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CHAPTER 10

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An App for All Ages

Samantha, Age 5

A card for Samantha’s friend, Sophia.

We want to encourage a world of creators, of inventors, of contributors. Because this world that we live in, this interactive world, is ours.

—Ayah Bdeir

In this section, we’ll put everything you’ve learned into practice and take a look at how to design an app that works for each individual age group. I’ve created a series of high-fidelity wireframes for a basic video app—since kids of all ages watch videos —to show you how designs should evolve along with kids’ abilities.

Things to look for include the following:

Controls: The number, type, and size of user controls changes as kids get older.

Choice: The number of choices available increases to support kids’ evolving content needs.

Simplicity: The app remains relatively simple to use, even as we add more content and more functionality.

Hierarchy: The levels of content hierarchy increase slightly for each age group.

Design Patterns: Common design patterns start creeping into the app as kids reach the 6–8-year-old age group.

Same App, Different Ages?

You probably won’t ever design a single app for kids from the ages of 2 through 12. As we’ve discussed throughout this book, a toddler’s needs are very different from those of an older child when it comes to digital design. That being said, there are rare occasions—mostly in the form of “container” apps that house content or games—when a single experience must meet the needs of all users. Examples of these “container” apps include game console experiences, audio or music apps, and video players, which we’ll see in greater detail later in this chapter.

If you do find yourself designing one of these container apps, and you don’t want to ask your users to self-identify by age, you’ll want to err on the side of over-the-top simplicity. Think about the Nintendo Wii hand controller. It has seven buttons, some very basic iconography, and no text, yet it allows people of all ages to play all different kinds of games. If the tasks your users need to perform require more complex controls, depending on the content they want to view or play, consider adding in levels from beginner to expert that users can choose based on what it is they want to do. You can increase the complexity of the controls based on the selected level. Always start at the beginner level so that the youngest kids don’t have to choose. In addition to keeping younger users engaged, this approach has the added benefit of making older kids and more sophisticated users feel important, because they get to pick the “expert” path.

Please note, however, that even though we’ll be looking at a video player app in this chapter, the goal here is to illustrate the differences in design patterns used for different age groups and not to show how to design a single app for kids of all ages.

2–4-Year-Olds

Let’s start at the beginning, with our 2–4-year-olds (see Figure 10.1 and Table 10.1). Notice the large images, the simple scrubber, and the bold, but limited colors.

TIP BEGIN AT THE BEGINNING

Kids under 5 like to watch videos over and over and over again from start to finish. When designing for younger kids, make sure that videos in your app start at the beginning each time and play automatically. Older kids prefer continuity, so when designing for kids older than 6, have videos pick up where they left off.

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FIGURE 10.1

A sample screen from our newly created video player for 2–4-year-olds.

TABLE 10.1 LANDING SCREEN FOR 2–4-YEAR-OLDS

ID

Section

Description

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Color

Use a limited set of bright, bold colors. These colors should act as guides, identifying specific content and interactions. It’s tempting to splash color all over the screen, especially for kids with short attention spans who can’t read, but too many colors in them can cause these little guys to get overwhelmed, so they lose interest quickly.

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Navigation

Keep your navigation simple. If you make navigation elements wiggle and make noise, kids won’t realize they have another purpose other than to wiggle and make noise. It’s natural to want to draw attention to navigation items by adding sounds and actions, but if you do so, your users won’t understand they can touch them to watch different videos. You can use size and color intensity to highlight the video currently playing, but keep animation and sound to a minimum.

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Icons

The 2–4-year-olds are not able to think abstractly, so avoid using icons and symbols, even ones that may seem completely intuitive. You can, however, start introducing some basic shapes that mimic items kids are familiar with in the physical world, such as arrows, stars, and “thumbs-up” signs. Using forward- and backward-pointing arrows to indicate the presence of additional video content will resonate with users at the older age of this range, say, 3½- to 4-year-olds, but will likely be ignored by the littlest kids.

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Video

For the record, as a user, I hate auto-play; however, when you are designing for kids under 4, auto-play is your friend. Make the steps between accessing the app and actually playing a video as few as possible, so kids can quickly understand the purpose of the app and start using it successfully. Also, make auto-play an option that parents can turn on and off in a parental controls area, but default to auto-play on install so kids can get the immediate gratification they’re looking for.

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Scrubber

Because kids this young don’t really understand icons, all you need is a basic play/pause button and a scrolling timeline in case parents need to rewind or forward to specific parts. It’s also nice to throw in a counter so parents can see how long certain videos are and how much is left to watch. Since kids get bored easily and usually don’t watch videos to the end, you can hold off on adding full-screen functionality until your audience gets a little older. But kids should be able to switch quickly between videos instead of focusing on an immersive entertainment experience.

