INDEX

NUMERICS

“4 As” of designing for kids

absorption, 17–19

analysis, 19–22

architecting, 23–24

assessment, 24–26

A

absorption session, as process of digital design framework, 17–19

abstract thought, 40

accommodation, cognitive development learning concepts, 32–33

adults

designing for kids versus, 12–14

and equilibrium, 33

similarities between kids and, 15–17

advances in technology, 5

Adventure, 16

advertising, 122–124, 216

affinity diagramming, 22

affordance concept, 32

age 2-4 years

apps, 184–185

audio cues, 58–61

behaviors and attitudes of, 44–45

case study, 65–66

and color, 48–49

foreground and background element separation, 53–54

gender identity, 61–63

landing screen, 184–185

pictures and icon use, 55–58

single behavior design elements, 51–53

touch-based interfaces, 50

visual filtering, 44–47

age 2-6 years

design research with, 165–168

interviews with, 167

preoperational stage, 36–38

age 4-6 years

apps, 186–189

behavior and attitudes of, 72–73

case study, 84–85

and challenging elements, 82–83

“dumbing down” trap, 78

Favorites screen, 188–189

feedback and reinforcement elements, 79

freeform activity, 80–82

landing screen, 186–187

learning as part of game, 75–78

social design elements, 72–75

winning and losing concepts, 80

age 6-8 years

anonymity concept, 105–106

apps, 190–197

behaviors and attitudes, 88–89

canned chat design, 104–105

case study, 108–109

concept of rules, 98–101

design research with, 168–171

intro screen, 190–191

lack of explanation, 91–92

landing screen, 192–193

leveling up design, 88–90

outside influences, 88–89

permanence concept, 93

reward system, 101–102

saving, storing, sharing, and collection concepts, 93–97

slide-in menus, 196–197

“stranger danger,” 103–106

video screen, 194–195

age 7-11 years, concrete operational stage, 38–39

age 8-10 years

Add to Playlist screen, 202–203

advertising geared toward, 122–124

apps, 198–207

behaviors and attitudes, 116–117

case study, 137–139

error messaging screen, 204–205

high complexity design, 120–122

idea of lying, 129–130

identity awareness, 116

incremental instruction, 118

landing screen, 198–199

sense of direction, ignoring, 117–119

sense of failure, 117–120

sense of invincibility, 116

sharing screen, 206–207

trust factor, 127–129

video screen, 200–201

virtual world design elements, 124–127

age 8-12 years, design research with, 172–174

age 10-12 years

anonymous chat, 153

apps, 208–209

behaviors and attitudes, 142–143

case study, 156–157

cell phone use, 150–151

concrete thinking, 146

deductive reasoning, 144

designing for individuality, 151–153

exploration and personal narrative, 146–149

landing screen, 208–209

need for individual celebration, 151–153

self discovery, 151–153

simplicity in design elements, 142–144

social networking and, 150–151

specialized apps, 154–155

age 12-adult years, formal operations stage, 39–40

agenda, design research, 162

analysis, as process of digital design framework, 19–22

Angelina Ballerina, 44, 46–47

Angry Birds, 11, 120–121

anonymity concept, 105–106

anonymous chat, 153

Apple iOS App Store distribution, 218, 220–221

apps

age 2-4 years, 184–185

age 4-6 years, 186–189

age 6-8 years, 190–197

age 8-10 years, 198–207

age 10-12 years, 208–209

container, 183

dangerous, 153

launching, 218

submitting to app store, 218

architecting, as process of digital design framework, 23–24

assessment, as process of digital design framework, 24–26

assimilation, cognitive development learning concepts, 32

Attai, Linnette (PlayWell LLC president and founder), 110–113

audio cues, 58–61

B

background and foreground element separation, 53–54

Barbie Girls, 106

beep sound type, 59

behavior-reward system, 101–102

behaviors and attitudes

age 2-4 years, 44–45

age 4-6 years, 72–73

age 6-8 years, 88–89

age 8-10 years, 116–117

age 10-12 years, 142–143

Biblion Frankenstein, 222

