Understanding Kids: Designing Interactive Media For Children
Mark Schlichting(Author)
Morgan Kaufmann (Publisher)
Book
Paperback/Softback
304 pages
978-0-12-383870-4 (ISBN)
Description
Today's children are typically more techno savvy than adults, and they expecting more sophisticated interactive products. Web 2.0 opens up unprecedented possibilities in the realm of interactive media for children, including virtual worlds, evolving avatars, social networks, educational applications, and games. Decades of research prove that children use and engage with technology differently than adults, but very little literature exists for this specialized type of design. Understanding Kids fills this hole in the market. It's a practical book for addressing design challenges inherent in designing for children, featuring real-world stories, practical methodologies, tips, and design secrets to ensure the products are successful and engaging.
Today's children are typically more techno savvy than adults, and they expecting more sophisticated interactive products. Web 2.0 opens up unprecedented possibilities in the realm of interactive media for children, including virtual worlds, evolving avatars, social networks, educational applications, and games. Decades of research prove that children use and engage with technology differently than adults, but very little literature exists for this specialized type of design. Understanding Kids fills this hole in the market. It's a practical book for addressing design challenges inherent in designing for children, featuring real-world stories, practical methodologies, tips, and design secrets to ensure the products are successful and engaging.
Today's children are typically more techno savvy than adults, and they expecting more sophisticated interactive products. Web 2.0 opens up unprecedented possibilities in the realm of interactive media for children, including virtual worlds, evolving avatars, social networks, educational applications, and games. Decades of research prove that children use and engage with technology differently than adults, but very little literature exists for this specialized type of design. Understanding Kids fills this hole in the market. It's a practical book for addressing design challenges inherent in designing for children, featuring real-world stories, practical methodologies, tips, and design secrets to ensure the products are successful and engaging.
More details
Language
English
Place of publication
San Francisco
United States
Publishing group
Elsevier Science & Technology
Target group
Professional and scholarly
Dimensions
Height: 235 mm
Width: 191 mm
ISBN-13
978-0-12-383870-4 (9780123838704)
Copyright in bibliographic data is held by Nielsen Book Services Limited or its licensors: all rights reserved.
Schweitzer Classification
Person
Mark Schlichting, founder and CEO, Noodleworks; over 25 years design, publishing, and creative management in children's digital, multimedia and interactive design; winner 100+ awards in entertainment and education; creator of Broderbund/Random House Living Books, which sold over 2.5 million copies in seven languages, was one of the first software titles accredited as a school textbook, and was demonstrated internationally by Bill Gates
Mark Schlichting, founder and CEO, Noodleworks; over 25 years design, publishing, and creative management in children's digital, multimedia and interactive design; winner 100+ awards in entertainment and education; creator of Broderbund/Random House Living Books, which sold over 2.5 million copies in seven languages, was one of the first software titles accredited as a school textbook, and was demonstrated internationally by Bill Gates
Mark Schlichting, founder and CEO, Noodleworks; over 25 years design, publishing, and creative management in children's digital, multimedia and interactive design; winner 100+ awards in entertainment and education; creator of Broderbund/Random House Living Books, which sold over 2.5 million copies in seven languages, was one of the first software titles accredited as a school textbook, and was demonstrated internationally by Bill Gates
Content
Introduction
On Becoming a Children's Designer
Creating an Experience
DESIGN BASICS
THE ROLE OF A children's DESIGNER
Creating Something Great for Kids
Interactivity As Art Form
Mixing Media, Minds, and Magic
Technology as Playground
Psychology of Play
Kid Centered Visual and Audio Aesthetics
Interactivity For Kids
Listening and Partnering with Kids
Providing Play Opportunities
Being a Child Play Advocate
An Overview of the Design Process
Having Product Vision
Knowing Your Audience by Age and Gender
Market Research
Developing Design Goals and Objectives
Involving Kids in Your Design & Production Process
Creating the Interface
Creating a Prototype
Testing & Revising
Production & Soft Launches
ENGAGING THE SENSES
WE HUMANS (Ancient Brains in a Modern World)
The Triune Brain
The Reptilian Brain (& Reactive Game Play)
The Limbic Brain (& Social Engagement)
The NeoCortex (& Strategic Game Play)
Designing for the Whole Brain
SEEING IS BELIEVING
Seeing, Our Eyes, and Our Brains
Creating Focus - Attention As Energy
Movement & the Power of Animation
Creating Engaging Characters
Size and Surprise
Colors, Scenes, Moods, and Emotions
the magic of audio
Hearing, Our Ears, and Our Brains
The Three Amigos of Audio
