User research with kids : how to effectively conduct research with participants aged 3-16

著者

    • Snitker, Thomas Visby

書誌事項

User research with kids : how to effectively conduct research with participants aged 3-16

Thomas Visby Snitker

Apress , Springer Science+Business Media [Distributor], c2021

  • : pbk

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注記

Includes index

内容説明・目次

内容説明

If you are a designer, producer, marketer, or researcher creating products for children, it is essential that you are aware of the key differences between children and adults when it comes to user journeys. While children might speak the same language as adult users, what they are actually communicating can be completely different. User Research with Kids explores these differences and more. Author Thomas Visby Snitker walks you through how to best approach user research with children through the processes of conceptualization, design, prototyping, and eventually the launch. Adults who research kids' experiences venture into a familiar yet foreign land where the inhabitants speak a different (yet familiar) language and have different behavioral norms and values. It is important for researchers to decipher and understand this language. Including children in the process will lead to better targeted and better designed products, and User Research with Kids will help you attain this goal. Snitker's useful insights in this book will help professionals and students in all sectors of research, design, and innovation. User Research with Kids will teach you how to better work with children using key approaches, such as understanding what play is and holistically measuring experience from a child's cognitive perspective. Apply research rigor and best practices for your next product launch, and expand your user understanding with User Research with Kids. What You Will Learn Incorporate play and best practice to a research project with kids as (or among) the participants Approach, scope, prepare, execute, and report research projects Choose the method and approach that is best suited for the needs of your project and stakeholders Who This Book Is ForDesigners, producers, marketers, or researchers with kids as the audience, or students.

目次

Preface An introduction to research with kids Chapter 1: Understanding kids and their experiences Design, innovation and the need for research - and KX, Kids Experience Play is a job to be done What to expect when you're expecting ... kids for research Kids research and rocket science The status of children i n research and i n society - and i n your own mind Kids: a very picky and playful audience - and research target A spectrum of play - and a spectrum for research A free-play research setup A directed play research setup A guided play - or games - research setup (Section on kids development to follow here) Global research with kids Research with foreign kids means working with foreign adults Selecting which cultures to study Power distance Individualism (vs. collectivism) Masculinity (vs. femininity) Uncertainty avoidance Long-term orientation Cognitive differences between Easterners and Westerners Causal attribution Categorization based on rules (Western) or relationship (Eastern) Attention to the field (Eastern) or salient objects (Western) Task-focus orientation (Western) and socioemotional relational orientation (Eastern) Chapter 2: How (not) to ruin perfectly good research in 18 steps The bias chain - is bias a feature or a bug? Bias in the scoping phase For the right stakeholders or client The right objective or problem or pain or goal The right product or project Selection bias Bias during the preparation phase The right participants, described i n the right terms Sampling bias Description bias Descriptions i nherited from market research Skill l evel as a descriptor Staticity bias The bias of gatekeepers and professional respondents Doing the right things Consensus bias Right time of day or week or month Right duration Right l ocation/setting Using the right device Bias during the execution phase Primed/instructed right Primed/instructed i n the right amount Moderated Right Moderator Bias Biased Questions Leading Questions Bias Misunderstood Question Bias Unanswerable Question Bias Metaphorically speaking Question Order Bias Biased Answers Cognitive overload bias Consistency Bias Dominant Respondent Bias Error Bias Hostility Bias Moderator Acceptance Bias (Acquiescence bias) Mood Bias Overstatement Bias Reference Bias (Order Bias) Sensitive i ssue Bias Social Acceptance Bias Sponsor Bias The most dreaded answer: ' I don't know.' Monitored by the right people Bias during the analysis and reporting phase Analysed right Reported right Biased Reporting Positive reporting bias and Publication bias Presented right Hindsight bias Sustained right Actioned right Bias is not a bug - i t's a feature Further reading on bias Chapter 3: Succeed through better practice Best practice - or j ust better practice Compliance to rules and regulations The General Data Protection Regulation (GDPR) A consent form Minimize the collection of unnecessary i nformation Ensure that all user data (including by 3rd party tools) i s being stored and processed securely Give users control of their data COPPA - Children's Online Privacy Protection Act ESOMAR Codes and Guidelines Best practice Prepare for best practice Research and report using best practice Chapter 4: What not to score The one score to rule them all 78 What i s the Net Promoter Score (NPS) 78 Do you trust in numbers? How many percent? How much on a scale from one to ten? Bad experiences l ead to l ess spending (Example 1) Poor customer service experiences l ead to avoidance (Example 2) Unhappy customers don't complain - they churn (Example 3) Retaining customers i s better business than acquiring new (Example 4) User research by numbers Is i t a stretch to claim that NPS has business relevance? 'How l ikely would you be... '... to recommend ...' '... to a friend?' '... to a relative?' ... in which context? ... scored on what scale? ... why? Chapter 5: What to score The System Usability Scale, SUS A KX - Kids' Experience - score When to produce the score? Who does the scoring? Score what exactly? Engagement and Curiosity Usable Familiarity - conceptual and content Awareness and salience Satisfaction and fun Other evaluation criteria are relevant (here will follow KX score -case example 1: How kids build their wish lists for Christmas, using major web portals) (here will follow KX score -case example 2: How kids experience the initial phases of playing top-tier apps) Chapter 6: How you can use the kids experience score Build your own experience score Build behavioural indicators Define audience (sub)segments Collate and test Score and report Chapter 7 Summary The joy, delight and beauty of research If you want kids to use your product or service ... User research i s not rocket science... (this section to be continued) Yes there's bias everywhere, but... (this summing up section to be continued with 2-3 more items)

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詳細情報

  • NII書誌ID(NCID)
    BC11041143
  • ISBN
    • 9781484270707
  • 出版国コード
    us
  • タイトル言語コード
    eng
  • 本文言語コード
    eng
  • 出版地
    [New York],New York
  • ページ数/冊数
    178 p.
  • 大きさ
    24 cm
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