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Volume

Kids may recognize this symbol and choose to ignore it, but parents will grasp for it frantically. Keep it prominently positioned as part of the video controls so that parents don’t have to fumble with the device itself, and you’ll get lots of happy parental reviews in the app store.

4–6-Year-Olds

Let’s take a look at the same video player, but designed for a 4-to-6-year-old audience (see Figure 10.2 and Table 10.2). The same basic principles are at play here, with the addition of some subtle but important functionality:

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FIGURE 10.2

A sample landing screen from a video player for 4–6-year-olds.

TABLE 10.2 LANDING SCREEN FOR 4–6-YEAR-OLDS

ID

Section

Description

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On-Screen Elements

While littler kids require larger targets and broader gestures, older kids’ motor skills are better developed, and they can interact more easily with finer on-screen elements and smaller gestures. You can shrink navigational elements for these guys so you have more room for a larger content area and more detailed functionality.

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Saving and Storing

The idea of permanence starts becoming important at this age. Give kids the opportunity to save their favorite videos so they can easily access them whenever they want. This functionality doesn’t have to be complicated, but it should be personalized (first name is fine) and accessible from everywhere within the app.

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Sequence

When kids are around age 4, narrative and flow become a bit more important to them, as they start understanding more complex scenarios. Younger children like abstract exploration, but these folks like sequential discovery. As a result, you may want to let kids seamlessly switch to the previous and next videos in the line-up without requiring them to remove themselves from the experience and go back up to the app navigation.

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Auto-Play

You can turn off auto-play now. Kids from 4–6 like to have a little more control over their on-screen interactions, so allow them to choose when to play the video. A very simple “play” button in the middle of the video screen is all you need, as long as you have your standard play/pause functionality in the scrubber.

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Favorites

When kids are this age, it will be important to give them the ability to save and store their favorite videos. A simple favorite selector, in the form of a heart or a plus sign, lets kids add items to their favorites menu. (I actually think the heart works better here, since kids understand that hearts mean love.)

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Expand

Now’s a good time to introduce the expand or full-screen view video player. Kids in this age range will appreciate a more immersive experience and will want to see things larger and in higher definition. Make sure there’s an easy way for users to get back to the main screen—an unobtrusive back arrow works well—so they don’t lose their sense of place.

Let’s open up that Favorites view we’ve been talking about (see Figure 10.3 and Table 10.3).

TIP WHEN TO STOP USING AUTO-PLAY

Auto-playing videos (videos that play automatically when users open the app) are great for 2–4-year-olds, but become problematic as children get older. When kids hit age 4, they get startled and annoyed when videos play without their consent. Give older kids more control by letting them play videos on their own.

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FIGURE 10.3

“Favorites” window for 4–6-year-olds.

TABLE 10.3 FAVORITES SCREEN FOR 4-6-YEAR-OLDS

ID

Section

Description

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Overlay

A simple, visual overlay or drop-down menu can hold the user’s Favorites. Use this type of interaction judiciously with younger kids, because lots of windows opening or drawers popping up and down can quickly get annoying. Create a tappable element to open this overlay and make it extremely easy to close. (For example, if a user taps anywhere else on the screen other than in the overlay, the window can close.)

 

 

Of course, tapping one of the video images in the overlay will open the video in the main content area. The overlay can close at this point as well.

6–8-Year-Olds

Now onto the 6–8-year-olds (see Figure 10.4 and Table 10.4). You’ll notice a big jump in functionality and complexity here, simply because when kids start elementary school, they start learning more elaborate and complex concepts. They also start requiring a lot more up-front explanation, because, unlike younger kids, they are acutely aware of the difference between getting something right and getting something wrong. And they really, really don’t want to get anything wrong.

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FIGURE 10.4

Giving 6–8-year-olds an intro screen helps them figure out what to do.

TABLE 10.4 INTRO SCREEN FOR 6–8-YEAR-OLDS

ID

Section

Description

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Navigation

You can introduce the standard mobile navigation bar at this age. While these kids are still wrestling with abstraction, they understand basic iconography and have most likely learned what the major mobile icons represent. Keep the functionality in this navigation bar as simple as you can, with as few options as possible, just to get kids familiar with this type of interaction. You can also use gestures as navigation here.

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Instructions

Give these kids as much up-front instruction as they’ll need to get started using the app. With these kids, as with adult audiences, you’ll want to avoid superfluous content, but a basic overview of the app’s goals, benefits, and first steps will be super-helpful for these guys. When they get a little older, they’ll skip right over the instructions, but at this age, they’ll read every word if it will make it less likely for them to make a mistake.