Sound Effects
Music
Voice
Soundscapes - Putting It All Together for Kids
Working With a Sound Designer
ENGAGING THE AUDIENCE
DESIGN SECRETS
"Nobody Wants To Read The Instructions"
Kids Learn By Doing
Make It Easy To Use
"Nobody Wants To Wait"
Optimize Interface for Response
Keep Instructions Short
Give Immediate Feedback
Get Them to the Good Stuff Fast
"Everybody Wants To Be In Control"
Give Them as much Control as possible
Constructivist principles
"Everybody Wants a Reaction to Their Action"
DESIGNING FOR KIDS
BRINGING ENVIRONMENTS TO LIFE
The Interactive World
Creating Social Networks for Kids
Characters, Agents, and Avatars
Ownership - The Power of Personalization & Customization
Leveling and Competition
Creating Pacing, Play, and Publishing Opportunities
The Illusion of A.I. and Living Environments
CREATING COMMUNITY
Tips on Creating Virtual Worlds
Importance and The Ins' & Outs' of Avatars
Proactive Social Networking Design
Virtual Economies & Kids
Personalization, Customization, and Ownership
Kid Tools for Communication, Connection, and Creation
Safety Rules & Guidelines
Interactive Genres Do's and Don'ts
Games
Adventure/Quests
Activity & Creativity Tools
More on Virtual Worlds
WHAT KIDS WANT- AGES AND STAGES
In the Beginning: Birth - 2
The Magic Years: 3-7
Adolescents and PreTeens: 8-12
Teenagers: 13 and beyond
BOYS AND GIRLS
Gender Similarities in Game Play & Interaction
Gender Differences in Game Play & Interaction
Gender by Age & Stage
HOW KIDS LEARN
A Brief History of Learning Theory
Kids and Computers
The Future of Collaborative & Exploratory Learning
CREATING THE ILLUSION OF A.I. through Audio
"THE (You Don't know) JACK PRINCIPALS"
Creating and Maintaining Pacing
Creating the Illusion of Awareness
Maintaining the Illusion of Awareness
Maintaining a Relationship
THE PRODUCTION PROCESS
PRODUCING MAGIC OR MUD - Working with producers
Managing the Creative Process
Design Documents
Creating a schedule
Making a Prototype
Kid Testing
Working as a Team
Conclusion
Joy is Contagious
Supporting and Empowering Creativity in Children
Inventing the Future
On Becoming a Children's Designer
Creating an Experience
DESIGN BASICS
THE ROLE OF A children's DESIGNER
Creating Something Great for Kids
Interactivity As Art Form
Mixing Media, Minds, and Magic
Technology as Playground
Psychology of Play
Kid Centered Visual and Audio Aesthetics
Interactivity For Kids
Listening and Partnering with Kids
Providing Play Opportunities
Being a Child Play Advocate
An Overview of the Design Process
Having Product Vision
Knowing Your Audience by Age and Gender
Market Research
Developing Design Goals and Objectives
Involving Kids in Your Design & Production Process
Creating the Interface
Creating a Prototype
Testing & Revising
Production & Soft Launches
ENGAGING THE SENSES
WE HUMANS (Ancient Brains in a Modern World)
The Triune Brain
The Reptilian Brain (& Reactive Game Play)
The Limbic Brain (& Social Engagement)
The NeoCortex (& Strategic Game Play)
Designing for the Whole Brain
SEEING IS BELIEVING
Seeing, Our Eyes, and Our Brains
Creating Focus - Attention As Energy
Movement & the Power of Animation
Creating Engaging Characters
Size and Surprise
Colors, Scenes, Moods, and Emotions
the magic of audio
Hearing, Our Ears, and Our Brains
The Three Amigos of Audio
Sound Effects
Music
Voice
Soundscapes - Putting It All Together for Kids
Working With a Sound Designer
ENGAGING THE AUDIENCE
DESIGN SECRETS
"Nobody Wants To Read The Instructions"
Kids Learn By Doing
Make It Easy To Use
"Nobody Wants To Wait"
Optimize Interface for Response
Keep Instructions Short
Give Immediate Feedback
Get Them to the Good Stuff Fast
"Everybody Wants To Be In Control"
Give Them as much Control as possible
Constructivist principles
"Everybody Wants a Reaction to Their Action"
DESIGNING FOR KIDS
BRINGING ENVIRONMENTS TO LIFE
The Interactive World
Creating Social Networks for Kids
Characters, Agents, and Avatars
Ownership - The Power of Personalization & Customization
Leveling and Competition
Creating Pacing, Play, and Publishing Opportunities
The Illusion of A.I. and Living Environments
CREATING COMMUNITY
Tips on Creating Virtual Worlds
Importance and The Ins' & Outs' of Avatars
Proactive Social Networking Design
Virtual Economies & Kids
Personalization, Customization, and Ownership
Kid Tools for Communication, Connection, and Creation
Safety Rules & Guidelines
Interactive Genres Do's and Don'ts
Games
Adventure/Quests
Activity & Creativity Tools
More on Virtual Worlds
WHAT KIDS WANT- AGES AND STAGES
In the Beginning: Birth - 2
The Magic Years: 3-7
Adolescents and PreTeens: 8-12
Teenagers: 13 and beyond
BOYS AND GIRLS
Gender Similarities in Game Play & Interaction
Gender Differences in Game Play & Interaction
Gender by Age & Stage
HOW KIDS LEARN
A Brief History of Learning Theory
Kids and Computers
The Future of Collaborative & Exploratory Learning
CREATING THE ILLUSION OF A.I. through Audio
"THE (You Don't know) JACK PRINCIPALS"
Creating and Maintaining Pacing
Creating the Illusion of Awareness
Maintaining the Illusion of Awareness
Maintaining a Relationship
THE PRODUCTION PROCESS
PRODUCING MAGIC OR MUD - Working with producers
Managing the Creative Process
Design Documents
Creating a schedule
Making a Prototype
Kid Testing
Working as a Team
Conclusion
Joy is Contagious
Supporting and Empowering Creativity in Children
Inventing the Future