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Involving Kids in the Design of
Kids Apps
Michelle Lee
Design for Play Lead
IDEO
Tips for setting up research sessions:
- Call on family and friends
- Be flexible with busy kid schedules
- Schedule backup observations
- Build in buffer
Key moments for kid involvement:
- Inspiration
- Co-Creation
- Concept Validation/Usability Testing
- Feedback
Inspiration
Tips for Inspiration:
- Set the child at ease
- Let the child be the expert
- Have them show vs tell
- Bring props
Inspiration
Co-Creation
Tips for Co-Creation:
- Treat kids with respect
- Be open-minded
- Provide multiple materials/activities
- Make it fun
Co-Creation
Concept Validation
Tips for Concept Validation:
- Watch and listen
- Be mindful of time and energy level
- Allow attention to wander (a bit)
- Use other apps as benchmarks
Concept Validation
Concept Validation
Usability Testing
Tips for Usability Testing:
- Give them space
- One child at a time
- Limit distractions
- Take video
Usability Testing
Empathy
Feedback
Tips for Feedback:
- Test both new and existing apps
- Review data
- Learn from feedback on other apps
- Follow up with parents
Feedback
Thank you!
michelle@ideo.com

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Involving Kids in the Design of Kids Apps | Michelle Lee

Editor's Notes

  1. Whether we’re seasoned app developers, child development experts or wise parents, we still have much to learn from kids themselves. User-centered design is a key part of our process, as we invite kids to both inspire and test our apps throughout development. In this session, we’ll share our process, some of our most interesting observations and insights, and how these learnings drove key design decisions.
  2. Kids aren’t just small adults - don’t worry about getting messy think in the moment not yet aware of social norms detail oriented kid logic
  3. Shoe Beds
  4. Busy ghost
  5. Tigger staying on a snowy day
  6. Cars caring for a sick friend (kids and empathy).
  7. How do we harness kids’ energy and imaginations to help us design fun and engaging products?
  8. Family and friends (plus if kids know what to expect and come to a familiar place with familiar faces – otherwise, need to give parents a head’s up) be flexible with busy kid schedules (school, extracurriculars, naptime, snacktime) schedule backup observations (kids get sick, have meltdowns or maybe extra shy) build in buffer (kids may be late)
  9. Not linear but constantly interwoven
  10. Talk to kids at the very start of a project
  11. Limit adults, home visits, food, compliment shoes, simple questions/activities, sit on the floor, mirror energy level, include friends, WWYBFD? Build rapport with the whole family but child is the expert Tour guide Have props ready
  12. When kids played with a car and came to the edge of a table, it became a plane Held their arms out to mimic an airplane themselves
  13. - Wing Control Dusty uses a natural behavior to control the R/C plane versus forcing kids with limited dexterity to learn to use an awkward remote control designed for adults - QuickTek transforming Batman vehicles built off of observation that kids didn’t see vehicles as one fixed thing but could transform based on the surroundings
  14. Involve kids in creation
  15. Give them respect (time to speak, listen, don’t cut them off, make eye contact) Kids may take you in a new direction – go with it 20 min on one subject is a long time > menu of activities – dance, draw, build Not homework!
  16. Kids helped us come up with dance moves and how they’d be visually represented
  17. Monster Moves
  18. Are ideas actually engaging?
  19. Facial expressions say a lot Allow for breaks (including for the bathroom) and be willing to end early Ok to go off task Compare reactions to other apps
  20. Interactivity (AI/speech rec + video/audio)
  21. Interactivity (AI/speech rec + video/audio)
  22. Elmo Calls
  23. How to kids interact/navigate your game?
  24. Stand back, avoid interrupting Keep other kids from interrupting Spinny chairs, too many people in the room Video will help you see patterns across kids
  25. 2-handed remote usage
  26. Spin and Spot tutorial
  27. Mock-ups to build empathy Little hands – leverage, reach
  28. After we release a product, we watch to see how the product is used > updates or future products
  29. - Use testing opportunities to test old apps, too Data (reviews and analytics – qual and quant) Not just your app, but others, too Hear from parents about home use
  30. Airplayed app to TV > active, group play
  31. Monster Moves DANCE
  32. Go out and be humbled, amazed and inspired by kids, so that you can design and develop even more amazing experiences that kids will love!