A Dad’s Plea To Developers Of iPad Apps For Children
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I'm convinced that watching TV is harmful to a child's intellectual development. (And there's an established body of evidence to support that.)
As a kid, I hated my hippie Montessori teacher mom for allowing me only one hour of TV per week as a kid in the late 70s and early 80s (elementary school; I usually chose the Duke boys, and later Knight Rider). But, as an adult, I cite it often as one of the things I admire most about the way she raised me (no limits on books, nor daytime outdoor play after school, nor building things), especially after coming to understand how much easier it is to set a precocious and hyper wild little monkey in front of the boob tube so the parents can get a couple hours of peace.
I do think video games (especially good ones) are probably much less harmful than TV, and that they do even have some net positives for the user, in terms of developing various human abilities (cognitive and otherwise). But isn't two years old too young? Shouldn't kids of that age, instead of learning in-game physics, be learning real physics? Like with balls, marbles, and blocks, running and falling down, and not with animated honeypots and flying unicorns?
My own kid won't be here for a few more months, so I'm not preaching; just honestly asking. I know little kids love iPad games... but they love eating sugar cubes, too.
Playing games may not seem productive, but the types of games children play do prepare them for more complex challenges later in life, and if anything I think computers will become more important over time. So, I suspect spending a few hours a week banging on an iPad is probably more useful than harmful for the average 2 year old.
There's a good TED talk where they go into the differences in language processing in a child of 12 months vs 15 months. Infants and very young children are doing so fucking much to deal with learning the basic rules of the real world, and how to process human language. (One of the notable things is that American children exposed to a real human speaking Chinese to them on a regular basis were able to differentiate the sounds of Chinese as well as Chinese kids; those in control groups exposed to video of people speaking Chinese didn't fare any better than regular American kids.)
I feel like the awesome and mysterious stuff going on in the child's mind at that age in order to come to grips with the real world, in its awesome complexity, is too important to be displaced by addictive recreational activities that can just as well come later. I don't want them to become masters of the small and limited worlds in which games exist, at the expense of a diminished mastery of the intricacies and awesome breadth of the actual world we live in.
https://www.ted.com/talks/patricia_kuhl_the_linguistic_geniu...
Is there? I dislike children being raised by television as much as the next guy, but the chapter in Freakonomics on child development says there's no correlation between children's test scores and the amount of television they watch, according to the data from ECLS (http://nces.ed.gov/ecls/).
(edited to correct typo)
Of course, anecdote != data, so meh. But I do have a hunch that TV and social media both breed a passive consumption habit that can be hard to detect and even harder to get rid of.
That said, our anecdotes at least agree. I'm with you on that hunch, too.
Its a matter of balance, though. My kids get tons of time with the blocks and marbles (we play "kügel-bahn" like mad in our Austrian household - a form of "real-world" Marble Madness) but then we're also partial to a little Pacman now and then. The kids love both options, but given the choice, and if the sun is shining, they'd much rather be outside kicking dirt and climbing trees. The point is: engage your kids, and don't ever leave them alone watching TV. That is pure evil.
Hyperfocus is a symptom of ADHD.
With all due respect, I must ask: have you ever interacted with an individual diagnosed with (severe) ADHD?
Also, please clarify: are you claiming that those whom have been diagnosed with ADHD aren't sick or that they've been incorrectly diagnosed?
I appreciate your time and look forward to your responses on this matter.
I never claimed to be offended by your statements, but as an individual with ADHD, I'm interested in exploring this further.
In particular, I'm interested in the treatment(s) you reckon'll help the most with my symptoms. If you'd like, we can arrange a one-on-one IM session to discuss them, as these matters require individual attention, rather than broad generalizations over a particular (diagnosed) group.
I, once again, appreciate your time and look forward to your responses on this matter.
There's a wide range of activities on the iPad, going from plain video games to pure learning bits (letters, sounds, cooking, 3d moves etc) which makes it much more interesting than only "video games" IMO (and this generates a lot of discussions centered around learning too!).
On the frequency of use: it's pretty much like email for adults. You have to learn when to stop and when to do something else, learn to keep a balance.
At first we had small cards (like 2 x 10mn and 1 x 20mn for each day) to ensure he would not spend more time than we thought was good for him.
Now he mostly plays at his own rhythm, and tend to say at some point: "Dad, I played a lot on the iPad, now I need to take some fresh air".
Apart from that, all the remaining signs (learning to write, space placement, handling legos, social exchanges, sport etc) show no "damages" caused by the iPad :)
In conclusion: for me balance is everything (but like for most subjects); and there's a lot of good things to pick in the iPad.
I concede your point that the iPad can stretch/blur the notion of what a "game" is, in interesting ways. Although I am inclined to limit my kids' "screen time" (to zero, at two years old), I would never choose to limit my kids' "book time",.
But perhaps my thinking about it is too coarse, since iPad apps can be hybrids of both, or combine their attributes into something completely new.
Perhaps I will try out your time ticket idea and see how it goes. (But not from 2 years old... maybe 3 or 4.)
