Our first official UX began last fall and Brittany and I covered ground all over the bay area from public school, montessori, Headstar, Daycare, many libraries and even some homeschoolers....
Our first official UX began last fall and Brittany and I covered ground all over the bay area from public school, montessori, Headstar, Daycare, many libraries and even some homeschoolers....
We were surprised how the situation was a natural fit for collaboration among all children, they wanted to play together - they helped one another, and learned from each other. It was powerful.
We had very few instances of bugs with the hardware last year, on this particular visit to a daycare with preschool minoritieswe were unable to get the app and hardware to work together.
We still saw the same delight! Choco is extremely ADHD his teachers reported that he was able to foucus on approrpriate behavior so that he could participate in gameplay.
UX specialists recommend segmenting children into at least three distinct age groups: ages 3-5; ages 6-8; and ages 9-12. Each age group has specific traits that need to be addressed in the design.
They have always known “reset” and “undo” and “play again.” They see technology as a tool for expression, experimentation, and communication. And designing for these little people is more challenging and more exciting than it’s ever been before.
We need to hire the experts in this evolving territory, we need to use their expertise to guide us.
We are a curriculum based reading readiness program that needs to follow a scope and sequence, nonsense words have their place but should not be the primary focus.
One of the reasons iPad technology is very intuitive and easy to use for toddlers is that they can directly control things in the virtual world. They can touch an object and move it.
This "child driven" concept is an imperitive part of the recipe for success, are we making that our primary focus?