Articles about Children

Flipping the Bit: Reintroducing Children to Technology as a Creative Medium

Two young children using a tablet

Technology can play many roles. It can be a partner, performer, or provider, helping children create experiences that shape their environment and their own development. [Read More]

Testing by Teaching: Peer Tutoring, a Usability Evaluation Method for Children

Two children at a computer

Peer Tutoring helps engage and encourage children during usability testing. The social context makes the test more natural, resulting in richer findings. [Read More]

Electric Racer to Promote Literacy: A Game for Two Inter-Generational Players

This study indicated that educational gameplay benefited from clarity around players’ roles, enabling parents’ participation, furthering the learning process for the child players. [Read More]

What’s News: Mommy, Can I Play with Your iPhone?

photo of the Woogie

The Woogie, a stuffed animal into which you can insert your iPhone, helps childproof your phone, however parents must monitor the content their children view. [Read More]

MESS Days: Working with Children to Design and Deliver Worthwhile Mobile Experiences

A child's design

Designing with children adds a new dimension to user experience design and usability testing. Our understanding in how children can best contribute is still developing. [Read More]

Designing for Children: Supporting Positive Youth Development through Social Media

Positive Technological Development aims to assist children in bettering their world through improving their technological literacy. [Read More]

Testing by Minors: Risk Prevention for UX Pros

When conducting testing with children, full disclosure and reasonable procedures are your best defense against potential legal complications. [Read More]

You Need an Outlet and a Browser: How Children Understand and Use the Internet

Children are not the most effective Web users and more research is needed to explore children’s mental models related to Internet use. [Read More]

Looking Closely at e-Learning: Vision Research Reveals Ways to Improve Children’s Experiences

children looking at a laptop

Research on the effects of children’s long-term computer use is extremely limited; there remain key research questions that need to be answered. [Read More]

The Story Behind the One Laptop per Child PC: An Inteview with Yves Béhar

XO-1 laptop

Yves Béhar is the designer behind the One Laptop per Child Personal Computer (OLPC). He is interviewed by User Experience guest editor Cynthia Kamishlian. [Read More]

Designing
 for Children
 with ADHD: The Search for Guidelines for Non-Experts

photo of smartphone and stylus

Expert designers sensitive to established usability guidelines should be capable of designing software that is suitable for both ADHD and non-ADHD children. [Read More]

Kidsteam: Co-designing Children’s Technologies with Children

child's design

Adults and children work together as part of Kidsteam to design new technologies for children using a low-tech prototyping experience. [Read More]

Keep It Simple. 
At First: Designing Game-Based
 Tools for Youth

screencap from video game

Research with adolescent World of Warcraft players indicated design strategies that will help make Massive Multiplayer Online Game more accessible for individuals of all ages. [Read More]

Designing Technologies for Marginalized Children

Information and communication technologies provide great opportunities and challenges for marginalized children both in developed and developing regions. [Read More]

Editor’s Note: Combining Children, Technology, and Usability

UX

This issue addresses our understanding and insights into how children interact with technology and how usability professionals can include children in the design process. [Read More]

Superphone to the Rescue!

Phone screens

Cell phones with kid finders and one button emergency calls. Music on a memory stick. [Read More]

The First Issue (Issue 1.1)

Magazine cover

The first issue of User Experience Magazine. The lead article is on strategic usability. [Read More]