On a side note I don't own an iPad nor intend to. Maybe a wii (she's already pretty curious about the tv remote control). However, I'll probably hold that off and let her enjoy the real world for a while.
Right. How would your screen time limitation work if the screen was being used to read a book? And the book may be even more interactive than a traditional book. Then there's a line that can get crossed where the book has now become a game. But even then, if it's educational and informative as a book is, why limit that just because it's on a screen?
Books are not interactive. Isn't that the point, they're supposed to be entirely passive objects used solely to feed ideas to the imagination/consciousness/memory.
>why limit that just because it's on a screen? //
To encourage the child to develop interaction in the real world first.
Kids books often are. Many of my daughters favorite books have lots of flaps and pull tabs that make things move. Opening the flap on the third thing and seeing the number '3' or guessing which item is in which box based only on the shape of the box and then opening the box to see if you where right is endless fun if you're into that sort of thing.
This I think promotes my point (I would!).
If you only ever share pop-up books, coloring books, sticker books, flap-books, texture books, carpet books (they have samples of carpet in them), etc., with your child then they're not being exposed to the central concept of receiving ideas from a passive medium and giving life to those ideas internally without a proscribed pattern as to how one should do that.
Mind you I've no strong evidence that the move through object presentation, to picture based story, to picture accompanied story, and on to pure prose, genuinely does lead to a development of imagination (rather than say just accompany such a development).
Some, perhaps, but far from all of them. Most of them have the basic linear narrative structure of books and encourage the basic process of starting at page 1 and following the 'story' page by page to the end. The pop-ups and flaps assist in driving the story rather than replacing them.
My two-year old loves to push buttons. Remote controls, toys, any buttons with some feedback (and many without) are fair game. On iPad/iPhone, spends as much time on any typing app watching letters appear as he does on a game (only tried a game or two). Trickiest bit really is getting him out of whatever menu he wanders into - author was dead-on there.
TV he'll watch for 10-15 minutes and wander/play with something else, sometimes glancing up when something catches his attention.
I'm with you that with either device these are doses of 15-20 minutes not "babysitting." But "at all" is extreme.
Also, let's not pretend it's ok because it's educational. Everything is educational when you're 2. You get a better education making a salad chopping cucumber and carrots with a crinkle cutter than playing an iPad game.
My kids are 11 and 8.
My son prepares tiramisus, sushis etc with us, and he watched the recipes on the iPad :)
Then I definitely agree on the "constant entertainment" point: I'm doing my best to ensure he knows to "do nothing" a bit each day.
Over-stimulating is something I'm very careful about!
Could you expand on this and be specific please?
There might be evidence that early exposure to television, before the child's neurological development is ready to deal with it, is harmful. But I'm not aware of "an established body of evidence" proving that TV is harmful. Do you have sources? I'm very interested in seeing such sources, as I used to be under the impression that TV is harmful, but I am now convinced otherwise.
Be careful ignoring the scientific method here. You are equating a fear of bad side effects from TV with bad side effects with iPad use. Fear is not the scientific method.
There are many dimensions to consider when evaluating harm. For example, in early childhood development, the child desperately wants to imitate the adult (or role model), and will suffer certain side effects (e.g., problems with self confidence) if forbidden to imitate. Thus even if there is harm in using the iPad, there could easily be more harm in forbidding its use (but this can easily be remedied by never allowing the child to see the adult using the iPad).
I urge you to be careful about following any lines of parenting that mold the child (e.g., the child should be outside playing ball, not inside doing X). I see parents force their kids to conform with preset ideas of how a child should be, ignoring how early child development works, and thus cause pscyhological harm (e.g., internalization of fear of the parent). An analogy would be the parent teaching the child how to walk by grabbing the kid's legs and moving them in micro-adjustments; the kid will end up with poor motor control.
http://pediatrics.aappublications.org/content/128/5/1040.abs...
The problem with TV in particular seems to be the lack of interactivity. Children learn best by getting meaningful feedback from other people, and television cannot provide that. iPad apps and computers should be able to overcome that limitation, but I think we're early in the process of understanding the most effective ways to provide that for children, especially young children.
Maybe he won't be the next Steve Jobs because of it.
But what has been interesting is that recently, he is much less interested in TV and video games and far more interested in physical world gaming with his peers: Bey Blades, Pokemon, Yugioh, and in particular Warhammer. He's been buying figures, paints and brushes not the latest version of Madden with his money.
Keep in mind that it was easier for your mother to do what she did than it is to do something similar today - kids programming wasn't available on 13 channels 24x365 and it was considered inappropriate to market to children in the way that is now standard [see Juliet Schor's Born to Buy: http://www.amazon.com/Born-Buy-Commercialized-Consumer-Cultu...]
We do something similar with our 20-mo old. We're less hardcore about the TV^WNetflix thing than your mother. If he wants to watch Eeebee or Old MacDonanld he tells us and we let him (within reason).
