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Welcome!
Design
principles for
kids
Camp Digital
Manchester, March 17th
Hello!
I’m Karina
What I normally do...
Design studio specialized in
digital products for kids
Play-based language learning
platform for kids
ABCKit
ABCKit for 5
myABCKit
Why are we here?
Children are not mini-adults
They have distinct
developmental limitations
Guidelines when
designing for kids
5 MUST
Simplicity Goal-centered
Honesty Challenging
Fun
Simplicity
Remove unnecessary
complexity
Clear and consist
modes of operation
Only relevant information
Simplicity
DESIGN PRINCIPLES FOR
#1
Affordance
The function of the object
is clearly perceived
“
The fantastic
flying books
of Mr. Morris
Lessmore
Usability is improved when similar parts are
expressed in similar ways
#2
Consistency
“
Cubetto
Time required to move to a target
is related to size and distance
#3
Fitt’s law
“
Toca Monsters
by Toca Boca
Toca Monsters
by Toca Boca
Design should help to avoid errors
and minimize negative impact
#4
Forgiveness
“
myABCKit
Only necessary or requested information
is displayed at any given time
#5
Progressive disclosure
“
Hopscotch
Hopscotch
Similar elements are perceived
to be more related than dissimilar
#6
Similarity
“
Intro to numbers
by Montessorium
Visual equivalence among
elements in a form
#7
Symmetry
“
nuevos trazos de myABCKIT pra niños
Chinese Class
by Monkimun
nuevos trazos de myABCKIT pra niños
Chinese Class
by Monkimun
Goal-centered
One single action with one
main purpose
Allows kids to focus
...and to develop memory
Goal-centered
DESIGN PRINCIPLES FOR
Perception of a set of individual
elements as a single pattern
#1
Closure
“
Pinsaic
Preventing unintended actions by requiring
verification before they are performed
#2
Confirmation
“
Monument
Valley
Limiting the actions
#3
Constraint
“
Intro to Geo by
Montessorium
Control should be related to the
proficiency and experience levels
#4
Control
“
Lego for iPad
An action or omission of action
yielding an unintended result
#5
Errors
“
myABCKit
The time it takes to make a decision,
increases equally as the number of alternatives
#6
Hick’s law
“
Intro to numbers
by Montessorium
Use of a pictorial image to
improve recognition and recall
#7
Iconic representation
“
Skratch
Elements that are close together
are perceived to be more related
#8
Proximity
“
Minecraft
Minecraft
Minecraft
Honesty
Total transparency when it
comes to design for them
They trust.
So, be fair.
Honesty
DESIGN PRINCIPLES FOR
#1
Expectation Effect
Perception and behavior changes as
a result of personal or others expectations
“
Smartick
#2
Highlighting
Bringing attention to an
area of text or image
“
Contre Jour
#3
Picture superiority effect
Pictures are remembered
better than words
“
Builders by
Toca Boca
#4
Storytelling
Method for creating imagery, emotions
and understanding of events
“
myABCKit
Challenging
From 6 - 7 Y.O. they
enjoy micro-conflicts
Produces joy while
feeling empowered
Allows them to
feel independent
Challenging
DESIGN PRINCIPLES FOR
#1
A process of repeating a set of operations
until a specific result is archived.
“
Iteration
myABCKit
myABCKit
myABCKit
#2
The greater the effort to accomplish the
task, the less likely to be accomplished.
“
Performance Load
Hopscotch
Hopscotch
Hopscotch
Hopscotch
#3
Communicating novel information using
elements of common understanding
“
Rosetta Stone
myABCKit
Fun
It triggers the most authentic
part of the kids
Allows to recall better
the experience
Fun experiences
promote repetition
Fun
DESIGN PRINCIPLES FOR
#1
Get attention, indicate meaning
and enhance aesthetics
“
Color
Green Pink
Paper
#2
A state of mental focus so intense that
awareness of the real world is lost
“
Immersion
Minecraft
#3
A tendency to prefer savanna-like
environment to other types of environments
“
Savanna
Teletubbies
Wrap up
5 MUST
Simplicity Goal-centered
Honesty Challenging
Fun
Any questions?
Karina Ibarra
@karinai
Thank you!
@arquinauta

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Talk Design Principles for kids - Camp Digital

