Child’s play

A cliché which seems to have developed in recent years is the video of a baby using an iPhone/iPad. I must say that I find this a little tiresome and boring – I don’t care how clever your child is! Having said that, it is interesting to note that very young children can interact with Apple’s touch devices.  And it got me thinking, what is it about the design that means that young children, often too young to speak, can interact with them?  I think it comes down to 2 design basics: feedback and a clear call to action.

iPad

Apple seems to have mastered the call to action.  For starters, both devices have one physical button which appears to provide children with an obvious start point as well as an incentive to see what happens. Young children explore the world, trying to understand how things work – and Apple’s clear button and subsequent unlock bar lure children into this curious new device.

Feedback is the other core design basic which assists children to understand the Apple devices. The feedback is immediate and also suggestive of what is possible. For example, when a little finger touches a photo and begins to drag it across the screen it suggests that there is somewhere for it to go. And soon, there is a new image.

Apple illustrates how important it is to get the basics of design right: feedback and calls to action, when done correctly, make a device child’s play for the user.

So next time you look at your website (or other device?), perhaps you should think of it from a more child-like perspective! Is there a clear call to action? Is feedback immediate and suggestive for the user? How intuitive is it? If it’s not child’s play for the user to navigate, then it might not be right.

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