About 4 weeks ago, he learned to play with Duplo building blocks (which we've had for several months), and he almost never asks to watch TV now. We estimate he used to watch about 6 hrs/week before.
You are in fact preaching, just not from direct experience raising children.
Please do not give your future 2-year-old marbles to learn physics with. Choking hazard. Harder to swallow an iPad.
The hard part I find is letting them hurt themselves as part of their learning.
Indeed our 2 year-old just used a kitchen knife (about as long as his forearm) for the first time a couple of weeks ago to chop the potatoes he peeled. Close supervision.
"He could swallow a marble", well yes, he could bash his brother's head in with the corner of an iPad, get hit by a meteorite, run in to a wall, drown himself in the toilet, etc..
I don't care if I get down voted but this made me laugh so hard.
If you supervise your children, they won't swallow marbles or anything else. There are many vendors of wood toys (usually European) that are meant for small children. An ipad, is in the same realm as TV -- not meant for small kids.
You're aware that they put CHOKING HAZARD labels on things not because those things should be kept away from children at all times, but to alert inattentive parents to supervise their children?
The CHOKING HAZARD is not an intrinsic property of the object, but rather of the situation.
I don't think there is any evidence to support that at all. Do you have a source?
Imagine what happens then: The whole app moves up, down or worst, sideways and switches to another app altogether. This interrupts the experience and is very confusing. I've seen this first hand. It is truly perplexing for children in the 2 to 7 year old range.
Another side-effect is that this makes it nearly impossible to write apps that actually encourage the little ones to fully engage and plant their paws on the device. Without turning off multi-touch gestures the app won't be good for more than three seconds of use. What's worst is that you also stand a good chance to get negative reviews on the app store from frustrated parents who don't understand that this is not the developer's fault.
Imagine the thrill of driving around town while your kids is playing with the iPad in the back seat and complaining/whining/crying every thirty seconds because he/she accidentally switched from the nice educational app you had them play with to your Facebook page due to accidentally using the app switching gesture. Brilliant.
While multi-touch gestures might be a good idea (I as an adult never use them) they provide no way for developers to disable them within their app, thus causing usability problems for kids (and probably some use cases with people with motor impediments).
Yes, the user can disable multi-touch altogether from settings. As an app developer you have to decide whether or not you want to put up a notice, warning or info page on your app warning parents about this problem and recommending that they disable multi-touch. Might you incur Apple's wrath for doing so? Don't know.
I've seen an app on startup recommend turning them off if they're on. (Which doesn't mean that Apple considers that OK, of course, just that the reviewer of that one app did.)
Ouch. I hadn't even thought of that.
I was just going to say it's ridiculous that you have this powerful device with advanced touch screen and you're developing software for it, but Apple prevents you from simply exerting control over the device.
A non-crippled OS should give you near exclusive access with minimal meddling, like Desktop PC games. Full screen, raw touch data and no accidental gestures.
I don't understand why hackers could abide by this.
(the next part is a bit off topic btw, but maybe some professional iOS app devs can shed some light on the matter for me?)
I work with kids (a bit older, ages 8-12) teach them to do creative things on the computer (GameMaker, GIMP, some HTML, etc). I'm still working to figure out a good method to learn them actual code (not all, but some are definitely smart enough). A lot of them ask me if I can teach them "how to make apps". I don't know (don't have a smartphone or tablet), but at some point I thought ok let's figure that out.
The kid had an iPod Touch so we started looking around for some iOS SDK or whatever (I feared writing a whole app would be too large of a project for him, but now I wanted to know and it taught us both a valuable lesson).
Can anyone who writes iOS apps maybe confirm this for me, because it seems pretty much impossible:
- You can't actually load an app that you just coded onto your own device, to try it out. Instead you can only test it in an emulator.
- The only way to get the new app onto the actual device is via the AppStore. Is that really true? Do even professional app developers not see their app run on an actual device instead of the emulator before the app is in a suitable state (as judged from the emulator tests) to place on the AppStore and even then only if they or someone buys it? Really?
- This SDK/emulator kit is only available for the Mac. So if you don't own a Mac, you can't develop iOS apps.
- Money. Does the SDK/emulator kit cost money or not? I couldn't figure it out because I stopped looking as soon as I saw it was Mac-only, anyway. But depending on which route I took through the Apple ID developer program website, it alternatively told me it was free and that it cost me $100. And then to be able to place the program onto a physical device I own, I need to pay a yearly $100 for the AppStore?
(I probably got some details wrong here and maybe I missed some programs or ways to do things so please correct me)
The centre I work at is mostly run by volunteers and doesn't use Macs or has $100/yr to give to Apple for the "privilege" of teaching a new generation of hacker kids how to develop applications for their petty locked up hardware/software universe. So there won't be any "how to make apps for iOS" lessons in the foreseeable future.
That's what I learned. And the kid that joined me on this wild goose chase learned that he most definitely will be getting an Android as his next smartphone.
