Beschreibung:
If you remember the movie Big, with Tom Hanks, then you'll recall that it takes a child to tell you what's fun--particularly when it comes to toys and games. This book is about design and testing of software and other technology for children--whether it is toys, games, or educational products. The methods include children as design partners, and because of this and the products themselves, require a different set of methods and tools to get the job done. This book is a complete short course on how to do that: what is different about designing for children and how to do it: with principles and rules, guidelines and tips, and lots of case studies and quizzes to help get a thorough understanding. An invaluable tool for a designer or usability professional entering the world of chilren's products, as well as a good set of tools for the experienced children's designer.
PART 1 CHILDREN AND TECHNOLOGY1 WHAT IS A CHILD2 CHILDREN AND INTERACTIVE TECHNOLOGY 3 THE INTERACTIVE PRODUCT LIFECYCLE PART 2 EVALUATING WITH AND FOR CHILDREN4 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 EVALUATION9 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 STUDIES16 CASE STUDY 1: GAME-CONTROLLING GESTURES ININTERACTIVE GAMES 17 CASE STUDY 2: EMBEDDING EVALUATION IN THEDESIGN OF A PERVASIVE GAME CONCEPT 18 CASE STUDY 3: USING SURVEY METHODS AND EFFICIENCY METRICS