Research with children_case_study


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Research with children_case_study

  1. 1. Design recommendationsfor children’s apps on smart phones& tabletsAugust/September 2011Angela Collins-Rees & Sylwia Frankowska-Takhari
  2. 2. 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
  3. 3. Overview1. Background Information2. Methods & Objectives3. Recruitment4. Research Materials5. Top Findings & Recommendations
  4. 4. Background Information• Touch-screen devices & the under 6’s• Appetite for more focused research at the BBC
  5. 5. 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
  6. 6. RecruitmentParticipants’ profiles • Children & parents.Familiarity with touch-screen devices & apps • Users vs. non-usersSkills • Computer skills • Literacy and numeracy
  7. 7. 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
  8. 8. 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.
  9. 9. 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.
  10. 10. Top Findings & RecommendationsWhere possible, consider combining different types ofinstructions e.g. animation with voice-overs, to enable allchildren to engage with the activities independently.
  11. 11. 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.
  12. 12. 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’.
  13. 13. Top Findings & RecommendationsWithin an activity, incorporate a varietyof touch screen gestures to maintain engagement andminimise fatigue.
  14. 14. Top Findings & RecommendationsConsider creating apps that allow children to include usergenerated content such as photos and clips to enhancethe sense of ownership and engagement.
  15. 15. 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.
  16. 16. 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.
  17. 17. Top Findings & RecommendationsWhen building a collaborative activity for parentand child, keep the balance between guidance and equalparticipation.
  18. 18. 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.
  19. 19. Thank you!If you are interested in this talk, please contact us at:uxresearchers@gmail.comOr else, see other talks in this series on the next slides
  20. 20. Other talksDesigning apps for children: findings & recommendations Summary: 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.
  21. 21. Other talksInclusive design & recruitment Summary: 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 cycle Summary: 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.
  22. 22. Other talksDesign researchers’ skills/ competences Summary: 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 & recruitment Summary: 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.