SummaryThis talk discusses the findings from a piece of researcharound children’s usage of touch-screen devices.The attendees will gain practical recommendations for designingapplications for touch screen devices.Case studies: Cbeebies & CBBCDuration: about 60 minutes
Overview1. Background Information2. Methods & Objectives3. Recruitment4. Research Materials5. Top Findings & Recommendations
Background Information• Touch-screen devices & the under 6’s• Appetite for more focused research at the BBC
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 skillsMethods • Depth interviews with parents • Drawing activity & taking photos • Observation Research environment • Home visits
RecruitmentParticipants’ profiles • Children & parents.Familiarity with touch-screen devices & apps • Users vs. non-usersSkills • Computer skills • Literacy and numeracy
Research MaterialsiPhone Apps • Dress up with Angelina Ballerina • Angry birds • Cooking mama • Match10iPad Apps • Angelina Ballerina • Angry birds • Cupcake maker • Cut the rope • Glow hockey • Sonic racingCriteria for selecting the applications • Participants’ age, gender and currently used apps • Basic touch screen gestures
Top Findings & RecommendationsBe aware of how parents’ attitudes may influence theirchildren’s skills and interests; rememberto include parents’ profiles in the recruitment brief for anyfuture research.
Top Findings & RecommendationsEnsure that challenges within apps are appropriate to age,interest and skills. You can achieve this by offering a basiclinear route for everybody as well as the opportunity fora free-roam experience for the more confident users.This will maximise engagement and opportunityfor exploration.
Top Findings & RecommendationsWhere possible, consider combining different types ofinstructions e.g. animation with voice-overs, to enable allchildren to engage with the activities independently.
Top Findings & RecommendationsCreate opportunities to succeed for all users regardlessof their skills by allowing the ability to ‘Play again’ or skipthrough to next option. Where possible, considerincorporating a range of levels that target different skill setsor offering practice sessions.
Top Findings & RecommendationsImplement positive encouragers e.g. a smiley face,stars, thumbs up as well as positive language e.g.‘Try Again’ rather than ‘You’ve Failed’.
Top Findings & RecommendationsWithin an activity, incorporate a varietyof touch screen gestures to maintain engagement andminimise fatigue.
Top Findings & RecommendationsConsider creating apps that allow children to include usergenerated content such as photos and clips to enhancethe sense of ownership and engagement.
Top Findings & RecommendationsWhen designing an app that mimics an activity such asfollowing a recipe, ensure it reflects the logical real-lifesteps as this increases learning through play.
Top Findings & RecommendationsIf you want to appeal to both genders, use neutral colourse.g. green, yellow or ones which do not have such strongassociations with gender like e.g. blue and pink.
Top Findings & RecommendationsWhen building a collaborative activity for parentand child, keep the balance between guidance and equalparticipation.
Top Findings & RecommendationsConsider the notion of a walled garden approach wherebya safe area is created.App collections and playlists within apps may offer a solutionfor ensuring online safety.
Thank you!If you are interested in this talk, please contact us at:email@example.comOr else, see other talks in this series on the next slides
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