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1 
Usability Testing 
with young children 
UCD14 24th October 2014 
Monica Ferraro 
@londrareale
2 
Monica Ferraro 
UXPA UK Secretary 
User Experience Researcher 
Freelancer 
@londrareale 
@UXPAUK 
About me
Usability Testing 
3 
with 
young children
4 
Former 
user 
tes*ng
5 
DISCUSSION 
PANEL 
ON 
USABILITY 
TESTING 
Rolf 
Molich 
Steve 
Krug 
David 
Travis 
Jakob 
Biesterfeldt
6 
User 
tes*ng 
with 
children
7
8
9 
• 42 
leMer 
sounds 
• Diagraphs: 
combina2on 
of 
le6ers
10 
• Understand 
Goals 
how 
children 
of 
different 
age 
(3 
-­‐ 
6 
years 
old) 
engage 
with 
the 
app 
• Iden*fy 
any 
design 
problems 
• Find 
any 
key 
difficul*es 
experienced 
• Find 
key 
areas 
for 
improvement 
• What 
parts 
are 
confusing? 
• What 
parts 
do 
children 
like? 
• Where 
are 
the 
bugs?
11 
Participants 3 
-­‐ 
6 
years 
old 
Jean Piaget 
• Sensorimotor Stage 
Birth – 2 
• Preoperational Stage 
Ages 2 – 6 
• Concrete Operational 
Stage: Ages 7 – 11 
• Formal Operational 
Stage: Ages 12 – Adult
12 
Preoperational Stage: 2 – 6 years 
• Language 
development 
• Can’t 
understand 
logic 
• Can’t 
manipulate 
(much) 
informa2on 
• Difficulty 
to 
take 
the 
point 
of 
view 
of 
other 
people 
• Very 
jealous 
of 
their 
own 
ideas 
• Get 
impa2ent 
very 
easily
13 
Participants
14 
Participants 
October 2013 
1 
child 
aged 
4 
aMending 
Nursery 
2 
children 
aged 
4 
aMending 
Recep*on 
2 
children 
aged 
5 
aMending 
Recep*on 
2 
children 
aged 
6 
aMending 
Year 
1
Participants 
1 
child 
aged 
3 
aMending 
Nursery 
1 
child 
aged 
4 
aMending 
Nursery 
1 
child 
aged 
4 
aMending 
Recep*on 
1 
child 
aged 
5 
aMending 
Recep*15 
on 
March 2014
16 
Setting 
• Wear 
informal 
clothes 
• Adults 
at 
the 
same 
level 
of 
children 
• No 
hand 
raising 
• Use 
first 
names 
• All 
ideas/comments 
are 
good 
• There 
are 
not 
right 
and 
wrong 
answers
17 
Setting
18 
• Introduce yourself 
“…Hi! I’m Monica and this is Alex…” 
• Break the ice 
• Give them importance 
“…we have designed a new game to learn the 
letters and we need your help to understand if it 
works or not…would you like to help us please?...” 
“…but remember…the design is till “top secret”!...”
19 
No scenarios 
No specific task 
YES user journey 
YES observation! 
WHAT do they do? 
WHY? 
WHAT works? 
WHAT does not work? 
WHY?
20
21
22 
Colouring 
page
Sounding 
page 
23
Blending 
page 
24
25 
Segmen*ng 
page
26 
Apple 
game
27 
Observation – behavior 
• signs 
of 
engagement: 
• smiles 
• laughs 
• leaning 
forward 
to 
try 
things 
• signs 
of 
disengagement: 
• frowns 
• sighs 
• yawns 
• turning 
away 
from 
the 
computer
28 
Post task questionnaire 
• Would 
you 
play 
with 
the 
app 
again? 
Why? 
• What 
did 
you 
like 
the 
most? 
• What 
you 
didn’t 
like? 
• Did 
you 
have 
any 
surprise? 
• Was 
it 
easy 
to 
use 
or 
difficult? 
• Why?
“We 
need 
to 
keep 
trying 
this 
for 
5 
more 
minutes… 
then 
we 
can 
try 
something 
different.” 
“…let’s 
go 
and 
see 
the 
next 
page…maybe 
there 
is 
something 
new…maybe 
a 
surprise!” 
“Now 
I 
need 
you 
to…” 
“Let’s 
do 
this…” 
29 
Attention spam
30 
Rewards
31 
Rewards
32 
Lessons learned 
• Have clear goals in mind 
• Be organised 
• Short sessions 
• Be open minded! Take what you get! 
• Make the children feel important 
• Thank and reward the children 
• Thank and reward the school 
• Keep in touch with the children, school 
and parents for future collaborations
33 
They 
are 
users! 
People 
using 
the 
technology 
we 
design!
34 
NO little adults…but special people 
with their own specific mental model!
35
36 
Why testing technology 
• Know 
with children 
more…they 
are 
the 
users! 
