Evaluating Children's Interactive Products
Principles and Practices for Interaction Designers

Interactive Technologies Series

Authors:

Language: Anglais
Cover of the book Evaluating Children's Interactive Products
Publication date:
370 p. · 19.1x23.5 cm · Paperback
Interactive products designed for children—whether toys, games, educational products, or websites—are increasingly embedded in children’s lives and school experiences. Making these products safe, effective, and entertaining requires new methodologies for carrying out sound and unbiased evaluations for these users with unique requirements, environments, and ethical considerations.

This book directly addresses this need by thoroughly covering the evaluation of all types of interactive technology for children. Based on the authors' workshops, conference courses, and own design experience and research, this highly practical book reads like a handbook, while being thoroughly grounded in the latest research. Throughout, the authors illustrate techniques and principles with numerous mini case studies and highlight practical information in tips and exercises and conclude with three in-depth case studies. Essential reading for usability experts, product developers, and researchers in the field.

* Presents an essential background in child development and child psychology, particularly as they relate to technology.

* Captures best practices for observing and surveying children, training evaluators, and capturing the child user experience using audio and visual technology.

* Examines ethical and legal issues involved in working with children and offers guidelines for effective risk management.
PART 1 CHILDREN AND TECHNOLOGY

1 WHAT IS A CHILD
2 CHILDREN AND INTERACTIVE TECHNOLOGY
3 THE INTERACTIVE PRODUCT LIFECYCLE

PART 2 EVALUATING WITH AND FOR CHILDREN

4 ETHICAL PRACTICE IN EVALUATIONS
5 PLANNING THE EVALUATION STUDY
6 BEFORE THE EVALUATION
7 DURING THE EVALUATION
8 AFTER THE EVALUATION

PART 3 METHODS OF EVALUATION

9 RECORDING AND LOGGING
10 OBSERVATION METHODS
11 VERBALIZATION METHODS
12 THE WIZARD OF OZ METHOD
13 SURVEY METHODS
14 DIARIES
15 INSPECTION METHODS

PART 4 CASE STUDIES

16 CASE STUDY 1: GAME-CONTROLLING GESTURES IN
INTERACTIVE GAMES
17 CASE STUDY 2: EMBEDDING EVALUATION IN THE
DESIGN OF A PERVASIVE GAME CONCEPT
18 CASE STUDY 3: USING SURVEY METHODS AND EFFICIENCY METRICS
Professionals and students who are working on the design of a product whose intended audience is children. This market includes usability experts, product developers of web sites, software--whether games or educational or both--and researchers who are building or evaluating products in the lab for R&D or prototype/projects.

Three of the four authors are academics and teach courses on this, and one school, the University of Central Lancashire has a degree program in this area. So there are some limited opportunities for adoptions but there are some.