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.
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.
Explicar lo de un estudio de diseño para niños + myABCKit
physical, cognitive and emotional .
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
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
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.
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.
The usability of a system is improved when similar parts are expressed in similar ways.
Meaning and action.
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.
Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
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.
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.
Symmetry
Visual equivalence among elements in a form.
¿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?
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
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
Confirmation
A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Constraint - CHECK
Limiting the actions
Control
The level of control should be related to the proficiency and experience levels of the people using the system.
Errors
An action or omission of action yielding an unintended result.
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
Iconic representation
The use of a pictorial image to improve the recognition and recall of signals and controls.
20. Proximity
Elements that are close together are perceived to be more related than elements that are farther together.
¿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?
Expectation Effect
A phenomenon in which perception and behavior changes as a result of personal expectations or the expectations of others.
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
18. Picture superiority effect
Pictures are remembered better than words.
We can use this to improve the recognition and recall of key information.
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.
¿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?
Iteration
A process of repeating a set of operations until a specific result is archived.
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.
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.
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!!!
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