When we think of UX participants, we typically think of adults, but there's a growing generation of kids who are bypassing their parents in their tech savviness. For companies thinking ahead to new technologies, it makes sense to include the insight of their young audience who will soon question "Why wouldn't I do it that way?"
Kids testing and UX research can be fun and insightful, but poses a unique set of challenges. In this session, we'll learn which methodologies work best for kids and some practical tools for making the most out of our time with them.
15. NOW WHAT?
15
How do you find them?
What kind of research is
appropriate?
Who do you pick?
What challenges will I face?
What kind of questions
should I ask?
How should I set up the room?
17. ⢠Always go through the
parents
- NDA
- Consent to participate
- Consent to video
- Payment
RECRUITING THE RIGHT WAY
17
Templates available on
usability.gov
18. ⢠Screeners are key
- Open ended questions help
the screening process
- Follow up with a phone call
⢠Too shy vs. too rehearsed
⢠Parent groups/Word of
mouth
⢠Consider pairs/siblings
RECRUITING THE RIGHT KIDS
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20. ⢠Allow parents to
preview session
script/diaries, etc.
⢠Allow parents to
view sessions
⢠Include parents in
session
EASE PARENTAL CONCERNS
20
23. Sensory-motor
intelligence
0-2 years
UNDERSTANDING THE ROLE OF
COGNITIVE DEVELOPMENT
23
*As defined by Swiss psychologist Jean Piaget, 1929
Pre-conceptual
thought
2-4 years
Intuitive
Thought
4-7 years
Concrete
Operations
8-11 years
Formal
Operations
11-18 years
27. ⢠Kids are setting
up their parentsâ
devices
⢠Kids are getting
their own devices
⢠First time
experience
needs to be
accessible and
meaningful to all
ages
OOBE WITH KIDS
27
11-18 years
35. ⢠Match scenario
⢠Set context: âThis is your living roomâ
⢠Draw similarities between what the child has in
real life and what is staged in room
⢠Add personal touches & creature comforts
⢠Minimize camera/recording distractions
CREATE THE RIGHT SPACE
35
40. Takes session time based on
cognitive ability into
consideration.
A GOOD TEST PLAN FOR KIDSâŚ
40
2-4 year olds
<20 minutes
5-10 year olds
<40 minutes
11-18 year olds
<60 minutes
41. Allows for plenty of âwarm upâ
time.
⢠Ask questions!
⢠Let them talk!
⢠Come down to their level
- Ditch your computer and notes
⢠The quality of your research is only as good as
their comfortability
A GOOD TEST PLAN FOR KIDSâŚ
41
42. Incorporates something familiar
from home.
⢠Lets them be an expert in something
⢠Reminds them what they think
A GOOD TEST PLAN FOR KIDSâŚ
42
44. Sets expectations.
- âWe are going to play for a little bit, then Iâm going to
ask you some questionsâŚthen weâll play some more.â
- âYou are an expert at being a kidâthatâs why you are
here!â
- âI didnât make any of the games you are going to play
today, so you arenât going to hurt my feelings if there
is something you donât like, or make me feel better if
thereâs something you do likeâŚSo I just want you to
tell me the truth about what you think!â
A GOOD TEST PLAN FOR KIDSâŚ
44
45. Is neutral, not leading.
A GOOD TEST PLAN FOR KIDSâŚ
45
âWe are going to play a fun
game for kids your age.â
âHow easy was that game?â
âWeâre going to play a game
now, and your job is to tell me
what you think about it, okay?â
âWas that game easy, hard or a
little bit hard?
vs.
46. Has the end in mind, but leaves
room for unexpected outcomes.
⢠Keep an open mind
⢠Make time to listen
A GOOD TEST PLAN FOR KIDSâŚ
46
51. ANCHORED SCALES
51
1 2 3 4 5
WORST Game
Iâve Ever Played:
Frogger
BEST Game
Iâve Ever Played:
Tetris
X
4-18 years
52. âIf this was an app, would you
keep it or delete it?â
âWould you tell your friends or a
family member about this game,
yes or no? How old is that
person?â
CONTEXTUAL QUESTIONS
52
4-18 years
53. What was fun?
BALANCED QUESTIONS
53
What was not fun?
