Little Hands, Foul Moods, and Runny Noses: The Research You Should Know When Making Games for Kids Carla C.E. Fisher playinvestigator.com [email protected] © 2009 Carla C.E. Fisher Structure • Focus on newer input devices • Motion, Balance, Touch Screen • Guiding questions • • • • Developmental milestones? Existing research? Missing research? Methods to perform research? © 2009 Carla C.E. Fisher Testing and research is critical because • • Parents and teachers can’t answer all of your questions, especially related to usability We’re far removed from developmental experiences of childhood ©© 2009 Carla C.E. Fisher 2009 Carla C.E. Fisher Mouse paths – adults Source: http://hcil.cs.umd.edu/trs/2003-16/2003-16.html © 2009 Carla C.E. Fisher Mouse paths – 5-year-olds Source: http://hcil.cs.umd.edu/trs/2003-16/2003-16.html © 2009 Carla C.E. Fisher Mouse paths – 4-year-olds Source: http://hcil.cs.umd.edu/trs/2003-16/2003-16.html © 2009 Carla C.E. Fisher Testing and research is critical Children have cognitive and physical limits that adults have long ago mastered. • • Without testing, we’re developing in a vacuum. Academic resources can inform kids' game design • • • Knowledge of research findings can help avoid reinventing the wheel Reduce the cost and time of testing ©© 2009 2009 Carla Carla C.E. C.E. Fisher Fisher Example Resources • Journal of Children and Media • ACM (Association for Computing Machinery) Database • IDC (Interaction Design for Children) Conference • Video sharing sites, such as YouTube • Examples of children & conference presentations • PBS Parents Child Development Tracker (pbs.org/parents/childdevelopment) • Child Development 101 for the Developers of Interactive Media (Wolock, Orr, & Buckleitner) ©© 2009 2009 Carla Carla C.E. C.E. Fisher Fisher Developmental Milestones • Guidelines, not absolutes • Also affected by culture, genetics, cognitive development, instruction, environment, etc. © 2009 Carla C.E. Fisher Cognitive Development Jean Piaget’s Stages of Development • Sensorimotor (to 2½) • Learn through repetition, direct manipulation • Understand simple cause and effect • Preoperational Stage (2½ to 7) • Egocentric • Very literal • Concrete-Operational Stage (7 to 12) • Understanding changing of an object • Basis of scientific exploration and thought but “still rely on concrete objects and experiments to form ideas” • Understand time, space, and numbers • Understand another person’s perspective Cognitive Development Piaget’s Stages • Sensorimotor (to 2½) • Preoperational Stage (2½ to 7) • Concrete-Operational Stage (7 to 12) • Formal Operational Stage (12+) • • • • • Use of abstract logic Verbal reasoning Understand symbols and complex concepts Egocentrism may disappear Sense of fairness and equality supersedes adult authority Motor Skills Fine Motor Skills Gross Motor Skills Muscles Small Large Example actions Writing, grasping Walking, coordination, balance Input Devices Touch screens, computer mouse, traditional console controllers Accelerometerbased input, balance boards, dance mats ©© 2009 Carla C.E. Fisher 2009 Carla C.E. Fisher Motor Development • Motor development moves from the inner core to the outer limbs (i.e. trunk > shoulder > arm > wrist > hand) • Practice is important in development (20% of 9-year old children do not develop kicking or throwing skills) © 2009 Carla C.E. Fisher Motor Development • 13-18 months • • • • Pincer grip to pick up objects, which provides sensory information 90% of children can walk well by 14.3 months Begin to walk sideways, backward Walk up and down stairs with help http://thewritestart.typepad.com/ the_write_start/images/2008/05/ 12/img_3217.jpg ©© 2009 Carla C.E. Fisher 2009 Carla C.E. Fisher Motor Development • 19-24 months • • Jumping, running, climbing By 24 months, 90% of children are able to kick a ball forward ©© 2009 Carla C.E. Fisher 2009 Carla C.E. Fisher Motor Development • 2-3 years old • Manual dexterity improves • Can turn a page without tearing • Hold cup of liquid without spilling • Build a tower of about 6 blocks high • Assemble jigsaw puzzles (but might be rough and inaccurate) © 2009 Carla C.E. Fisher Motor Development • 2-3 years old • • • • Manual dexterity improves Walk backward, stoop, squat, and toss and roll large balls Immense pride in demonstrating jumping and running skills Other milestones • Match primary shapes and colors • Enjoy make believe play • Learn through repetition, experimentation • Understand simple cause and effect © 2009 Carla C.E. Fisher Motor Development • 4-5 years old • • • • • • Use eating utensils regularly Cut on a line with scissors Walk in a straight line Hop on one foot (short periods) Summersault Other milestones • Take turns • Enjoy physical humor • Egocentric; very literal • Basic understanding of time © 2009 Carla C.E. Fisher Motor Development • 6-7 years old • • • • • • Tie shoelaces Skilled with scissors Handwriting stabilizes Ride a bicycle with training wheels Skip with alternating feet, jump rope Other milestones • Increasing attention span • Still struggle to understand another person’s point of view • Tendency to play with same gender playmates © 2009 Carla C.E. Fisher Motor Development • 7-8 years old • • • Catch small balls Develop better manipulative skills Develop good sense of balance • 9+ • • • Focus is on refining skills Develop abstract thinking 9-12 y.o. girls still prefer traditional toys but are increasingly using games that involve socializing (NPD, 2008) © 2009 Carla C.E. Fisher Input Device Comparisons • Stylus and touch-screens are better choice • Light pen, touch screen, mouse, trackball, joystick, then arrows (e.g., Revelle, Medoff, & Strommen, 2001) • Touch screen better and quicker than mouse (Lu & Frye, 1992) • Cognitively, stylus and touch may be more accessible because of direct mapping (e.g. Chiasson & Gutwin, n.d.) © 2009 Carla C.E. Fisher Stylus and Fingers Kids’ Drawing Skills • Development of drawing skills (Baker & Kellogg, 1967) • • 1 year old: Random marks on paper 2 year old: Kellogg’s 20 Basic Scribbles © 2009 Carla C.E. Fisher Kellogg’s 20 Basic Scribbles, From Golomb, 2004 Kids’ Drawing Skills • Development of drawing skills (Baker & Kellogg, 1967) • • 1 year old: Random marks on paper 2 year old: Kellogg’s 20 Basic Scribbles • • Then makes combinations of scribbles 3 year old: Outlines and shapes based on scribbles, including circle, oval, square, triangle • • Then makes combinations of the shapes “Tadpole” human – circle and line (Damon et al, 2006) © 2009 Carla C.E. Fisher Kids’ Drawing Skills • Development of drawing skills (Baker & Kellogg, 1967) • 4 year old: Begins to use scribbles and shapes to make representations • • Usually humans then flowers, animals, boats, houses, and vehicles 6 year old: Uses lines to draw ground and sky around other objects (Anning, 2004) © 2009 Carla C.E. Fisher Kids’ Drawing Skills • Simplified view of Kellogg's 20 by Golomb (2004) • Loops and scribbles followed by parallel lines • Games = consider what motions/shapes asking children to draw on the screen © 2009 Carla C.E. Fisher Fingers and Games • Whole hand use = potential screen obstruction • Multiple fingers = errors and inaccuracy for touch screens (e.g. Lu & Frye, 1992) • Children use their fingers and stylus interchangeably and neither are very accurate (Bryant, Akerman, & Drell, 2008) • Hand switching = interface design challenges • Dominant hand isn’t steady until 5-6 Kids and Drawing Tools • Developmentally, stylus is similar to holding a pencil • Pencil grip develops until children are approx. 