METHODS & PRACTICES We should test to see and learn from real life use, so think about the environment/context what you are testing in and how that can influence the results. This could involve siblings, parents, friends etc. Children know what they need, let them...
METHODS & PRACTICES User age: 0-3y Physical: gross and fine motor, eye development, posture ergonomics Cognitive: no use of screen without adult Social: no use of screen without adult What children need to learn / experience: Basics of interactive skills, language...
METHODS & PRACTICES 0-3y (no need for digital devices without an adult, brain or psychosocial development is not ready for passive use, they miss interaction with other people) 4-6y (depends of the content and use, should use 20 min. / time, with adult presence)...
METHODS & PRACTICES Goal Create the best possible digital product. Activity Involving user at relevant stages of production to improve the product. Relation to theme 3: ‘Nurturing the child as a social being and a citizen’ Cater for kids needs and capabilities to...
METHODS & PRACTICES Goal: To create a solution that reflects children’s – not adults – world, needs and preferences Involve children throughout the whole design process, from concept development to testing the final piece Speak in a child-friendly way; in a...
METHODS & PRACTICES Design phase: research and ideation Goal: Learn about the child’s values through play, engagement, interaction, creation & manipulation. Activity: Let children create, craft and build prototypes for the problem/context you’re designing for....