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ویرایش:
نویسندگان: Rubens Cantuni
سری:
ISBN (شابک) : 9781484262894
ناشر: Apress
سال نشر: 2020
تعداد صفحات: 265
زبان: English
فرمت فایل : PDF (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود)
حجم فایل: 9 مگابایت
در صورت تبدیل فایل کتاب Designing Digital Products for Kids: Deliver User Experiences That Delight Kids, Parents, and Teachers به فرمت های PDF، EPUB، AZW3، MOBI و یا DJVU می توانید به پشتیبان اطلاع دهید تا فایل مورد نظر را تبدیل نمایند.
توجه داشته باشید کتاب طراحی محصولات دیجیتال برای کودکان: ارائه تجربیات کاربر که کودکان، والدین و معلمان را خوشحال می کند نسخه زبان اصلی می باشد و کتاب ترجمه شده به فارسی نمی باشد. وبسایت اینترنشنال لایبرری ارائه دهنده کتاب های زبان اصلی می باشد و هیچ گونه کتاب ترجمه شده یا نوشته شده به فارسی را ارائه نمی دهد.
Contents About the Author Acknowledgments Introduction Chapter 1: Why Design Apps for Kids? Business Opportunities Educational Value A Design Challenge Industry Insight: Interview with Björn Jeffery Chapter Recap Chapter 2: Before You Start, Know the Industry Entertainment, Educational, Edutainment Types of App Experiences Educational Simulations Sandbox Content Library Apps Utilities, Wellness, and More Video Games for Kids Digital Toys Are Not Video Games Where to Find Ideas Within the Screen Real Life Observation Industry Insight: Interview with Gregg Spiridellis Chapter Recap Chapter 3: Know Your Target Audience A Threefold Audience The Kids The Parents The Educators Cross-Platform Example: ClassDojo Industry Insight: Interview with Scott Emmons Chapter Recap Chapter 4: Concept Which Technologies Should We Use? Mobile Apps Web Apps Progressive Web Apps So, What Should I Choose? Choosing the Right Device According to Kids’ Age Consider the SMART Board Designing for Interactive Boards Think Like a Kid Get Rid of Inhibitions Have Bad Ideas Slow Down and Get Bored Abandon Your Previous Knowledge What to Teach Full Program Reading Language Arts Math Coding You Can Teach Anything Passive vs. Active Learning Passive Learning Active Learning Which One Is Better? Industry Insight: Interview with Dr. Nina Neulight Chapter Recap Chapter 5: Gamification Motivation Some Famous Examples Duolingo Nike Run Club Apple Watch’s Health Rings Swarm Epic Win Components Best Practices Balance Go Beyond “BPL” Tune It for Your Users Mind the Addictiveness Chapter Recap Chapter 6: Safety Measures Store Requirements Advertising Parental Gates Social and Messaging Apps Chapter Recap Chapter 7: Interaction Design Children and Adult Users: Key Differences Kids Develop Very Fast Kids Are in for the Journey Children Have Less Experience Cognitive Development Preoperational Stage Concrete Operational Stage Some Design Recommendations Have a Clear Goal for the Activity Instructions Should Be Designed to the Child’s Level of Understanding Help Kids to Complete Tasks by Using Existing Mental Models and Their Knowledge of the World Design Self-explanatory Interfaces to Reduce Cognitive Load and Prevent Errors Interactions: Consider Age and Device Peculiarities Use Touchscreens for Younger Kids Unintentional Touches Desktop-Based Designs Young Kids Can’t Read Yet. How to Solve It? Use Voice Use Telling Icons Use Animation to Guide Through the Experience Progressive Disclosure Kid-Friendly Navigation Affordances Information Architecture Menus Feedback Microinteractions Visual Feedback Animated Feedback Auditory Feedback Haptic Feedback Help Kids Focus Avoid Notifications and Pop-ups Use Animations and Easter Eggs Wisely One Thing at a Time Break Bigger Tasks into Smaller Chunks Rewards Set Breaks Screen Time, Ethical Approach to Design What Do Experts Advise? Industry Insight: Interview with Sean Herman Chapter Recap Chapter 8: UI Design Flat or Skeuomorphic Color Palette Bold and Bright Color Harmonies Complementary Triadic Split Complementary Squared and Rectangular Analogous Monochromatic Suggested Harmonies Useful Tools Use of Colors for Kids vs. for Adults Gender Bias in Colors for Children Icons Abstraction in Icons Icon Design for Children Sometimes You Have to Follow the Standards Typography Serif vs. Sans Serif What Are the Characteristics of a Good Font Family for Children? Round Counters Taller X-Height Avoid Decorative Typefaces Pay Attention to the Font’s Weight and Balance What Are Some Good Typefaces Then? Font Size Leading Letter Case Buttons Fitts’ Law Touch Targets for Children Safe Space Buttons Styling Round Corners Shadow or Not? Avoid “Fake Buttons” Other Components Fundamentals of Character Design Define Its Personality, Name, and Story Decide Its Species Establish the Proportions Colors, Details, and Accessories Dynamic Poses Exaggerated Expressions Simplicity Inclusivity Age-Appropriate Styling Industry Insight: Interview with Chris Bishop Industry Insight: Interview with Chris O’Hara Chapter Recap Chapter 9: User Testing with Kids Recruiting Environments Parents’ Presence Friendship Pairs The Prototype Asking the Questions Duration Feedback Getting the Answers Industry Insight: Interview with Martina Dell’Acqua Chapter Recap Chapter 10: Market Your Product Business Models Paid Apps Freemium Apps Subscription In-app Purchases Advertising Certifications and Standards kidSAFE kidSAFE Certified Seal kidSAFE + COPPA Certified Seal kidSAFE Listed Seal TRUSTe Kids Privacy Privo ESRB Teachers As Ambassadors More Marketing Tips Intellectual Property Specialized Blogs and Publications Parenting Groups on Social Networks Awards Industry Insight: Interview with Catriona Wallis Industry Insight: Interview with Raffi Frensley Chapter Recap Chapter 11: Beyond the Screen Augmented Reality QuiverVision Geo AR Games Math Ninja AR Real Toys + Digital Toys Osmo PlayShifu Pigzbe Chapter Recap Chapter 12: Conclusion Index