10.5 y.o. (Schneck, 1990) • Factors affecting grip choice and development • • • • Age Task (and power required) Gender (controversial) Tool (i.e. pencil vs. crayon) © 2009 Carla C.E. Fisher Kids and Drawing Tools • 10 grips used by children ages 3 to 7 on crayon and pencil drawing tasks (Schneck & Henderson, 1990) © 2009 Carla C.E. Fisher Kids and Drawing Tools • Games = variety of grips cause programming challenges for angle and pressure © 2009 Carla C.E. Fisher Interaction Considerations • Point-and-click-style interfaces with computer quicker and fewer errors than drag-and-drop interfaces (Inkpen, Booth, & Klawe, 1996; Inkpen, 2001) • Drag and drop can obscure interface with stylus and touch. • onTouch versus onLift • Touch screens seem to require onPress programming rather than onLift © 2009 Carla C.E. Fisher Motion-based interactions © 2009 Carla C.E. Fisher Motion-based interactions • What are the considerations? • • • • Gross motor skills Balance Endurance Physical size/controller ratio © 2009 Carla C.E. Fisher Balance • Refined well into adulthood • Boys tend to develop postural stability faster than girls (Riach & Hayes, 1986) • Children fidget, which affects force-plate balance measurements (Wolff, et al., 1998) • Fidget = noise in accelerometry data © 2009 Carla C.E. Fisher Balance • 7-8 y.o.: Develop good sense of balance • Begin to rely more on sensory output for balance and posture information instead of on vision alone (Sparto, et al., 2005) • Some evidence that children as young as 3 can sometimes ignore misleading visual information (Foudriat, et al., 1993) © 2009 Carla C.E. Fisher Endurance • Endurance • • Length of time for holding arm aloft for pointing tasks (Bryant, et al., 2008) Recommended minimum physical activity levels per day for children: • • • Toddlers: 90 minutes (30 structure, 60 free) Preschool: 2 hours (half structured, half free) School age: 1+ hours (broken into 15+ minute chunks) • Games = opportunities to increase activity levels • But be careful with pacing and game structure © 2009 Carla C.E. Fisher Size/Controller Ratios • Physical size/controller ratio © 2009 Carla C.E. Fisher Methods • Task comparison studies • • • Compare reaction times and accuracy Use multiple trials with each child Sample sizes Source: http://hcil.cs.umd.edu/trs/2003-16/2003-16.html © 2009 Carla C.E. Fisher Methods • Data tracking • • • • • Compare reaction times and accuracy Long term information, but may need to be creative with wifi, etc. Triangulation Creative visualization (i.e. heat maps) Incorporate data tracking from the start http://www.bungie.net/online/HeatMaps.aspx Methods • Observations • • In home or in laboratory? YouTube for really casual, initial findings Summary • Know your target audience's abilities, challenges, and goals (even if they don't) • Plan for a wide range of abilities both across the audience and within each individual user • Zone of Proximal Development • • Create a situation that forces the learner to operate on the edge of their abilities, so tasks are difficult but not unattainable Advances in AI potentially allows for addressing multiple kinds of abilities © 2009 Carla C.E. Fisher Considerations Stylus and touch screen hold a lot of promise 1. 2. 3. 4. 5. Fingers and stylus are basically interchangeable Impact of whole hand use and switching hands Multiple fingers touching the screen Stylus grips vary both within and across users Drawing skills begin with loops and moves on to lines © 2009 Carla C.E. Fisher Considerations Physical motion interfaces and input devices are popular 1. 2. 3. 4. 5. 6. 7. Motor skills vary widely Fidgeting may lead to extra noise in data Balance isn’t steady until 7-8 y.o. Young children generally rely on visual information for balance Appropriate length of play to allow for breaks and avoid injury Young children using adult controllers = size issues Rhythm and pitch activities are popular but skills are very limited Thank you! • Questions? • [email protected] • Slides at playinvestigator.com ©© 2009 Carla C.E. Fisher 2009 Carla C.E. Fisher
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