Understanding Kids, Play, and Interactive Design
CRC Press (Verlag)
978-0-367-07525-5 (ISBN)
This book is a way of sharing insights empirically gathered, over decades of interactive media development, by the author and other children’s designers. Included is as much emerging theory as possible in order to provide background for practical and technical aspects of design while still keeping the information accessible. The author's intent for this book is not to create an academic treatise but to furnish an insightful and practical manual for the next generation of children’s interactive media and game designers.
Key Features
Provides practical detailing of how children's developmental needs and capabilities translate to specific design elements of a piece of media
Serves as an invaluable reference for anyone who is designing interactive games for children (or adults)
Detailed discussions of how children learn and how they play
Provides lots of examples and design tips on how to design content that will be appealing and effective for various age ranges
Accessible approach, based on years of successful creative business experience, covers basics across the gamut from developmental needs and learning theories to formats, colors, and sounds
Mark Schlichting is a publisher, author, and digital pioneer of children's multimedia and interactive design software. He is best known as the creator and subsequent Design and Art Director of Brøderbund's Living Books series, one of the first lines of children's interactive book software on CD-ROM.[1] Schlichting was Design and Art Director for Living Book’s first interactive CD-ROM book adaptation, Mercer Mayer’s Just Grandma and Me, which was one of the first software titles accredited as a school textbook and used as a product demonstration by Apple CEO John Sculley
Foreword
Introduction
Part1: Sparking Interactive Magic
Chapter 1: The Power of Play
Chapter 2: Creating Invitations to Play
Chapter 3: Maintaining Engagement
Part 2: Engaging the Senses
Chapter 4: Old Brains in a Modern World
Chapter 5: Seeing is Believing: Visual Perception
Chapter 6: Seeing is Believing: Art and Animation
Chapter 7: The Magic of Audio: How We Hear
Chapter 8: The Magic of Audio: Designing Soundscapes for Kids
Part 3: Knowing Your Audience
Chapter 9: How Kids Learn
Chapter 10: Ages and Stages: Why Kids Do What They Do
Chapter 11: Gender: Understanding the Play Patterns of Girls and Boys
Part 4: Creating Digital Playgrounds
Chapter 12: Interface
Chapter 13: The User Relationship
Chapter 14: Characters, Avatars, and Agents
Chapter 15: Supporting Play Patterns
Chapter 16: Community and Virtual Worlds
Part 5: Enhancing the Design Process
Chapter 17: Predesign Considerations
Chapter 18: The Design Process
Chapter 19: The Production Process
Chapter 20: Testing with Kids
Part 6: Case Studies
Chapter 21: Case Study: Club Penguin
Chapter 22: Case Study: Noodle Words
Conclusion
Afterword
Acknowledgments
Credits
Endnotes
Bibliography
Index
Erscheinungsdatum | 16.09.2019 |
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Zusatzinfo | 338 Halftones, color; 36 Halftones, black and white |
Verlagsort | London |
Sprache | englisch |
Maße | 191 x 235 mm |
Gewicht | 840 g |
Themenwelt | Geisteswissenschaften ► Psychologie ► Entwicklungspsychologie |
Informatik ► Software Entwicklung ► Spieleprogrammierung | |
Mathematik / Informatik ► Informatik ► Web / Internet | |
ISBN-10 | 0-367-07525-3 / 0367075253 |
ISBN-13 | 978-0-367-07525-5 / 9780367075255 |
Zustand | Neuware |
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