However, that $99 fee also includes the right to get a testing certificate that lets you push what you develop onto an iPhone, iPad, or iPod Touch to test with. So if you sign up for the developer program, you can test on a real device. You just can't get it loaded onto other people's devices without going through the Apple approval process.
Xcode (the IDE) itself is free. You can probably run iOS apps in a simulator (note it is NOT an emulator) with the free download, but forget about testing on an actual device.
Clearly this program is aimed at professional developers, and for them it is worth the price -- the iOS ecosystem and SDKs being far more developed and refined than Android's. But for a bunch of young padawans just starting out in coding it is prohibitively expensive unfortunately.
Aside from these problems, Objective-C is a bit much for a rank beginner, especially a kid, to bite off and chew. So, for that matter, is Java. It would be possible, and probably a lot more practical, to introduce them to JavaScript and have them develop "Web apps" that run inside an iPhone's Safari web browser. Some quite sophisticated games are possible this way with HTML 5.
The testing certificate makes sense, I was really wondering about that, there's only so much you can test in a simulator (touch screen behaviour, for instance. I'd assume you could emulate it with a mouse, but you can't test the full UX that way).
Good call on the JS/webapps too. I hadn't really considered what language one develops iOS apps in when I started investigating, but from what I've seen about Objective-C, I agree it would be a bit too much.
Personally I was aiming to get them interested in writing simple Python programs, perhaps with PyGame so they can quickly get some graphics on the screen (text console output doesn't have a lot of appeal I'm afraid..). Most important reason is that Python lacks boilerplate--I don't want to make the kids do all sorts of boring set up coding before they get to see some results. (second most important reason is that it's the language I'm currently using most)
Boilerplate might be a bit of an issue with JS web apps too. But "can I put my (GameMaker) game on my website?" is a question asked even more often than how to make apps :) [it is possible btw, but not with the free version of GameMaker]. So maybe I could set up some simple framework with a JS Canvas and see if they'll bite. Maybe even better would be just to code some simple game for myself, for fun, show it off, and I already know of at least two kids that will try real hard to figure out how I pulled that off, and they'll be happy to find out it was written inside the same HTML tags they wrote their website with :) (another good reason is, before I caught the Python-bug, I was coding JS all day :) )
Anyway, thanks again for your explanation!
I know some (adult) people who are itching to get into (video) game design. The first thing I always tell them is "Learn to program. Start with Python." Then I point them to PyGame to let them get started building the kinds of programs they set out to build, quickly.
This despite Scheme being my favorite programming language, and the one I "think" in. But Python really is the micro BASIC of the 21st century. It's the best "type commands at it and see what happens" language for beginners. Not to diminish its obvious appeal to professionals, of course.
So far he hasn't started reading more books, but he's started playing outside / imaginatively more. Even though it didn't have 100% the desired effect, I love the outcome still.
We let her play with pictures and she LOVES the xylophone app along with the Piano app.
I think you will find it much different reality than you actually think.
I don't see the big issue, it's something in his environment that he's curious about. It's not a direct physical danger, I let him explore it.
I built one of such apps (http://itunes.apple.com/us/app/toddler-trainer-hd/id49632353...) and took extra care to tuck away all menus and settings in a triple-clicked menu, so toddlers can't access it.
Interesting article and suggestions. I'll have to incorporate a few of the ideas.
Granted, the nature of the medium plays a role, there is probably a much higher likelihood of bad / non-stimulating content on TV than in books. However, given that the iPad can act as a book, it logically follows it should have good content as well.
I'd be surprised if there were (m)any people who think a 2 year-old should not use an iPad "at all".
I guess the jury is still out since my children are 6 and 22 months but so far the iPad seems like a spectacular device for them...certainly better than books. My son has been playing memory games, alphabet, numbers, spanish, songs, angry birds, plants v zombies, drawing, facetime, pattern matching, etc, etc, etc. I'm not sure how this is going to end up badly.
Further there is a lot more to the iPad than simply "video games". For example, my daughter loves looking at pictures. Both of herself and her friends, but also of her grandparents, cousins, aunts and uncles, people whom she only sees a few times year and so the photos are the main way she has to remember them between visits. And even the "video games" are genuinely educational, teaching things like shape matching, colours, the names of animals and so on.
Then there is the "selfish" aspect. After 3 hours running around the playground followed by an hour of playing the build-a-tower-of-blocks-and-knock-them-down game I want a few minutes to enjoy the luxuries of life, like going to the bathroom by myself or drinking a cup of coffee without someone trying to spill it, and the iPad is a good way to distract her for those precious minutes.
Is the TV having a negative impact? Or is the child just suffering because they arent having a positive impact from other experiences? I think an hour or so in front of a good educational (in the broad sense) TV show, game or iPad app could be great, but repeated days with no other stimulation/interaction is the real problem.
2 yr olds can't pull the key caps off of them.
(unlike, say, macbook pros.)
