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Becca
Kennedy
Advanced HF
12/8/11
DESIGNING
TECHNOLOGY FOR
CHILDREN
 How children function differently from adults
 Cognitive Development
 Sensory and Perceptual Development
 Motor Development
 Designing interfaces for different age groups
 Sensorimotor stage
 Preoperational stage
 Operational stage
 Concrete Operational stage
 Involving children in the design process
 General Questions
OVERVIEW
 How is designing technology for children different
than designing technology for adults?
THE ULTIMATE QUESTION
HOW CHILDREN FUNCTION DIFFERENTLY
FROM ADULTS
 Information Processing Speed
 Improves as the child learns to guide their own attention (Berk,
2005, p. 333) and working memory capacity increases
 Working memory
 Is limited to about two items in 2.5-year-olds and five items in
7-year-olds (Kail, 2003)
 Increased rate of rehearsal and better mnemonic strategies as
children age
 Spatial Ability
 When preschoolers are shown a map of their classroom and
asked to place stickers to show location of objects and people,
they have more difficulty when the map is rotated (Liben &
Downs, 1993)
COGNITIVE DEVELOPMENT
 Critical period for visual development is between two
and six months of age (Dunsing & Kephart, 1966)
 Visual search (Gerhardstein, Kraebel, Gillis, & Lassiter, 2002)
 Parallel processing functions similarly for children and
adults
 Serial processing is less efficient for children than adults
SENSORY AND PERCEPTUAL
DEVELOPMENT
 2 yrs. - can manipulate small
objects
 3-4 yrs. - can use scissors
 5-6 yrs. - can write words
 7-8 yrs. - can draw pictures with
some depth cues
 Slower information processing
speed also affects motor skills
because children are slower to
adjust movements (Thomas, 1980)
FINE MOTOR DEVELOPMENT
DESIGNING FOR DIFFERENT AGE GROUPS
 Sensorimotor Stage (ages 2 and under)
 Child learns about world from experiencing consequences
of physical actions
 Preoperational Stage (ages 3 – 6)
 Child can think in images and symbols; egocentric
 Concrete Operational Stage (ages 7 – 11)
 Child can use logic appropriately; can classify objects
 Formal Operational Stage (ages 11+)
 Child can think abstractly, beyond concrete experiences;
this stage continues until adulthood
PIAGET’S STAGES OF DEVELOPMENT
 Should require little interaction from the child
 Novel and eye-catching events (e.g., colors and
flashing) can attract attention (Richard & Holley, 1999)
 Can use alternative interfaces besides screen-based
 E.g. Neurosmith Music Blocks
DESIGN FOR SENSORIMOTOR STAGE
(AGES 2 AND UNDER)
 Fisher-Price Animal Fun Game
GAMES FOR 2-YEAR-OLDS AND YOUNGER
 Instructions should be auditory or depicted through
pictures (cannot assume literacy)
 Targets should be larger than what is necessary for
adults (Hourcade, Bederson, Druin, & Guimbretiere, 2004)
 Icons should be large and conspicuous
 Interfaces should not require drag-and-drop
interactions, but point-and-click instead (Inkpen, 2001)
 Navigation can be aided by literal icons (a house
image to go “home”) and directional images (arrows
for moving between pages)
DESIGN FOR PREOPERATIONAL STAGE
(AGES 3 – 6)
 Fisher-Price Healthy Food Game
GAMES FOR 3- TO 6-YEAR-OLDS
 Children under age 10 still have difficulty processing
a large number of choices (Piaget, 1970), so
navigation choices should be limited to five or fewer
(Meloncon, Haynes, Varelmann, & Groh, 2010)
 Because of limited WM capacity, children benefit
from interfaces requiring recognition rather than
recall of information (Schneider, 1996)
 Children at this stage can function independently
and can usually use a mouse and keyboard easily
DESIGN FOR CONCRETE OPERATIONAL
STAGE (AGES 7 – 11)
 Club Penguin – online role-playing game involving a
virtual world of penguin avatars
GAMES FOR 7- TO 11-YEAR-OLDS
GAMES FOR 7- TO 11-YEAR-OLDS
GAMES FOR 7- TO 11-YEAR-OLDS
 Similar cognitive abilities to adults
 Can focus on minimizing cognitive load, especially for
educational resources
 Challenge for designers is capturing interest
 Children may find technology boring or insulting if it is
designed “too young” for them (Gilutz & Nielsen, 2002)
DESIGN FOR FORMAL OPERATIONAL
STAGE (AGES 11+)
 Starcraft II – real time strategy game
 Very fast-paced
 Requires planning , strategy, high concentration, and dexterity
GAMES FOR 11+ YEAR OLDS
 Club Penguin’s warning about saving the password
does not assume the child has a complete existing
mental model of computer safety
 Metaphorical conceptual models that are easily
understood by adults may not be understood by
children (e.g., the floppy disk icon)
 Consider the child’s existing knowledge
 Any other examples?