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Content in Multiple Formats

When you’re designing for kids 6–8, the older ones will know how to read, but the younger ones might not be completely proficient yet. It’s a good idea with this age group to think about presenting instructional content in more than one format, for example, in text and in video, or through animation and audio. This ensures that regardless of their reading level, kids will understand what to do.

 

 

Of course, if you are using text, keep words to 1 or 2 syllables as practical. If you use longer words, make sure that kids can easily sound them out.

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Buttons

You should have no problems using tappable buttons with this age group. For overlay messages where there are multiple options, make sure these options are clear and distinct. For example, in this overlay, kids can choose between learning more or using the app: instruction versus use. Each choice will close the overlay.

After kids close the overlay, they should be able to engage with the content immediately. You can also begin using some of the same design patterns you use for adults with the 6–8s (see Figure 10.5 and Table 10.5.)

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FIGURE 10.5

You can start using common design patterns for 6–8-year-olds.

TABLE 10.5 LANDING SCREEN FOR 6–8-YEAR-OLDS

ID

Section

Description

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Labeling

For 6–8s, you’ll want to err on the side of overlabeling rather than underlabeling, simply because these kids want to know exactly what everything on the screen is or does, and how it should be used.

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Symbols

These guys are starting to not only understand, but also to rely on abstract thinking to understand information and solve problems. It’s a good idea, however, to combine an icon or a symbol with a corresponding text description so that kids can be extra-sure what they mean. Again, more information is better than less for this age group.

Once kids tap a specific video category, you can start introducing more complex functionality in terms of the player and video catalog (see Figure 10.6 and Table 10.6). Kids 6–8 will enjoy an interface that feels less “babyish,” but it still needs to accommodate their cognitive level.

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FIGURE 10.6

A video player for 6–8-year-olds that has enhanced saving and sharing features.

TABLE 10.6 VIDEO SCREEN FOR 6–8-YEAR-OLDS

ID

Section

Description

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Consistency

Similar to designing for adults, when you design for these kids, you should carry over color/icon treatment whenever you reference a specific category, so the users have a sense of place and context. Try to avoid deep nesting of content, because these kids will get stuck and have a hard time figuring out where they are in the app. When they get a little older, you’ll be able to introduce the concepts of nesting and cross-categorization.

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Lists and Inventories

It’s a good idea to let these kids see what other items (in this case, videos) live in the category they’ve selected. For littler ones, having a single item per category, or elevating individual items to the topmost level, works well, since they aren’t great at classifying objects or information, but older kids like organization and structure, and can understand how objects are grouped. In this example, you can see all physics videos listed to the right of the player, so kids can easily jump from video to video in case they feel as though they picked the “wrong” one to watch.

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Scrubber

You can add additional functionality to the scrubber, such as “add to playlist” and “expand screen.” Kids are familiar with these concepts and will be able to successfully interpret and understand the standard icons.

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Ratings

While these guys are a little young for traditional ratings and reviews (they get confused about where the ratings come from and why they should care), it’s a good idea to let them share their opinion of a content item and to store it in the app. Here, the traditional “thumbs-up” and “thumbs-down” symbols let the kids rate the videos, so the next time the video appears in a list or in search results, they’ll be able to recall how they felt about it.

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Descriptions

These children like context, so you’ll want to provide a brief description of each video. (If you can also supply voice-over audio for the descriptions, all the better.) If kids understand what they can expect to see in the videos, they’ll feel more confident about choosing the “right” one to watch.

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Off-Screen Content

The 6-year-olds are pretty confident with gestural interfaces, but you may want to throw in a scrolling indicator just to let them know there are additional videos below the ones shown on the screen. This will encourage them to swipe the screen to view more.

Slide-in menus are pretty effective for this group. It’s also a good idea to include a menu icon or button in the navigation bar at the top so that it’s easy for them to access the menu if they don’t want to slide. Even though we’re seeing trends away from these patterns when designing for adults, kids have learned what they are and how they’re used, and look for them as app navigation.1 Figure 10.7 show an example of a menu panel for 6–8-year-olds, and Table 10.7 highlights some important points to consider.

TIP LIMIT YOUR WIDGETS

Don’t overdo it with widgets and icons for 6–8-year-olds. It will cause additional cognitive burdens for them and make them second-guess their actions. Focus on intuitive gestures and common design patterns to guide them through the experience instead of giving them complete control over every aspect of the interface.

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FIGURE 10.7

A menu panel works well to help 6–8s find their place.