So, I've got three, from 2.5 to 7.5. They've seen mommy and daddy working with computers and ipads all their life. (well, ipads for the last 2 years). No tv. Minimal netflix. A little screen time for other stuff, maybe a couple hours a week. Their latest thing is downloading lego instructions and reviewing them to see how stuff goes together, and to see if they have enough parts to build some of the sets we haven't bought.
The third one has gotten a lot more screen time than the other two at their ages, just because he's got to do what the big boys are doing. He's only twigged on to what a mouse does in the last couple of months, because the ipad is so much more direct. If the touch screen doesn't work, then it's a broken computer. It's strange seeing that distinction so differently between the kids, as the older ones didn't get the whole touch screen thing till they were much older.
There's a lot of interesting observations you can make about UI when you're watching someone with a much different POV than you have.
Time spent on an iPad by a 2-4 year old is time spent not learning more important things.
My personal experience (Android Tablet user/iPod touch user) here.
a) The iPod touch keeps my daughter occupied whilst we are waitig for food. Do I really want my 3 year old daughter getting restless in restaurant and annoying everyone else? The parameters are set such that i) iPod touch usage stops once the food arrives and ii) Drawing only (because there is no sound). It allows her to explore her creativity
b) Flash cards - My 3 year old plays this on her own and learns how to spell through this
c) Photo albums on the iPod touch - She proudly takes her own pictures and has a great time relating her pictures and experience to other people. IMHO, this is great way for her to open up her otherwise shy nature
d) Learning the motion of writing letters and numbers even before she can hold a pencil properly
e) Nursery Rhymes on the iPod touch. She loves it
There are no-no of course. Some of them are a) No TV shows on the iPod touch b) No games on the iPod touch (except Angry Birds, which is for the father's entertainment) c) No pop music
[0] Those circular toys that play animal sounds. http://www.fisher-price.com/fp.aspx?st=10&e=sandslanding
I have two handicapped children. One of whom is severely handicapped and even at age 18 has a mental age of around 6. I would make every argument given in this article and then some. The most "fun" I've had with an iPad is when she was placed recently in a group home and I had to protect it against all sorts of things she accidentally does, as well as underpaid staffers (not my decision there by the way) who may well want to play with it when she's at school.
Other "child" is around 20 and mainly has the issues you would normally associate with Tourette's. Guess how many of these arguments still hold water given his problems with fine motor control and tendency to react based on impulse?
Now I think that shows that whether you feel a 2 year old should use an iPad (and regardless of whether you think they should they probably will), I think the article makes a case that certainly expands well to anyone with usability limitations.
This should be tattooed on every single iOS dev.
PS: I actually wish there would be at least few 30-60$ games in the store. And not those crappy ports of gamepad/mouse games (shooters etc.) with unplayable controls. Or some good, but very old, not so polished ports of ports of classic games (FFT). It would be nice to play some great western RPG, with interesting story (not that boring save the world stuff), it should be turn based to adjust to device controls, some good graphics (not like those Top games from store) - look up Bastion on the PC, THIS is how AAA iPad games should look like. And no sequels. Please.
I don't know the answers, but I think it's reasonable to ask whether technology can make a positive contribution to kids' lives. I don't think it's productive to belittle people for experimenting with ways of doing so.
1) Make sure your app has lightening fast response for touch events. Kids are smart, they expect that when they click a button, something should happen. If it takes over 250ms, my kid thinks it's broke and will start clicking it repeatedly.
2) Always use "onTouchDown" instead of "onTouchUp" when handling simple presses. My kid doesn't always release his finger after touching a button and when nothing happens, he thinks he needs to touch the button repeatedly. If the developers targeted the "Touch Down" event instead of "Touch Up" my kid wouldn't have learned this behavior.
I've got two kids and what I would add to the observations listed in this article are as follows (these apply to any app that is intended for kids, but also apps where a significant section of the userbase might be kids - for example, my four-year-old is quite adept at Plants vs. Zombies, and given the depth of strategy utilized in that game I don't feel bad when he plays it):
1. No part of the application should require that you can read in order to use it or navigate it.
2. Don't pop up dialogs that a child cannot understand. For example, I watched as my child, while using an app intended for children, pressed "OK" on a dialog that asked if he wanted to turn on push notifications. That's just ridiculous! He'll press "OK" on any dialog because he just wants it to go away.
3. This really applies to all applications, but it becomes very apparent when watching a child use an app: the most desirable menu items should be larger and/or differently coloured than the least desirable ones. I.e. "Play" should be a big, brightly coloured button, while "Settings" should be small and tucked away.
4. Don't make it easy to do destructive things like delete accounts. This might seem obvious, but I have more than once opened an app only to find that my progress in it had vanished because my child had deleted my account (Plants vs. Zombies makes this too easy, for example).
5. On any app that has the potential to be enjoyed by both kids and adults, consider providing a kid-friendly mode that makes the game easier.
6. I don't know how difficult this is from a development perspective, but if possible, make the app resistant to having non-active fingers touching the screen while active fingers are attempting to use it. Kids will often grasp devices, especially phones, in such a way that fingers from (say) their left hand are touching the screen, and on some apps this causes them to cease responding to touch events from their other (right) hand.