Editor's Notes

  1. We know how to design for grown-ups, but how easy is it to design for kids? In this talk we will see how some of well-known, universal principles of design can be applied when we design apps, games and interfaces for kids. We will walk through concepts and practices that designers and researchers already know about their users, but with a different approach applied for children.
  2. Explicar lo de un estudio de diseño para niños + myABCKit
  3.  physical, cognitive and emotional .
  4. It is archived when everyone can easily understand and use the design, regardless their experience, literacy or concentration level. Remove unnecessary complexity Clearly and consistently code and modes of operation Use progressive disclosure to present only relevant information and controls Clar promoting and feedback
  5. It is archived when everyone can easily understand and use the design, regardless their experience, literacy or concentration level. Remove unnecessary complexity Clearly and consistently code and modes of operation Use progressive disclosure to present only relevant information and controls Clar promoting and feedback
  6. Affordance Casi todas las apps para niños enseñan en pantalla una serie de elementos que tocándolos hacen que pasen cosas. Estos objetos, tienen que hacer patente y de forma clara cómo el niño va a poder interactuar con ellos. Hay que darle a estos elementos en cuestión formas y características que obvien y hagan notoria su tocabilidad y utilización.
  7. Affordance Casi todas las apps para niños enseñan en pantalla una serie de elementos que tocándolos hacen que pasen cosas. Estos objetos, tienen que hacer patente y de forma clara cómo el niño va a poder interactuar con ellos. Hay que darle a estos elementos en cuestión formas y características que obvien y hagan notoria su tocabilidad y utilización.
  8. The usability of a system is improved when similar parts are expressed in similar ways. Meaning and action.
  9. The time required to move to a target is a function of the target size and distant to the target. The smaller and more distant a target.
  10. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
  11. Progressive Disclosure Only necessary or requested information is displayed at any given time. Presenting information that is only relevant and to reduce complexity, especially with kids that are novice.
  12. Similarity Elements that are similar are perceived to be more related than elements that are dissimilar. How: using fewest color and simplest shapes for the grouping effect.
  13. Symmetry Visual equivalence among elements in a form.
  14. ¿Qué significa diseñar para niños? Una app para niños ha de ser simple y funcional. Es así de sencillo. Se ha de focalizar en tareas fáciles que estimulen el aprendizaje y el juego. ¿Cómo?
  15. The tendency to perceive a set of individual elements as a single, recognizable patterns, rather than multiple, individual elements. > Gestalt principles of perception. How: by using simple and recognizable patterns, minimizing elements
  16. Closure The tendency to perceive a set of individual elements as a single, recognizable patterns, rather than multiple, individual elements. > Gestalt principles of perception. How: by using simple and recognizable patterns, minimizing elements
  17. Confirmation A technique for preventing unintended actions by requiring verification of the actions before they are performed.
  18. Constraint - CHECK Limiting the actions
  19. Control The level of control should be related to the proficiency and experience levels of the people using the system.
  20. Errors An action or omission of action yielding an unintended result.
  21. Hick’s law The time it takes to make a decision increases as the number of alternatives increases. Identify a problem or a goal Assess the available options to solve the problem or achieve the goal Decide on an option and.. Implement the option
  22. Iconic representation The use of a pictorial image to improve the recognition and recall of signals and controls.
  23. 20. Proximity Elements that are close together are perceived to be more related than elements that are farther together.
  24. ¿Qué significa diseñar para niños? Una app para niños ha de ser simple y funcional. Es así de sencillo. Se ha de focalizar en tareas fáciles que estimulen el aprendizaje y el juego. ¿Cómo?
  25. Expectation Effect A phenomenon in which perception and behavior changes as a result of personal expectations or the expectations of others.
  26. 13. Highlighting - CHECK Bringing attention to an area of text or image. Highlight should not be more than 10% of the visible design Bold Color Blinking
  27. 18. Picture superiority effect Pictures are remembered better than words. We can use this to improve the recognition and recall of key information.
  28. Storytelling A method of creating imagery, emotions and understanding of events through an interaction between a storyteller and an audience. How: use it to engage an audience in a design, evoke a specific emotional response or to provide a context of learning.
  29. ¿Qué significa diseñar para niños? Una app para niños ha de ser simple y funcional. Es así de sencillo. Se ha de focalizar en tareas fáciles que estimulen el aprendizaje y el juego. ¿Cómo?
  30. Iteration A process of repeating a set of operations until a specific result is archived.
  31. 17- Performance Load The greater the effort to accomplish the task, the less likely the task will be accomplished successfully. Design should minimize performance load to the greatest degree possible. Reduce cognitive load by eliminating unnecessary information.
  32. 21. Rosetta Stone Communicating novel information using elements of common understanding. Apender un idioma! How: Incorporate an element of common understanding to be used as a key for the receiver.
  33. 15. Immersion - CHECK A state of mental focus so intense that awareness of the real world is lost, generally resulting in a feeling of joy and satisfaction. Mindcraft!!!
  34. 22. Savanna Preference - CHECK A tendency to prefer savanna-like environment to other types of environments How: this preference is strongest in young children. Ejemplo: teletubies