birth to age 2 years (sensorimotor stage), 34–36

Bock, Catalina (user experience researcher), 176–179

Builder’s Island (LEGO Creator), 92

Buley, Leah

The User Experience Team of One, 160

C

Caillou, 44–46

Candystand, 130–131

canned chat, 104–105

CARU (Children’s Advertising Review Unit), 122

case study

age 2-4 years, 65–66

age 4-6 years, 84–85

age 6-8 years, 108–109

age 8-10 years, 137–139

age 10-12 years, 156–157

Catapult Chaos, 118–119

cell phones, 150–151

challenge

for age 4-6 years, 82–83

designing for kids versus adults, 12–13

change, designing for kids versus adults, 14

chat

anonymous, 153

canned, 104–105

child-parent sessions, design research, 166

Children’s Advertising Review Unit (CARU), 122

click sound type, 59

Club Penguin, 11, 99–100, 104

cognitive development learning concepts, 31–33

cognitive-control system, 14

collection of item activities, 93–94

color representation, 48–49

complexity elements, 120–122

concrete operational stage (Theory of Cognitive Development), 38–39

confirmation and error messages, 118–120

consent forms, 163–164

consistency, similarities between kids and adults, 15

constructionism concept, 125–126

container apps, 183

contextual inquiry, design research, 167–168

conversation, preoperational stage of cognitive development, 38

COPPA regulations, 104

Council on Communications and Media, 6–7

D

dangerous apps, 153

Daniel Tiger’s Neighborhood, 52

data collection, 215

deductive reasoning, 144

demographic information collection, 130

design for kids versus adults, 12–14

Design of Everyday Things, The (Norman), 32

design process

advertising, 216

data collection, 215

design patterns, 215

general questions (why, who, and what), 212–214

navigation and wayfinding, 214

social communication, 216

design research

with age 2-6 years, 165–168

with age 6-8 years, 168–171

with age 8-12 years, 172–174

agenda, 162

child-parent sessions, 166

contextual inquiry, 167–168

guidelines, 160–162

informed consent, 163–164

lab research, 168, 173

master-apprentice model, 162

one-on-one sessions, 172

recruiting kids as participants, 165

school setting observation, 172–173

surveys, 174

diagramming, affinity, 22

digital design framework

absorption, 17–19

analysis, 19–22

architecting, 23–24

assessment, 24–26

DigitZ, 96

Dinosaur Chess, 76–78

directions, kids ignoring the, 117–120

distractions, limiting, 79

DIY parental consent, 132–133

DIY website, 5–6

Doodle Jump, 120

doorbell sound type, 59

Dork Diaries book series, 139

E

early representational thought, 35–36

Easter egg, 16

educational aspects, playing versus learning, 10–11

egocentrism, 37

Einstein, Albert on Piaget, 31

Elements, The, 152–153

elevator pitch, 212

Eliot, Lise

Pink Brain, Blue Brain, 61

Enchanted Learning website, 4

Endless Alphabet, 84–85

equilibrium, 33

error messages and confirmation, 118–120

EULAs, 130

Everloop, 128–129

explanation, lack of, 91–92

exploration and personal narrative, 146–149

F

Facebook, 130, 132

failure, sense of, 117–120

feedback

designing for kids versus adults, 13

and reinforcement elements, 79

Fizzy’s Lunch Lab Freestyle Fizz, 90

Fluff Rescue, 137–139

follow-up messaging, 118

foreground and background element separation, 53–54

formal operations stage (Theory of Cognitive Development), 39–40

free-form activity, 80–82

G

gamification, 101–102

Gem Hunt, 94

gender identity

for age 2-4 years, 61–63

designing for, 134–135

giantHello, 150

Goldfish Fun, 118

Google Play, 218–219

H

Handy Manny’s Workshop, 53–54

high scores, 95–96

I

icons, 55–58

identity awareness, 116

impulse control, 14

incremental instruction, 118

individuality, designing for, 151–153

inductive logic, 39

infants and sucking reflex, 31–32

informed consent, 163–164

Instagram, 142, 148, 156–157

Internet

early designing for kids, 2–4

technological advancement, 5

interviews, 167

invincibility, sense of, 116

J

Jelly Car, 120