7. If your app produces revenue through advertising, it probably shouldn't be marketed at young kids. Kids will press on the advertising and will just get frustrated when they arrive on a webpage somewhere, and adults will eventually delete the app because we don't want our kids feeling frustrated.
So thinking "what about the children?" is a good idea when doing any kind of app layout. It's good to make sure that repeatedly tapping or clicking on one part of the screen doesn't trigger deletions or other dangerous side effects.
In my case, it's nice to get an email every so often that doesn't have any calls to action in it.
I had a 7 year old recently ask me about dieting and weight-loss strategies because of an in-game "one weird trick to lose weight" ad.
If I can't buy it or get it free without ads, it doesn't go on the iPad (I test with my iPhone if I'm unsure), and thus my kid isn't exposed to it (device is locked down tight to prevent purchases/etc, and I sync the apps on there after they've been reviewed by me).
To get at the "raw" multitouch taps and gestures programmatically in a custom manner is complex to handle a case where the user is going to be "resting" fingers in a random area of the screen intermittently or for an extended period of time (i.e., a continuous gesture).
One solution is to put nothing interactive in that area (effectively ignore all taps / gestures), and that's quite easy to implement. I haven't used many apps targeted to children, so I don't know whether that's realistic from a user perspective.
This has happened with our toddlers deleting our gaming progress, and is very annoying.
Requiring a word to be typed for confirmation is a great way to lessen the chances of this happening. For example, in World of Warcraft you have to type in the letters D E L E T E and press Enter (or click the button) before you can delete your character.
#2 may be difficult for certain uses, since it's the system that displays the pop-up notification for push notification. But I agree it should be removed if possible.
#6 can be done with how multitouch is handled, like the wrist guard feature in note taking apps like penultimate. In most cases, just allow multitouch interactions with objects on screen.
#7, question for parents: what's the monetization policy that would work for you? - one free app from the developer, all others cost money - free app with in-app purchases, tucked away somewhere for parents - no "sample" app, all apps cost money
Just make a paid app - it's that simple. I won't hesitate to put down 99 cents, or $1.99, or $2.99, for an app that my child will get enjoyment out of, especially if it has some learning value.
Speaking of learning value, I think a more sophisticated approach to learning would be useful. For example, the standard approach is to make the game involve numbers or letters, but I find my child gets bored with these. But he's fascinated with strategy games, so a tower defense game built for kids would be perfect for him. He'll just play it for fun but he'll be learning how to strategize, how to plan, how to react to changing situations, how to choose between different options, etc.
iPads and iPhones are not bought by children, they are ocassionally givent o children to use for a while, as such apps should not seek to bill parents because their kids pushed the worng button or I gave them the iPad too soon after downloading a new app (and thus entering the password).
Apps with in-app purchases have a giant message on the App Store that, upon clicking, brings you to a list of things the application has for sale.
Not to mention there's a restriction on iOS devices that allow you to turn off in-app purchases all together.
It's like blaming Comcast because your child purchased expensive pay-per-view material when you could have easily blocked the channel.
In app purchase is a great way to let the user try the app before buying it. And there's a way to do it in kid apps that isn't unethical or taking advantage. I shudder to think of all the developers you hurt because you can't be trusted to use your ipad properly.
Your apps. Your choice.
I have a rule of giving 1 star rating to any kid's game that has them regardless of how well it's done and if my kids actually enjoy the non-gimmicky part. Milking parents by making their kids beg and nag them is an unethical way to earn money.
I believe that the primary way the market for children's toys and goods works, if you watch The Corporation they interview a psychologist that explicitly helps exploit this behaviour. So, you might find it unethical, but its the norm and avoiding it is like shopping for clothes that used no-sweatshop labour.
If he finds it unethical, it doesn't matter if it's the norm. He shouldn't do it. In both cases, there are clear and relatively easy alternatives.
We have an app that is targeted at kids aged 3-5 (I don't work directly on it). It is currently in the top 10 free education apps and regularly holds a spot in the top 5 grossing education apps in the UK (we currently only have UK audio). It has an average rating of 4.5 stars, with over 100 genuine 5 star reviews from satisfied parents.
The app is split into 10 topics, with the first free. The rest can be unlocked for $13.99.
It uses in-app purchasing as providing the app for free with the first section available to all is the best way we can show off our product. It isn't targeted at the kid, it is aimed at the parent of the child. In no way do we try and trick anyone into a purchase.
This approach has been overwhelmingly successful.
I honestly think the app would've got nowhere if we'd stuck it up there as a paid app for $13.99. We could have gone for separate apps, but that's much harder to maintain and market (trust me - the product I work on has over 100 versions on the app store, we're migrating to 1 with iAP).
My 19-month old and 4-year old kids, who absolutely love to sit with me and play with the iPad, simply find it irresistible to press that button. And when we're watching a movie, its a sure-fire way to ruin the whole experience. If it were lockable so that it didn't do anything, they wouldn't press it.
