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Simplify, then add delightness: On designing for children

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Re: Simplify, then add delightness: On designing for children

#11

Delightfulness? I'm seeing some indication "delightness" may be a word (can't say 100%)...but it seems a poor substitution for IMO the natural version of it

"Simplify, then add lightness" is a famous quote from Colin Chapman, the founder of Lotus (a high-performance sports car manufacturer).

Re: Simplify, then add delightness: On designing for children

#14
post #8
post #3

I parent completely differently than most, but this top three really gets me: - Text does not actually provide guidance to a large percentage of your user base as they can’t read it How do kids learn to read without exposure? - Text takes up valuable space that could be used for better graphics or aesthetically pleasing empty space But again, how do you teach kids to read? - Text is visually unattractive and off-putt…

I notice the app does actually use text, e.g. whenever a tool is selected it seems to describe what it does (with a few words). This doesn't seem obviously wrong? If you make not being able to read blocking - children who can't read won't use it. If you make reading merely enhance the experience, now there's motivation to learn how to read? I'm not a child psychologist or anything, or even a parent, I don't know what…

I’m a parent and agree with the assertion that text is visually unattractive and off-putting to most children. I’ve read to my kid (pre K) a lot (a lot), and he can read (a little), but he took more interest in learning to read through an app-based game that applied this principle, in teaching reading skills (Poio read).

It’s not that they can’t, it’s just not fun. Like when I play video games and not liking too much text before the action starts, but with shorter attention spans.

The age group included also has a lot of innocence that should be protected/balanced against future expectations, depending on where they are. There’s a lot of space and utility to letting kids be kids, they trust you more IMO when you do, making later lessons stick better. YMMV

Re: Simplify, then add delightness: On designing for children

#15
post #3

I parent completely differently than most, but this top three really gets me: - Text does not actually provide guidance to a large percentage of your user base as they can’t read it How do kids learn to read without exposure? - Text takes up valuable space that could be used for better graphics or aesthetically pleasing empty space But again, how do you teach kids to read? - Text is visually unattractive and off-putt…

I finished Diablo 1 in English at age 9 without being able to understand a single word of English.

Kids can be much more willing to endure not understanding everything as long as there is something motivating them to go forward, in this case cool skeletons, adventure and so on.

Re: Simplify, then add delightness: On designing for children

#16
post #13

These principles are good for all ages. Similar to how designing for handicapped users is generally better for everyone (see Good Grips).

Generally yes, but sometimes no. Take for instance the requirement to have the fire alarms at toddler height in our local daycare.

Re: Simplify, then add delightness: On designing for children

#17
post #8

Earlier quoted context omitted.

I notice the app does actually use text, e.g. whenever a tool is selected it seems to describe what it does (with a few words). This doesn't seem obviously wrong? If you make not being able to read blocking - children who can't read won't use it. If you make reading merely enhance the experience, now there's motivation to learn how to read? I'm not a child psychologist or anything, or even a parent, I don't know what…

I’m a parent and agree with the assertion that text is visually unattractive and off-putting to most children. I’ve read to my kid (pre K) a lot (a lot), and he can read (a little), but he took more interest in learning to read through an app-based game that applied this principle, in teaching reading skills (Poio read). It’s not that they can’t, it’s just not fun. Like when I play video games and not liking too much…

I notice sometimes that there's a feedback loop where children like things that look like toys. Sometimes they say it out loud - look, it's for kids! - and they like these objects because of a sense of automatic ownership. So the whole brightly-colored-sparkly-smiley-plastic aesthetic might have only slight inherent interest for them, and more interest as a signal saying "this is yours, you have permission to play with it". Being covered in writing is the opposite signal.

It's a feedback loop because then of course toys are designed to look more and more like toys.

Re: Simplify, then add delightness: On designing for children

#18
post #3

I parent completely differently than most, but this top three really gets me: - Text does not actually provide guidance to a large percentage of your user base as they can’t read it How do kids learn to read without exposure? - Text takes up valuable space that could be used for better graphics or aesthetically pleasing empty space But again, how do you teach kids to read? - Text is visually unattractive and off-putt…

Kids are mentally not ready to read before some age, and once they are able to learn it takes a lot of training. you cannot assume a 7 year old is a good reader - even if they are the best for their age they are still really bad at it.

if you want quick usage a good graphic is faster than text for simple concept even in the best readers. if you have complex concepts eventually text is better but for the majority of ui text is worse than good graphics for the great reader, and many adults are not great readers.

you also shouldn't assume any language. a little effort with non text based and your app doesn't need expensive translation.

of course a learn to read app needs to provide text. However for most apps text is a sign that you didn't spend enough time in ux design.

Re: Simplify, then add delightness: On designing for children

#19
post #3

I parent completely differently than most, but this top three really gets me: - Text does not actually provide guidance to a large percentage of your user base as they can’t read it How do kids learn to read without exposure? - Text takes up valuable space that could be used for better graphics or aesthetically pleasing empty space But again, how do you teach kids to read? - Text is visually unattractive and off-putt…

Exposing text to children in context is a pretty good way for them to learn to recognize words, at least that's my experience. My kid can sort of read short words, but recognize longer words in context.

I would however agree with the article, if we were talking about adult. Previously I worked for a webshop and good percentage of our customer could not or would not read. Sure a few have honest to god dyslexia and struggle to use you site if you use to much text, but even excluding those you'd still end up with a bunch of illiterates who will ignore any amount of text and just look at the pretty pictures and price. You might as well design certain sites for the dyslexic and avoid having to attempt to provide textual guides to morons who refuse to read but will complain at any opportunity.

We where dragged to the ombudsman for a subscription service (which I'd agree was stupid, but we never attempted to trick anyone). The case was dropped when we showed that the purchasing flow said subscription and mentioned the price at least nine times before asking for your credit card info. A number of customers apparently missed that because the lower price was tied to a subscription service.

The article is correct, but it doesn't only apply to children: "Text does not actually provide guidance to a large percentage of your user base as they can’t (won't) read it"

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