TABLE 10.7 SLIDE-IN MENU FOR 6–8-YEAR-OLDS

ID

Section

Description

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Search

Kids on the younger end of this age range probably won’t use search functionality a whole lot, but older kids will, especially if there are videos they want to access right away. You can use simply a field and the search icon here, as these kids will know just what to do.

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Navigation

Of course, you’ll want to use the same category icons here as you do in the main content area. If you’ve got multiple types of content for kids to access, as shown here, you’ll want to do some research to find out how they would like to organize these content types. Kids don’t think like adults, and their classifications may differ from how you’ve anticipated organizing everything.

 

 

Make sure that kids can get to everything they need from the menu panel. These guys will scroll to find what they’re looking for. What they won’t do is tap various buttons to find what they need. So while an adult audience might respond positively to multiple menu panels and different navigation options within the app, these kids will look for more of a “launch pad” type area where they can access everything.

8–10-Year-Olds

Now let’s move to our 8-10-year-olds (see Figure 10.8). As you’ll see, the gap between this app and one designed for an adult audience is narrowing (see Table 10.8).

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FIGURE 10.8

Let 8–10-year-olds jump right in, with little to no instruction.

TABLE 10.8 LANDING SCREEN FOR 8–10-YEAR-OLDS

ID

Section

Description

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Dynamic Classification

Our 8–10s are incredibly curious about the world around them. Instead of reading instructions, they want to just jump right in and learn as they go. What seems to be compelling for these guys is to get a glimpse into what other users are doing within the interface. For example, with a video app, you might create dynamic categories such as “Most Watched” and “Highest Rated” that update regularly. Seeing new or refreshed content on the landing screen of an app, based on the behaviors of other kids like them, is pretty exciting for these kids, since it’s not the same old stuff they’ve seen a million times. These kids may still gravitate toward the same group of videos each time, but they’ll love to see how the content changes. In fact, a “New Stuff” category would be pretty cool here, too.

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Description

These kids won’t read descriptions as closely as the 6–8s, but they will scan for keywords of interest to decide if the video’s worth watching or not. What will be especially important to these kids is the rating shown here. As mentioned earlier, the opinions of others are fascinating to them, so they’ll use the ratings to determine whether or not they’re interested in a particular video. Since kids of this age can understand nuances better than younger children, you can use a star rating or a numerical rating here to indicate popularity, as opposed to a like/dislike toggle like the thumbs-up, thumbs-down that was used with the younger guys.

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Taxonomy

Just as these kids can understand multi-tiered ratings systems, they can also understand multi-tiered categorization. So, in addition to the “Most Watched” or “Highest Rated” classifications, which aren’t permanent, you can introduce cross-classification here by placing a link to the content category the video lives in as well. For example, a 9-year-old will understand that a video appearing in the “Most Watched” section of this screen has a permanent “home” in the Physics category.

This page should look pretty familiar (see Figure 10.9); it’s almost the same as the video screen you looked at for the 6–8s. There are a few marked differences, however, as shown in Table 10.9

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FIGURE 10.9

The 8–10s like to share and rate content.

TABLE 10.9 VIDEO SCREEN FOR 8–10-YEAR-OLDS

ID

Section

Description

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Sharing

The 8–10s love the idea of being able to share something with their friends. Including this functionality will make the app feel more personal and extensible to these guys, especially if they can share stuff they made, like video mashups or playlists.

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Ratings

We talked about the importance of ratings on the previous page, but here we’re going to discuss the importance of contributing to ratings as well. Using a simple interactive rating feature, like tappable stars or numbers, will encourage kids to add their voice without a lot of work. It’s best not to allow kids much younger than 12 to review products, media, or sites via a free-text field simply because you’ll get a lot of expletives and useless single-word answers. If you want more detailed reviews, you can use a Q&A format with multiple-choice questions, but I’m not sure what the value will be in doing this, as kids (much like adults) are primarily interested in the rating itself.

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Video List

For younger kids, showing a list of videos in the same content category works well here, because it gives them a sense of place and context. These older kids prefer a more personalized approach based on their own behaviors and needs. It’s hard to do this well without a whole lot of data, but what you can do here, instead of only showing videos within the same content category, is to display videos similar to the one the user is watching. This lets kids feel as though they’re seeing content curated for and by someone with similar ideas and interests.

Figure 10.10 shows the Add to Playlist functionality for the 8–10s. As you’ll see, the playlist allows for self-expression, as well as the ability to organize content in a meaningful way. See Table 10.10 for a detailed overview of the elements on this screen.

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FIGURE 10.10

Add to Playlist functionality lets 8–10s be creative.