Come to think of it, the sliding-lock switch could be used for so much more. I just don't get why I can't lock the touch-screen so that it doesn't react to things - okay I understand why Apple want to keep touch enabled at all times, but why can't this be an option? (Is it an option and I'm just clueless to know? No jailbreak-solutions, please..)
Anyway, that one issue is an almost definite deal-breaker for us when it comes time to have some iPad time. It doesn't take long before the kids lose interest, because they press that button, the app dies, and then they're in the home-screen game, where not much exciting stuff happens (unless they make the icons jiggle and press the little X's, then Daddy gets very excited..)
That said, I like this article - because I'm working on a game for kids too, and the point about the bottom area of the screen being a no-no for navigation buttons is a really good point. My kids have learned to press anything and everything they can, and the kids game I'm working on is essentially a plethora of weird and fun things to press and interact with, but there will have to be some sort of trick for navigation that makes equal sense in the mind of a 4 year (and 2 year) old, as it does for a 40 year old. Talk about your tricky software problem!! :)
My 18-month old will push the button just because he's experimenting with the device - this means instant dissatisfaction for his big brother, watching the movie (or playing an app) with him.
I think there is validity to the idea that you should be able to turn the touch interface off completely. Many apps exist where interaction is not only not necessary (movies), but often-times potentially very destructive to the use case (GPS/navigation).
Its true, though, that its up to the app developers, and having UI-navigation controls be 'staged' with phases and states is probably the best all-round solution. Still, I think it would've been nice to Apple to consider the case where you really, really don't want the app - or movie - to be interruptible.
You could always try turning the iPad upside down, he is probably less likely to touch the top of the device.
Has anyone experimented with something like that?
Edit: Just tried it out a bit-- a strip of milk jug almost does the trick, deflecting softer presses while still allowing use. A little on the soft side, probably. Not sure what DIY adhesive you could count on being removable, though...
A piece of cardboard and a sticky tape. Ask me how I know :)
I'll pay for toddler versions which go all out to avoid anything but core simple fun play. If anything short of pressing Home means the kid has to hand me the tablet to "fix it", I want my money back.
I think these obstacles of bad design are just more little puzzles for children. As parents we shouldnt obsess about having a perfect environment for our kids.
On the other hand, what really bugs me is when educational apps can be easily gamed. The math bingo app was completely useless once my son figured out he could solve it by randomly banging on cells and would eventually win. A lot more effort should go in to designing apps so that the child learns something real, as opposed to just learning to play the game.
For example, what if in that math app, the player had "X" amount of lives, and every wrong answer cost a life? It might solve the issue of "keyboard smashing", but would create negative feedback, which is very inappropriate in this kind of game. Learning and with especially younger children, positive reinforcement tends to work far better than negative reinforcement. Every option has a cost.
Pretty much everyone I hand my Android Tablet to, when they're not used it. Will instantly hit the home or back button by accident after 5 seconds of holding. Then hand it back to me with a negative impression "I think I hit something bad". After I explain where the menus are, and how to avoid them. They'll often still repeat the mistake a few more times before either getting used to it, or just getting bored.
So for our apps. I'd advise to avoid any page switching buttons in the bottom like it was the plague. Even if it's not a kids app.
I've had a Galaxy Nexus for since early January. I like the phone, but I frequently hit the home or back button by accident at least once a day, often while typing (e.g. while trying to hit the space key).
I let my son play with my Galaxy Nexus occasionally with a few apps appropriate for his age. Those buttons are a big problem. Things work out best when I hold the phone with him, with my hand strategically placed hovering over where the buttons will be in landscape mode. But an option to disable, or a hardware solution would be ideal.
I also don't like an app that has the kid shake the iPad (or iPhone) a lot.
I'm torn on the "Don't trick my kids into buying stuff" one. I've seen a lot of crappy apps (and even well-built Smurfy-Smurf ones) that are just funnels to in-app purchases. But I've also seen parents leave outraged reviews because a developer dares to have in-app purchases for additional content in his free app. Or they turn their nose up at paying $1.99 for an iPad app. The world doesn't owe you free high-quality kids' apps. Go ahead and funnel your kid's allowance into iTunes credit now and use it to get them to clean their room.
I think that's out of context to even bring up. The complaint is scummy in-app purchases and they are a scourge mostly meant to exploit the easy clicking of kids with the default "no barrier" purchase mechanism. I've uninstalled and forever purged several apps for exactly this monetizing strategy. I have zero problem or hesitation paying up upfront, honest price for an app.
>mostly meant to exploit the easy clicking of kids with the default "no barrier" purchase mechanism.
How do you define a "scummy in-app purchase that's a scourge meant to exploit kids" from a non-scummy in app purchase?Let's turn this around for a second. Why are parents letting children use their very expensive and unlimited purchasing power mobile devices without supervision? If the kids have their own phones, why are they linked to their parent's account for purchases, instead of using the (very cool) allowance feature that is built into the store?
