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Design For Kids

Book Description

Emotion. Ego. Impatience. Stubbornness. Characteristics like these make creating sites and apps for kids a daunting proposition. However, with a bit of knowledge, you can design experiences that help children think, play, and learn. With Design for Kids, you'll learn how to create digital products for today's connected generation.

Table of Contents

  1. Cover Page
  2. Title Page
  3. Copyright Page
  4. Dedication Page
  5. How to Use This Book
  6. Frequently Asked Questions
  7. Foreword
  8. Introduction
    1. Designing for Kids, Then…
    2. …And Now
    3. The Good and Bad News
    1. So Which Is It? Playing or Learning?
    2. Designing for Kids vs. Designing for Adults
      1. Challenge
      2. Feedback
      3. Trust
      4. Change
    3. The Similarities Between Kids and Adults
      1. Consistency
      2. Purpose
      3. Surprise
      4. Lagniappe
    4. A Framework for Digital Design
      1. Absorb
      2. Analyze
      3. Architect
      4. Assess
    5. Chapter Checklist
    1. The World According to Piaget
      1. Schemata
      2. Assimilation
      3. Accommodation
      4. Equilibrium
    2. Theory of Cognitive Development
    3. The Sensorimotor Stage: From Birth to Age 2
      1. Separate Selves
      2. Object Permanence
      3. Early Representational Thought
    4. The Preoperational Stage: Ages 2–6
      1. Egocentrism
      2. Conservation
    5. The Concrete Operational Stage: Ages 7–11
      1. Inductive Logic
      2. Reversibility
    6. The Formal Operations Stage: Ages 12–Adult
      1. Logic
      2. Abstract Thought
      3. Problem Solving
    7. Chapter Checklist
    1. Who Are They?
    2. Create a Clear Visual Ranking
    3. Use a Few Bright Colors
    4. Assign a Single Behavior to On-Screen Elements
    5. Maintain a Strong Separation Between Foreground and Background
    6. Make Literal Use of Pictures and Icons
    7. Use Clear Audio Cues
    8. Support, Don’t Enforce, Gender Differences
    9. Chapter Checklist
    10. Emil Ovemar
    1. Who Are They?
    2. Make It Social
    3. Make Learning Part of the Game
    4. Give Feedback and Reinforcement
    5. Keep It Free-Form
    6. Keep It Challenging
    7. Chapter Checklist
    1. Who Are They?
    2. Outside Influences
    3. Leveling Up
    4. Explain, Explain, and Explain Again
    5. Saving, Storing, Sharing, and Collecting
      1. High Scores
      2. Sharing
    6. Playing by the Rules
    7. We Need Some Stinkin’ Badges
    8. Stranger Danger
      1. Designing Canned Chat
      2. The Anonymity Factor
    9. Chapter Checklist
    10. Linnette Attai
    1. Who Are They?
    2. Getting Away with It
    3. Provide Instructions After Failure
    4. Up the Complexity
    5. Ads Aren’t Content
    6. “Poopyhead” Is a Perfectly Acceptable User Name
    7. A Matter of Trust
    8. It’s OK to Lie if Nobody Gets Hurt
    9. Chapter Checklist
    1. Who Are They?
    2. Take The Guesswork Out
    3. Let Kids Tell Their Story
    4. Mobile First
    5. Celebrate Individuality
    6. Specialize
    7. Chapter Checklist
    1. General Guidelines
      1. Keep It Moving
      2. Let Them Lead
      3. Provide Closure
      4. Have an Agenda
      5. Be Honest
    2. What You Need to Know About Informed Consent
    3. Recruiting Kids as Participants
    4. Researching with the Littlest Users
      1. Child-Parent Sessions
      2. Research Techniques
        1. Interviews
        2. Contextual Inquiry
        3. Lab Research
    5. Researching with the Control Freaks
      1. Get ’em Talking
      2. Channel Your Inner Indiana Jones
      3. Bring Out the Crayons
    6. Researching with the Experts
      1. Stick to One-on-Ones
      2. Go Back to School
      3. Lab Testing
      4. Surveys
    7. Chapter Checklist
    8. Catalina N. Bock
    1. 2–4-Year-Olds
    2. 4–6-Year-Olds
    3. 6–8-Year-Olds
    4. 8–10-Year-Olds
    5. 10–12-Year-Olds
    6. Chapter Checklist
    1. First, the Questions
      1. Why?
      2. Who?
      3. What?
    2. Next, the Design Particulars
      1. Navigation and Wayfinding
      2. Design Patterns
      3. Data Collection
      4. Community and Social
      5. Advertising
    3. Finally, Getting It Out There
      1. Websites
      2. Games and Apps
    4. Designing for Kids…and Beyond