What
parts
were
easy?
What
parts
were
hard?
4-18 years
57. ⢠Watch the language
- Itâs not a âtestâ
⢠Itâs all about making the kid feel comfortable
- More comfort=better feedback
- Give them lots of wiggle room
⢠Hold explanations, encourage discovery
- Answer questions with a question
⢠Minimize difficulties
- Let the product assume responsibility
⢠Leave the note taking for someone else
PUTTING KIDS FIRST
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58. ⢠They bring fresh insight
⢠They represent âwhatâs nextâ
⢠They provide a unique perspective
⢠They keep you on your toes and help you hone
your skills
WHY KIDS IN YOUR RESEARCH?
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59. ⢠Identify the best person on your team
⢠Write a research plan and make the adjustment
for kids
⢠Talk to teachers about techniques
⢠Start talking to kids (Borrow some)
⢠Go for it! (Practice makes better)
HOW TO GET STARTED
59
And remember, kids are usersâŚjust littler
ones.
Know when to include parentsâŚ..Sometimes a You can have a parent in the room with the kid, but manage that parent. Kids wonât think that it is a test, but parents will. Some of the conâs are that they can often âcoachâ the kids.
Sensory Motor=language and thought process not developed⌠Observational and parent interviews
2-4 years: hard to get deeper answersâdig answers out of observations and playing tasks
4-7 yearsâvery literal, trouble remembering things, and giving thoughtful answers
8-11âread, must be brief and fun, simple questions and answers
11-15âstart to evaluate things as adults.
Sensory Motor=language and thought process not developed⌠Observational and parent interviews
2-4 years: hard to get deeper answersâdig answers out of observations and playing tasks
4-7 yearsâvery literal, trouble remembering things, and giving thoughtful answers
8-11âread, must be brief and fun, simple questions and answers
11-15âstart to evaluate things as adults.
Let them play and watch⌠give them some tasks to do⌠break up the interview with play time.
Ask them to describe what they are thinking while they are playing. What made you think about using the blue blocks? What are you imagining in your mind?
Be careful about what you sayâ If you say you want them to âsign inâ then they will look for exactly the words sign inâŚ
One way you can help to understand what they would do at home is ask them who they normally ask for help and then have them tell you when they would ask that person for help if they were at home doing this.
Conceptual concepts are hardâŚgather up examples to show themâ so they can compare. Be careful about what kids will see online. (You tubeâŚ)
Family affair
Kid as tour guide
Visual example of a timeline that was used to show peopleâs initial onboarding use of the PS4.
Questions at a time when they may be engaging with the product (based on diary knowledge)
Taking photos of their environment to better understand what was happening in a snapshot in time.
Especially interesting considering what their house looked like when we visited.
Swivel chairs ended up being too distracting.
By asking participants how they feel as they are participating in the OOBE, we are able to really determine what emotional journey they are going on, and where they end up.
In this case, there were some bumps in setting up the device, but eventually, by the end, when they were watching content, they were really excited.
Does it matter that there was a struggle?
By asking participants how they feel as they are participating in the OOBE, we are able to really determine what emotional journey they are going on, and where they end up.
In this case, there were some bumps in setting up the device, but eventually, by the end, when they were watching content, they were really excited.
Does it matter that there was a struggle?
Rather than starting with things too abstract.
Ex: what would be a fun game that you played on the computer?
We are used to be professional, non leading and detatched from the studyâŚ
During an adult session, if they feel badly about something they are doing âhard, etc. then I will usually shift the conversation to the product. Yeah, so what do you think makes this difficult to discover where to go? Iâm going to show you, you tell me. With kids, I usually agree with their sentiments so they donât feel unheard.
Some examples of âbadâ moderating
--Why didnât you give it a 10?
--Whatâs the difference between this version and that version (makes people think they are missing something.