• Understand 
their 
prospec2ve 
• Brutally 
honest! 
• Can 
feel 
empowered 
(adults 
want 
to 
listen 
to 
them) 
• Look 
at 
things 
differently 
• Adults 
are 
experts 
in 
their 
own 
field 
– 
Children 
are 
expert 
in 
being 
children!
37 
“Whatever 
you’ve 
designed, 
you 
absolutely 
have 
to 
test 
with 
children 
because 
they’ll 
use 
it 
in 
ways 
you 
never 
expected.” 
-­‐ 
Jackie 
Wolf 
of 
Ann 
Arbor, 
Mich. 
Reference: 
What 
Can 
Experience 
Designers 
Learn 
from 
Kids? 
UX 
MAGAZINE
38 
Coopera*ve 
Inquiry
Design 
for 
Kids 
39
40
Thank you! 
41 
@londrareale

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UCD2014 Usability testing with young children

  • 1. 1 Usability Testing with young children UCD14 24th October 2014 Monica Ferraro @londrareale
  • 2. 2 Monica Ferraro UXPA UK Secretary User Experience Researcher Freelancer @londrareale @UXPAUK About me
  • 3. Usability Testing 3 with young children
  • 4. 4 Former user tes*ng
  • 5. 5 DISCUSSION PANEL ON USABILITY TESTING Rolf Molich Steve Krug David Travis Jakob Biesterfeldt
  • 6. 6 User tes*ng with children
  • 7. 7
  • 8. 8
  • 9. 9 • 42 leMer sounds • Diagraphs: combina2on of le6ers
  • 10. 10 • Understand Goals how children of different age (3 -­‐ 6 years old) engage with the app • Iden*fy any design problems • Find any key difficul*es experienced • Find key areas for improvement • What parts are confusing? • What parts do children like? • Where are the bugs?
  • 11. 11 Participants 3 -­‐ 6 years old Jean Piaget • Sensorimotor Stage Birth – 2 • Preoperational Stage Ages 2 – 6 • Concrete Operational Stage: Ages 7 – 11 • Formal Operational Stage: Ages 12 – Adult
  • 12. 12 Preoperational Stage: 2 – 6 years • Language development • Can’t understand logic • Can’t manipulate (much) informa2on • Difficulty to take the point of view of other people • Very jealous of their own ideas • Get impa2ent very easily
  • 14. 14 Participants October 2013 1 child aged 4 aMending Nursery 2 children aged 4 aMending Recep*on 2 children aged 5 aMending Recep*on 2 children aged 6 aMending Year 1
  • 15. Participants 1 child aged 3 aMending Nursery 1 child aged 4 aMending Nursery 1 child aged 4 aMending Recep*on 1 child aged 5 aMending Recep*15 on March 2014
  • 16. 16 Setting • Wear informal clothes • Adults at the same level of children • No hand raising • Use first names • All ideas/comments are good • There are not right and wrong answers
  • 18. 18 • Introduce yourself “…Hi! I’m Monica and this is Alex…” • Break the ice • Give them importance “…we have designed a new game to learn the letters and we need your help to understand if it works or not…would you like to help us please?...” “…but remember…the design is till “top secret”!...”
  • 19. 19 No scenarios No specific task YES user journey YES observation! WHAT do they do? WHY? WHAT works? WHAT does not work? WHY?
  • 20. 20
  • 21. 21
  • 27. 27 Observation – behavior • signs of engagement: • smiles • laughs • leaning forward to try things • signs of disengagement: • frowns • sighs • yawns • turning away from the computer
  • 28. 28 Post task questionnaire • Would you play with the app again? Why? • What did you like the most? • What you didn’t like? • Did you have any surprise? • Was it easy to use or difficult? • Why?
  • 29. “We need to keep trying this for 5 more minutes… then we can try something different.” “…let’s go and see the next page…maybe there is something new…maybe a surprise!” “Now I need you to…” “Let’s do this…” 29 Attention spam
  • 32. 32 Lessons learned • Have clear goals in mind • Be organised • Short sessions • Be open minded! Take what you get! • Make the children feel important • Thank and reward the children • Thank and reward the school • Keep in touch with the children, school and parents for future collaborations
  • 33. 33 They are users! People using the technology we design!
  • 34. 34 NO little adults…but special people with their own specific mental model!
  • 35. 35
  • 36. 36 Why testing technology • Know with children more…they are the users! • Understand their prospec2ve • Brutally honest! • Can feel empowered (adults want to listen to them) • Look at things differently • Adults are experts in their own field – Children are expert in being children!
  • 37. 37 “Whatever you’ve designed, you absolutely have to test with children because they’ll use it in ways you never expected.” -­‐ Jackie Wolf of Ann Arbor, Mich. Reference: What Can Experience Designers Learn from Kids? UX MAGAZINE
  • 40. 40
  • 41. Thank you! 41 @londrareale