 Is there a good way around this?
DESIGNING FOR THE MENTAL MODEL OF
THE CHILD
 Video
 Did the iPad influence the
baby’s expectation for how a
magazine should behave?
 Or is the baby interacting with
the magazine the same way
she would if she had never
used an iPad?
TO A BABY, A MAGAZINE IS AN IPAD THAT
DOES NOT WORK
INVOLVING CHILDREN IN THE DESIGN
PROCESS
 Druin (2002) described four possible roles that
children can play in the design process of new
technologies
 User – interact with existing technologies but have no direct
input on its design
 Tester – use technology in development and provide feedback
about refinement before the technology is publically released
 Informant – interact directly with designers through interviews
and other research techniques, but designers decide how to
interpret the child’s feedback
 Design Partner – children and designers contribute equally in
the design process
INVOLVING CHILDREN IN THE DESIGN
PROCESS
 Druin (2005) advocates the involvement of children
as design partners
 In the design of the International Children’s Digital Library,
children provided input and critiques that were categorized and
analyzed
INVOLVING CHILDREN IN THE DESIGN
PROCESS
 Designed a new interface for International Children’s
Digital Library
 “Flattened” the hierarchy to make it easier to navigate
 Simultaneous presentation of most popular
categories, rather than sequential
 Evaluated usage by 6- to 11-year-olds of conjunctive
Boolean queries (selection of multiple category
buttons)
 Compared hierarchical structure and flat structure
HUTCHINSON, DRUIN, & BEDERSON
(2007)
 Children created more Boolean searches in the flat
interface
 For single-item searches, either flat or hierarchical
designs are useful
 For conjunctive Boolean searches, flat designs are
more useful
 What did you find interesting about this article?
HUTCHINSON, DRUIN, & BEDERSON
(2007)
 What do you think about the ICDL interface?
 Can digital children’s books through resources like
the ICDL replace hardcopy books?
 What kinds of difficulties might researchers face
when working with children?
 Regarding parents?
 Regarding the use of video with usability studies?
 Regarding quality of children’s feedback?
GENERAL QUESTIONS
 How might child ergonomics contribute to design of
technology for children?
 What other areas of HF might benefit from making
distinctions between adult and child users?
 How might improving technology benefit children in
the future? Do you think “technologizing” of children
can be problematic?
GENERAL QUESTIONS

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Designing Technology for Children

  • 2.  How children function differently from adults  Cognitive Development  Sensory and Perceptual Development  Motor Development  Designing interfaces for different age groups  Sensorimotor stage  Preoperational stage  Operational stage  Concrete Operational stage  Involving children in the design process  General Questions OVERVIEW
  • 3.  How is designing technology for children different than designing technology for adults? THE ULTIMATE QUESTION
  • 4. HOW CHILDREN FUNCTION DIFFERENTLY FROM ADULTS
  • 5.  Information Processing Speed  Improves as the child learns to guide their own attention (Berk, 2005, p. 333) and working memory capacity increases  Working memory  Is limited to about two items in 2.5-year-olds and five items in 7-year-olds (Kail, 2003)  Increased rate of rehearsal and better mnemonic strategies as children age  Spatial Ability  When preschoolers are shown a map of their classroom and asked to place stickers to show location of objects and people, they have more difficulty when the map is rotated (Liben & Downs, 1993) COGNITIVE DEVELOPMENT
  • 6.  Critical period for visual development is between two and six months of age (Dunsing & Kephart, 1966)  Visual search (Gerhardstein, Kraebel, Gillis, & Lassiter, 2002)  Parallel processing functions similarly for children and adults  Serial processing is less efficient for children than adults SENSORY AND PERCEPTUAL DEVELOPMENT
  • 7.  2 yrs. - can manipulate small objects  3-4 yrs. - can use scissors  5-6 yrs. - can write words  7-8 yrs. - can draw pictures with some depth cues  Slower information processing speed also affects motor skills because children are slower to adjust movements (Thomas, 1980) FINE MOTOR DEVELOPMENT
  • 9.  Sensorimotor Stage (ages 2 and under)  Child learns about world from experiencing consequences of physical actions  Preoperational Stage (ages 3 – 6)  Child can think in images and symbols; egocentric  Concrete Operational Stage (ages 7 – 11)  Child can use logic appropriately; can classify objects  Formal Operational Stage (ages 11+)  Child can think abstractly, beyond concrete experiences; this stage continues until adulthood PIAGET’S STAGES OF DEVELOPMENT
  • 10.  Should require little interaction from the child  Novel and eye-catching events (e.g., colors and flashing) can attract attention (Richard & Holley, 1999)  Can use alternative interfaces besides screen-based  E.g. Neurosmith Music Blocks DESIGN FOR SENSORIMOTOR STAGE (AGES 2 AND UNDER)
