Kids say the darndest things1

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UXPA 2015 UX Research with Kids Kids Say The Darndest Things @sarah_eden #UXPA2015 @UEGroup

Transcript of Kids say the darndest things1

  1. 1. UXPA 2015 UX Research with Kids Kids Say The Darndest Things @sarah_eden #UXPA2015 @UEGroup
  2. 2. Sarah Garcia, Lead Researcher UEGroup, Silicon Valley Since 2004 Welcome!
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  4. 4. Real kids are shy. You have to talk to them like real people. -Stan 4
  5. 5. They have opinions. Sometimes you have to draw them out & sometimes you have to reign them in. KIDS ARE REAL PEOPLE! 5
  6. 6. They have preconceived notions. They are influenced by technological/historical constraints, but perhaps less than adults. KIDS ARE REAL PEOPLE! 6
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  8. 8. They are open to new ways of doing things. But analog is appealing too! KIDS ARE REAL PEOPLE! 8
  9. 9. VHS & VIEWFINDERS 9
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  12. 12. VIEWFINDERS! 12
  13. 13. They are dreaming of the future. Why wouldnt you do it that way? KIDS ARE REAL PEOPLE! 13
  14. 14. Their input matters! Good companies are designing for the future. KIDS ARE REAL PEOPLE! 14
  15. 15. NOW WHAT? 15 How do you find them? What kind of research is appropriate? Who do you pick? What challenges will I face? What kind of questions should I ask? How should I set up the room?
  16. 16. RECRUITING
  17. 17. Always go through the parents - NDA - Consent to participate - Consent to video - Payment RECRUITING THE RIGHT WAY 17 Templates available on usability.gov
  18. 18. Screeners are key - Open ended questions help the screening process - Follow up with a phone call Too shy vs. too rehearsed Parent groups/Word of mouth Consider pairs/siblings RECRUITING THE RIGHT KIDS 18
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  20. 20. Allow parents to preview session script/diaries, etc. Allow parents to view sessions Include parents in session EASE PARENTAL CONCERNS 20
  21. 21. KNOW WHEN (AND HOW) TO INCLUDE PARENTS21
  22. 22. AGE APPROPRIATE RESEARCH METHODS
  23. 23. Sensory-motor intelligence 0-2 years UNDERSTANDING THE ROLE OF COGNITIVE DEVELOPMENT 23 *As defined by Swiss psychologist Jean Piaget, 1929 Pre-conceptual thought 2-4 years Intuitive Thought 4-7 years Concrete Operations 8-11 years Formal Operations 11-18 years
  24. 24. 24 *Chart adapted from Sabina Idler, uxkids.com, Feb 2014
  25. 25. PLAY USER TESTING 25 4-7 years 4-11 years P r e - c o n c e p t u a l
  26. 26. TRADITIONAL USER TESTING 26 8-18 years
  27. 27. Kids are setting up their parents devices Kids are getting their own devices First time experience needs to be accessible and meaningful to all ages OOBE WITH KIDS 27 11-18 years
  28. 28. ETHNOGRAPHIES WITH KIDS 28 2-18 years
  29. 29. DIARY STUDY 29 11-18 years
  30. 30. INTERCEPTIVE TEXTS 30 Helps us get an unexpected snapshot into the lives of the participant. 11-18 years
  31. 31. What makes you happy? 31
  32. 32. Who is watching TV right now? 32
  33. 33. VISITS GAVE THE TEXT CONTEXT 33
  34. 34. SETTING THE SCENE
  35. 35. Match scenario Set context: This is your living room Draw similarities between what the child has in real life and what is staged in room Add personal touches & creature comforts Minimize camera/recording distractions CREATE THE RIGHT SPACE 35
  36. 36. SPACE MATTERS 36
  37. 37. SPACE MATTERS 37
  38. 38. EVEN CHAIRS MATTER 38
  39. 39. SESSION STRUCTURE
  40. 40. Takes session time based on cognitive ability into consideration. A GOOD TEST PLAN FOR KIDS 40 2-4 year olds