets are used. The increased real estate better suits kids’ motor skills, and tablets’ presence in social, family contexts make them effective gateways for children. An increasing number of apps is made for children, but the app world has far to come in its child-centric offering. For example the current qualification of apps is sub-optimal at best (Apple App Store) or non-existent at worst (Android Market).

In addition, children can become professional app designers. Bubble Ball, by 14 year old Robert Nay, is a great example of a child-developed app that competes with corporate-developed ones. Instead of competing against children as designers, we need to collaborate with them, listen to them, and ultimately support them in their development ventures. How strange this may sound, the successful cases involve children as decision makers to successfully leverage their creativity.

This presentation provides app designers some guidelines for working with children and helping them write the next chapter in the history of computing.

Tablets and Kids: Creative Opportunities with Apps Empowering Young Children

  1. 1. Tablets & Kids: Creative Opportunities with Apps Empowering Young Children<br />
  2. 2.
  3. 3. We are User Intelligence<br />
  4. 4. Who here makes things for children?<br />
  5. 5. We’re here to talk about:<br />
  6. 6. Kids ♥ Tablets(more than computers or phones)<br />
  7. 7.
  8. 8. Tablets are a family device<br />
  9. 9. Tablets are a family device<br />
  10. 10. Tablets are a family device<br />
  11. 11. Larger screens are easier for child-level motor skills to handle<br />
  12. 12. Action & Perception are co-located, more like the physical world<br />
  13. 13. But, we could be paying more attention to kids’ needs.<br />
  14. 14. App Stores / Market(place)s / Worlds <br />
  15. 15. This is a coloring app.<br />
  16. 16. What if I can’t read?<br />
  17. 17. This is broken on many levels.<br />
  18. 18.
  19. 19.
  20. 20.
  21. 21.
  22. 22.
  23. 23.
  24. 24.
  25. 25.
  26. 26.
  27. 27.
  28. 28. Technology is now available to new, different users<br />
  29. 29. Get to know new users, so we can re-evaluate our assumptions!<br />
  30. 30. Human Factors(Key Developmental Milestones for Interaction Design)<br />
  31. 31. Key Skills develop over time<br />
  32. 32. Look at how this 2-year-old toddler does it.<br />
  33. 33. This boy is 2 years old.<br />
  34. 34. Now, watch this2-month-old baby.<br />
  35. 35.
  36. 36. Did you notice the differences?<br />
  37. 37. Interests also develop over time<br />
  38. 38. In other words,Design to empower<br />
  39. 39. Design to grow<br />
  40. 40.
  41. 41. Participatory Design(Put kids in charge!)<br />
  42. 42. SEEM(Structured Expert Evaluation Method)<br />
  43. 43. Children can be involved in different roles<br />
  44. 44.
  45. 45. Guidelines for Design Sessions with Kids<br />
  46. 46. Here is an example:<br />
  47. 47. “There’s nothing to gain from taking kids seriously.”<br />
  48. 48. (Successful) Kids in Charge<br />
  49. 49. (Successful) Kids in Charge<br />
  50. 50. We’re almost done!<br />
  51. 51. Get to know new users, so we can re-evaluate our assumptions!<br />
  52. 52. We’ve just talked about:<br />
  53. 53. Thank You!<br />

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