TABLE 10.10 “ADD TO PLAYLIST” SCREEN FOR 8–10-YEAR-OLDS

ID

Section

Description

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Flow

While I don’t recommend a lot of in-page interruptive messaging for younger kids (simply because it takes them out of the experience), providing subfunctionality within some sort of overlay or expandable panel works well for these guys, who are all over the place. When a user clicks the Add to Playlist button in the video player, it’s okay to let him continue down this path via simple messaging and functionality. You can also let kids create a new playlist from this screen as well.

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Self-Expression

These kids are at the age where they’re starting to question authority and break the rules. My recommendation for this is to let them break the rules, within reason. If a user wants to name a playlist “Poopyhead,” he should have the freedom to do this without much fanfare. Of course, you’ll want to block any of the super-naughty words (and you can do this in a funny, engaging way), but silly and harmless self-expression is a good thing, even if it’s slightly off-color.

Unlike our 6–8s, our 8–10s don’t read instructions, and even if they do glance over them, they certainly don’t follow them. As a result, you’ll want to use your error messages to teach instead of relying on directions (see Figure 10.11 and Table 10.11).

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FIGURE 10.11

Smart error messaging helps 8–10-year-olds learn how to use apps.

TABLE 10.11 ERROR MESSAGING FOR 8–10-YEAR-OLDS

ID

Section

Description

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Error States

If you were designing this app for adults, on the previous screen you would probably not give users the option to add a video to a playlist that was already full. However, this will be distressing for kids in this age group, who most likely haven’t read the instructions and will be worried when they don’t see all their playlists on the screen. Since these kids learn by trial-and-error, your error messaging will have to serve double-duty, as both a notification and teaching tool.

 

 

Keep messages friendly and upbeat, with specific information about what they did wrong and how to self-correct.

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Fixing Mistakes

While it’s important to use error messages to teach kids how to use your app, make sure this screen always provides a way to go back and correct the “mistake.” In this case, give kids the option to edit the playlist they’ve chosen, so that they can remove a video from the playlist and then add the one they have selected.

We talked a little about how these kids like to share stuff with their friends. Now let’s take a look at how to craft this functionality in a safe yet compelling way, as shown in Figure 10.12 and Table 10.12.

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FIGURE 10.12

A simple sharing mechanism that is fun and safe.

TABLE 10.12 SHARING SCREEN FOR 8–10-YEAR-OLDS

ID

Section

Description

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Form Design

Keep the form as simple and as basic as possible. These kids are probably pretty proficient with a tablet or mobile keyboard, but you want to limit the amount of typing they have to do since it can be pretty frustrating to enter data on a mobile device.

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Contacts

You can let these kids share content via email or a text message. Many kids in this age range don’t have email accounts, but they do have the ability to text via a mobile phone or an iPod Touch. Whatever mechanism you use, you’ll want to limit the people a child can share with to the device’s contact list. This reduces the possibility that these kids will contact someone they don’t know by mistake and unknowingly share personal information with them.

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Subject

To reduce the amount of data entry kids have to do, you can pre-populate this field with a generic subject, such as “A Video for You.” Of course, if you’re using an MMS service to send the message, you won’t even need a subject line.

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Message

Pre-populating this area is a good idea. Kids may not have anything to add to it, and may just be interested in sharing the video and moving on to the next one.

10–12-Year-Olds

Now let’s look at a screen for a 10–12-year-old audience. These kids are pretty sophisticated app users, with cognitive abilities close to those of adults; as a result, you can do lots of interesting things here with labels, navigation, organizational structure, and content strategy. We’re not going to go too deeply with this age group, but we are going to look at a landing screen construct (see Figure 10.13 and Table 10.13).

TIP PROVIDE CHOICE AND EXPLORATION

Although an app you design for 10–12-year-olds may look a lot like an app you would design for adults, you still want to be mindful of their unique cognitive, developmental, and emotional stages. Provide the right level of choice and exploration, and let kids hone in and personalize it to their specific areas of interest. (See Chapter 8 for more information.)

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FIGURE 10.13

A successful app for 10–12-year-olds has a robust content strategy and hierarchy.

TABLE 10.13 LANDING SCREEN FOR 10–12-YEAR-OLDS

ID

Section

Description

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Content Strategy

You can create a more detailed and complex hierarchy for these kids, which will allow you to add significantly more content than you could for younger ones. Creating another content level at the top lets you get more videos in front of users sooner, while still preserving a meaningful categorization. You can also combine personal content structure and a system hierarchy in this top level as well. This structure helps kids feel as though the app is more personal and more useful in meeting their needs.

Chapter Checklist

When developing apps for kids in specific age groups, make sure that you take the following areas into consideration.

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