Jungle Junction, 62

K

kids

designing for adults versus, 12–14

similarities between adults and, 15–17

KiK Messenger, 153

Kingdom Rush, 143–145

Kuniavsky, Mike

Observing the User Experience, 160

L

lab research, 168, 173

lagniappe, similarities between kids and adults, 16–17

launching websites, 217–218

learning

as part of game, 75–78

versus playing, 10–11

Lego-themed apps, 65–66

leveling up-type design, 88–90

Little Pim Spanish, 53–54

logic

formal operations stage of cognitive development, 39

inductive, 39

losing, as learning opportunity, 80

lying, idea of, 129–130

M

Machinarium, 144–146

master-apprentice model, 162

Minecraft, 120

Mini Sound Box, 59–61

Minifigures, 65–66

music, 59

N

navigation and wayfinding, design process, 214

Nick Jr., 55–56

Nickelodeon, 123–124

Norman, Don

The Design of Everyday Things, 32

O

object permanence phase, 35

observational research

participants, 18

sample flowchart, 20–21

Observing the User Experience (Kuniavsky), 160

Omegle, 153

Online Ethics Center for Engineering and Science, 163

outside influences, 88–89

Ovemar, Emil (Toca Boca producer and cofounder), 67–69

P

Papert, Seymour (constructionism concept), 126

Parental Threshold for the Revolting (PTR), 25–26, 213

parents

child-parent sessions, 166

DIY parental consent, 132–133

messaging controls, 51

providing with usage tools and tips, 106

upsell controls, 51

volume controls, 51

participants

for observational research, 18

recruiting for design research, 165

PBS Kids Go!, 90

personal narrative and exploration, 146–149

Photo Grid-Collage Maker, 148–149

Piaget, Jean (Swiss psychologist)

cognitive development learning concepts, 31–33

Einstein on, 31

intelligent test analysis, 30

Theory of Cognitive Development, 31, 34–40

Three Mountain Test, 37

picture design, for age 2-4 years, 55–58

Pink Brain, Blue Brain (Eliot), 61

Planet Orange, 102–103

Plants vs. Zombies, 120–121

playing versus learning, 10–11

Pocket Frogs, 121–122

Poptropica, 91

preoperational stage (Theory of Cognitive Development), 36–38

problem solving, 40

product launch, 217–218

PTR (Parental Threshold for the Revolting), 25–26, 213

purpose, similarities between kids and adults, 15–16

R

registration page, 129–132

reinforcement elements, 79

research. See design research

reversibility, 39

reward system, 101–102

ROBLOX, 124–127

rules, concept of, 98–101

S

Sago Mini Sound Box, 58

Salsa website, 2–3

schemata, cognitive development learning concepts, 31–32

school setting observation, design research, 172–173

self discovery, 151–153

sensorimotor stage (Theory of Cognitive Development), 34–36

Seussville, 73–74

sharing, 96–97

Skrappy, 147–148

Smack That Gugl, 48–49

Snapchat, 142

social design elements, 72–75

specialized apps, 154–155

Star Walk, 152

Storybird, 96–98

“stranger danger,” 103–106

sucking reflex, infant, 31–32

surprise, similarities between kids and adults, 16

surveys, 174

T

take-aways, 94

Talking Carl, 16

Tank Hero, 135

technological advancement, 5

Terms and Conditions, 130

Theory of Cognitive Development, 31

concrete operational stage, 38–39

formal operations stage, 39–40

preoperational stage, 36–38

sensorimotor stage, 34–36

thought

abstract, 40

early representational, 35–36

Three Mountain Test, 37

Toca Boca company, 67–69

Toca Band, 68

Toca Hair Salon, 67-68

Toca House, 12–13

Toca Train, 69

touch-based interfaces, 50

trust

designing for kids versus adults, 14

sense of, 127–129

U

upsells, 51

User Experience Team of One, The (Buley), 160

V

virtual world design

elements, 124–127

visual filtering, 44–47

voice-over sound type, 59

volume control, 51

W

wayfinding and navigation, design process, 214

Webkinz, 11, 93–95, 104, 134

Where’s My Water, 11

Whisper, 153

Windows Store, 218

winning and losing, turning into learning opportunity, 80

Y

Yik Yak, 153

Z

Zoopz, 80–82

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