Common mistakes people make when designing interactive digital media content for children and strategies to avoid these common and possibly fatal mistakes; Slideshow created by (c)Carolyn Handler Miller
2. 2
The Death Kisses
The dust part of
Dust or Magic
My own term
Death Kisses:
Common but dangerous
pitfalls
Highly seductive
To adults: logical,
sensible, intelligent
But to kids: repellant!
7. 7
General Characteristics:
Adult perspective of what projects for
children should be like
Easy to resort to
Slip into projects when under pressure
Seem very attractive
Based on faulty assumptions
9. 9
#1. Kids Love Anything Sweet
True for food, not
entertainment!
Sweetness is adult
wishful thinking – want
to present happy, sunny
world that is all good
But kids know truth:
world not really like this!
Sweetness = boring,
bland, childish, false
10. 10
#2. Give ‘Em
What’s Good for ‘Em
The medicinal
approach!
Often done with true
earnestness, adult zeal
“Smarten ‘em up fast!
Problem: too heavy
with pedagogy, too
light on fun
11. 11
#3. You’ve Just Got
To Amuse ‘Em
The “junk food”
approach
Cheap on quality,
meaningful content
Sells kids short
Fatal assumptions:
Kids can’t tell
Kids just want lots of
empty fun
12. 12
#4. Always Play It Safe!
Yes, we want to
avoid violence &
inappropriate
content
But that does not
mean removing
action, conflict,
tension!
Too safe = totally
boring!
13. 13
#5. All Kids Are Created Equal
Democracy is fine in
nations, not in kids’
products
Kids vary hugely at
different ages; boys
& girls not identical
“One size fits all”
strategy doesn’t
work here
14. 14
#6: Explain Everything
An adult fear: not being
clear
Faulty assumption:
kids can’t figure out
things on their own
Leads to drowning kids
with words, instructions
Lazy on our part (better
ways take work)
Annoying for kids –
they enjoy figuring
things out
15. 15
#7. Make Sure All Characters
Are Wholesome!
Yes, we want
positive role models
But too positive and
too perfect = dull,
bland & lifeless
Characters lack
personality,
individuality – just
“white bread”
17. 17
#1. Devise a Way to HOOK
Your Players
In other words, build in
a compelling mission,
goal or challenge
(example: Oregon Trail)
Should be
Clear-cut
Easily
understandable
Highly desirable
18. 18
#2. Inject Meaningful Tension
Adds excitement w/o
violence
Essence of drama
Some techniques:
“The ticking clock” (must
succeed at something by
certain time, or disaster)
Conflict (opposing
characters after same
goal)
Challenges to overcome
19. 19
#3. Offer Genuine Substance
Kids Hungry for Meaningful Content!
(Example: powerful themes in The Lion King: treachery, murder, courage)
20. 20
#4. Create Characters Who Are
Multifaceted and Dynamic
Example: Mia (Kutoka
Interactive)
Not perfect
Overly curious
Tiny but plucky
Gets into trouble
Has enemy (Romaine)
Well developed
characters provide
energy, interest,
excitement
Kids can ID with them
21. 21
#5. Create System of Rewards
Rewards:
Powerful motivators;
incentives to keep going
Positive reinforcement
Way to measure progress
Loss of rewards (or
penalties): possibility adds
tension
Can be: a score; words
of praise; $; powers;
advancement; even
jellybeans (as in Toontown
Online)
22. 22
#6. Make Product Easy
To Understand and Use
Classic picture
books good model
Few words
Ample visuals
In interactive media,
good interface
design essential
Makes for enjoyable
product
Helps avoid lengthy
explanations
23. 23
#7. Make Product Adjustable
To Child’s Abilities
Provide easy to
difficult levels or
challenges
Many advantages:
Avoids frustrating
beginning players
Keeps more skillful
players challenged,
involved
Makes product more
repeatable
Expands age range of
product
24. 24
#8. Supply Liberal Doses
Of Humor
Humor adds life and
color
Makes product fun
Caution: kids’ humor
NOT same as adult
humor
Love what’s gross, rude &
offensive (non politically
correct!)
Love what’s ridiculously
silly, unexpected, absurd
Visual and character humor
rather than puns, word play
25. 25
#9. Build in Meaningful
Interactivity
Player’s “job” should
make sense
Players choices
should make a
difference – have
impact
Interactivity should
be abundant,
keeping player
active
Should not be overly
repetitive
26. 26
#10. Respect Your Audience!
(Don’t talk down; understand who they are;
give them something worthwhile)