This was part of the UXPA UK January 2017 event. For videos of our recent talks, please check out our YouTube channel https://www.youtube.com/user/uxpauk
7. Good UX Relies On
Good
flow
Engagin
g & fun
Not too
engagin
g
Developmen
tal benefits /
fit Parent
friendl
y
Image credit: CC BY 2.0 student_ipad 143 by Brad Flickinger
Easy
Onboard
ing
Longevi
ty
No
barrier
s
Gamepl
ay
Challeng
e
8. Child Development & Play
0 - 2
3 - 5
6 - 8
9 - 12
Teen
What can
they do
when?
What’s fun?
How do they
play?
11. Design Principles
Low Threshold
Easy onboarding
Inline Tutorials
Contextual Support
Intuitive UI
Make Failure Fun
High Ceilings
Breadth of skill
Scope for Mastery
Emergent complexity
Rewards for everyone
Wide Walls
Different users/usage
Different Play Styles
Open-ended Play
Creative Freedom
Credit: Phil Stuart, Creative Director, Preloaded
15. Agile, Sprints & User-Focus
Start early
Take the right questions to the user
Fast turnaround & collaborative is critical
Fake the ‘prototype’ if necessary!
Allow a ‘sprint’ to respond
17. Last word
• The concept phase is crucial
• Take time to understand children, play, design
principles - involve an Audience Expert
• Agree your low threshold, high ceiling, wide wall strategy
• Plan user testing into Agile - at least twice, ideally 3 times
• Assume a sprint will be needed to deal with the results
18. Lucy Gill
Children’s UX, Apps & Digital Specialist
Owner Digills Consulting
Creator of the Good App Guide
@lucygill24 uk.linkedin.com/in/lucygilllucy@digills.co.uk
Editor's Notes
Short talk summary -
Focusing on her experience supporting the creation of the McDonald’s Happy Studio app, the talk will provide examples and discussion of how to create leading games through a user-focused approach. How do you bring user insights into games concept development? How do you work within an agile process? How important is user/play testing and what approach works - particularly with children?
Find this fascinating
Worked in Ux for over a decade, Serco ExperienceLab user testing
My son + iPad launch: this is where my future lies - immediately obvious that good UX was key
‘Good App Guide’ -> 400+ app reviews later & GAppG well established
Approached by McD to support
Turned my attention to sharing experience with app/game developers - started Digills
Play then ask someone to summarise the key issues
Unique considerations
All of these are part of UX - part of understanding the user
For me UX is about getting the whole product right for its audience including the concept and the entire end-to-end experience.
Efficiency, effectiveness, satisfaction
Useful, usable, used
Need to make sure your team understand this
Even more critical if there is a learning ambition but important regardless
Example: role-play age 6
Mention Amanda
The most important message you should take away today:
Mitchel Resnick
http://repository.cmu.edu/cgi/viewcontent.cgi?article=1822&context=isr
Privilege to work with Phil Stuart at Preloaded as well as R/GA.
Low Threshold
High Ceiling
Wide Walls
Competitor / best practice analysis: think about the options
Early user testing relies heavily on learning from existing games and ‘faked’ games
Biggest excuse is lack of time
GV Sprint approach - user testing is embedded
Fast turnaround. Agile - sprint break
Example of Happy Studio landing page
Start early - fake it to test the concept, checking options/needs/priorities
Make sure there is a sprint ready to respond to the testing feedback
Friendship pairs
Freedom to move the tablet
Short sessions
After school