  • 11.  Fisher-Price Animal Fun Game GAMES FOR 2-YEAR-OLDS AND YOUNGER
  • 12.  Instructions should be auditory or depicted through pictures (cannot assume literacy)  Targets should be larger than what is necessary for adults (Hourcade, Bederson, Druin, & Guimbretiere, 2004)  Icons should be large and conspicuous  Interfaces should not require drag-and-drop interactions, but point-and-click instead (Inkpen, 2001)  Navigation can be aided by literal icons (a house image to go “home”) and directional images (arrows for moving between pages) DESIGN FOR PREOPERATIONAL STAGE (AGES 3 – 6)
  • 13.  Fisher-Price Healthy Food Game GAMES FOR 3- TO 6-YEAR-OLDS
  • 14.  Children under age 10 still have difficulty processing a large number of choices (Piaget, 1970), so navigation choices should be limited to five or fewer (Meloncon, Haynes, Varelmann, & Groh, 2010)  Because of limited WM capacity, children benefit from interfaces requiring recognition rather than recall of information (Schneider, 1996)  Children at this stage can function independently and can usually use a mouse and keyboard easily DESIGN FOR CONCRETE OPERATIONAL STAGE (AGES 7 – 11)
  • 15.  Club Penguin – online role-playing game involving a virtual world of penguin avatars GAMES FOR 7- TO 11-YEAR-OLDS
  • 16. GAMES FOR 7- TO 11-YEAR-OLDS
  • 17. GAMES FOR 7- TO 11-YEAR-OLDS
  • 18.  Similar cognitive abilities to adults  Can focus on minimizing cognitive load, especially for educational resources  Challenge for designers is capturing interest  Children may find technology boring or insulting if it is designed “too young” for them (Gilutz & Nielsen, 2002) DESIGN FOR FORMAL OPERATIONAL STAGE (AGES 11+)
  • 19.  Starcraft II – real time strategy game  Very fast-paced  Requires planning , strategy, high concentration, and dexterity GAMES FOR 11+ YEAR OLDS
  • 20.  Club Penguin’s warning about saving the password does not assume the child has a complete existing mental model of computer safety  Metaphorical conceptual models that are easily understood by adults may not be understood by children (e.g., the floppy disk icon)  Consider the child’s existing knowledge  Any other examples?  Is there a good way around this? DESIGNING FOR THE MENTAL MODEL OF THE CHILD
  • 21.  Video  Did the iPad influence the baby’s expectation for how a magazine should behave?  Or is the baby interacting with the magazine the same way she would if she had never used an iPad? TO A BABY, A MAGAZINE IS AN IPAD THAT DOES NOT WORK
  • 22. INVOLVING CHILDREN IN THE DESIGN PROCESS
  • 23.  Druin (2002) described four possible roles that children can play in the design process of new technologies  User – interact with existing technologies but have no direct input on its design  Tester – use technology in development and provide feedback about refinement before the technology is publically released  Informant – interact directly with designers through interviews and other research techniques, but designers decide how to interpret the child’s feedback  Design Partner – children and designers contribute equally in the design process INVOLVING CHILDREN IN THE DESIGN PROCESS
  • 24.  Druin (2005) advocates the involvement of children as design partners  In the design of the International Children’s Digital Library, children provided input and critiques that were categorized and analyzed INVOLVING CHILDREN IN THE DESIGN PROCESS
  • 25.  Designed a new interface for International Children’s Digital Library  “Flattened” the hierarchy to make it easier to navigate  Simultaneous presentation of most popular categories, rather than sequential  Evaluated usage by 6- to 11-year-olds of conjunctive Boolean queries (selection of multiple category buttons)  Compared hierarchical structure and flat structure HUTCHINSON, DRUIN, & BEDERSON (2007)
  • 26.  Children created more Boolean searches in the flat interface  For single-item searches, either flat or hierarchical designs are useful  For conjunctive Boolean searches, flat designs are more useful  What did you find interesting about this article? HUTCHINSON, DRUIN, & BEDERSON (2007)
  • 27.  What do you think about the ICDL interface?  Can digital children’s books through resources like the ICDL replace hardcopy books?  What kinds of difficulties might researchers face when working with children?  Regarding parents?  Regarding the use of video with usability studies?  Regarding quality of children’s feedback? GENERAL QUESTIONS
  • 28.  How might child ergonomics contribute to design of technology for children?  What other areas of HF might benefit from making distinctions between adult and child users?  How might improving technology benefit children in the future? Do you think “technologizing” of children can be problematic? GENERAL QUESTIONS

Notas del editor

  1. http://www.fisher-price.com/us/playtime/games/infantGames_animalfun.asp
  2. http://www.youtube.com/watch?v=aXV-yaFmQNk
  3. http://www.childrenslibrary.org/icdl/SimpleSearchCategory?ids=&langid=&pnum=1&cnum=1&text=&lang=English&ilang=English