Earlier quoted context omitted.
Author here. I find this to be a pretty cynical take. I tried to express that if I build something and it makes my kids smile then it stays in the app. You appear to have a different take on it. Should we not try to make children enjoy using the tools they use? What's the alternative? Make you app actively hostile and difficult to they'll go touch grass? I'm honestly not clear on the point you're making here.
I'm working on a game for my kids to play, so I for one am appreciative and taking notes for my own implementation. I've definitely observed at least some of the things mentioned, so hopefully combining those with your others will save me some time and grief. Thanks!
Simplify, then add delightness: On designing for children
51–60 of 79 posts
Re: Simplify, then add delightness: On designing for children
#52Re: Simplify, then add delightness: On designing for children
#53OK: "add delight"
Re: Simplify, then add delightness: On designing for children
#54Earlier quoted context omitted.
It does feel like modern designs are treating everyone like children. UIs have immense spacing and big fonts, icons always accompany text, company branding tends to have strong bold contrasty colors. Adjacent stuff like music are ostensibly getting simpler. It makes me think that if they designed adult books today, they would be like children's books. One sentence in a big font and one image per page. Doesn't have to…
> It does feel like modern designs are treating everyone like children. UIs have immense spacing and big fonts, icons always accompany text, company branding tends to have strong bold contrasty colors. While those might all be things 7-year-old children appreciate, they are also things my 70-year-old parents appreciate.
And yes, I too have parents of that age, and yes, they're still mentally sharp.
Re: Simplify, then add delightness: On designing for children
#55Earlier quoted context omitted.
> It does feel like modern designs are treating everyone like children. UIs have immense spacing and big fonts, icons always accompany text, company branding tends to have strong bold contrasty colors. While those might all be things 7-year-old children appreciate, they are also things my 70-year-old parents appreciate.
There should be an age of "supermajority" where a bunch of rights revert to being similar to the age of minority. And yes, I too have parents of that age, and yes, they're still mentally sharp.
Re: Simplify, then add delightness: On designing for children
#56Earlier quoted context omitted.
There should be an age of "supermajority" where a bunch of rights revert to being similar to the age of minority. And yes, I too have parents of that age, and yes, they're still mentally sharp.
Which of my rights do you want to take away without caring if I'm impaired or not?
Voting should be weighted compared to average remaining life expectancy, for one.
Re: Simplify, then add delightness: On designing for children
#57A lot of apps intended for mainly adult use could do well by at least considering much of this advice.
Re: Simplify, then add delightness: On designing for children
#58- No / bad multitouch. Children will touch the screen when holding the device and then use the other hand to perform an action. With no multitouch or focus on the first touch action the app does not register later actions and the child gets super frustrated. In addition, with very small hands it is very likely that multiple fingers touch the screen, especially the thumb if the index finger is used.
- Controls close to the edge: On many devices swiping actions close to the edge will trigger phone status menus or switching between apps. This will confuse children.
Re: Simplify, then add delightness: On designing for children
#59Re: Simplify, then add delightness: On designing for children
#60All of a sudden, this delightful article about a dad creating a toy for his kids now reads like a big-tobacco eyes-only internal memo: How to hook a kid on a screen when they should be interacting with real world physical objects.