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