There are a number of solutions to this problem, but arbitrarily deciding how many clicks away a purchase has to be or somesuch is near the bottom of the list.
>Selling a child $99 worth of cartoon pony feed is mere cretinous larceny
Who's to say the person using the app isn't an adult? See for example Farmville, or Smurfland (whatever that goofy app is called). Are you seriously suggesting that the majority of purchases made there were from kids who don't know any better?I find it very funny that you chose cartoon ponies as your example, when the internet at large currently has an obsession with the My Little Pony franchise. All ages, mind, not just "children".
Ugh. This, combined with the x-minute no-password-required feature have contributed to more than one horror story I've personally heard.
This is why I disable IAP on my iPhone. I haven't seen the IAP experience either, so I don't even know if it takes you to the App Store to give you a chance to back out.
I plan to gift a friend's son an Apple device of some kind and some games for his upcoming birthday, and I don't want him either bankrupting his dad (who will be registered as the owner of the device, and whose credit card details will be available to Apple/ITunes post registration (I think!) ) by accidentally buying stuff, or having to interrupt his games to dismiss in app purchases and so on.
Is there a way to disable kids purchasing stuff accidentally?
Is there a way of finding out which apps have in game purchases and which don't, without actually trying them out?
I am willing to pay for good apps and don't expect free apps, but once I pay, I want the kid to have an ad free experience.
I own no Apple Kit of any kind and have no experience buying stuff from the App Store. All help appreciated. Thanks in advance.
Edit: Thanks for all the great replies, much appreciated.
I totally agree with 'ad-free experience'; if I can't tolerate adverts in apps then I wouldn't let children see them where they will distract from the app itself.
If you go into Settings > General > Restrictions, you can set restrictions on the use.
* You can set a different PIN passcode
Optional restrictions available:
* installing and deleting apps
* set age limits on apps
* restrict in-app purchases
You need to enter your Apple ID to make purchases but it's worth deciding on whether to give a 15 minute window for purchases without re-authentication or to require immediate re-authentication.
If the kids know the Apple ID passwords and passcode, none of that will provide much protection.
More info on restrictions: https://support.apple.com/kb/HT4213
In-app purchases require you to enter your iTunes account password so it's generally hard to accidentally buy something. The problem is that once you enter the password to make a purchase (even of a free app), you stay logged in for a while (15 minutes?). A lot of parents have been burned by downloading a free app (requiring a login), then handing their phone to their kid to entertain them for a few minutes. The kid then racks up a few in-app purchases before the login session times out. Quite a few parents learn that lesson when their kid buys a $1.99 add-on, but the really scummy apps have $99 purchases.
I generally wouldn't worry about it. If the device is for a kid, they'll probably be begging for iTunes gift cards and will learn to budget their purchases. The only real problem is when mom or dad have their iTunes account tied to their credit / debit card and don't pay attention.
"Can I have this game, daddy? It says free!"
"No, honey, it costs money".
"But then why does it say free?"
"Because they're telling lies to you to try to get you to buy it."
You can't really avoid that conversation.
If you want to charge me for a kid's app - PLEASE do it up front. I've spent more money buying my kids apps than I have buying myself apps. It's not the money - it's the deception that game makers try to push on my small children. I can do without that.
*edit - the first sentence reads a lot snarkier than I intended. I should have left that out.
It's good to read that there are a lot of parent here that say they won't purchase any app with ads and/or inapp purchases for their kids but I think majority of the people don't care.
Most of the top 15 apps in my app category/subject are free with ads and/or in app purchases. They can afford to make it free because they make money from ads/in-app purchases and because they're free they get a lot more download that keeps their ranking higher burying app like mine.
It's hard to compete in that kind of condition but I for now, I can't see my self using ads/in-app purchases in any of my app. I will try to compete by bringing better qualities apps.
Which makes me wonder what kind of parents are downloading apps and handing over the iPad without doing any research (since certainly if they were doing any research at all, they'd know it used iAP beforehand).
Slightly unrelated, their CEO has a good talk on the way to figuring out that they should make kids toys: http://vimeo.com/30743193
Another bugbear of mine is children's apps that make it too difficult for parents to access the menus. One of our competitors requires you to go to the iPhone Settings page for the app, turn on the "Show Menu" option and return to the app to press the Menu button. Then when you are done you have to repeat the process to turn it off again!
Fooling children into initiating SMS charges against the phone.
Stop buying apps that do stuff like this.
If you see that an app has a $99 in-app berry purchase, don't download or buy it.
If you see that an app encourages children to poke and sling animals and destroy things, don't buy it.
Do a small bit of research to see if the app was designed with your child's age in mind. Buy apps from trusted sources like http://tocaboca.com/ , http://piikeastreet.com (disclosure:that's me), http://www.duckduckmoosedesign.com/ , etc.
If you buy more of the good stuff, there will be more good stuff to buy!
I also disagree with the advice that arrows are best for pagination; I think he's overgeneralizing. My toddler is great at swipes, and still doesn't use arrows well. Broader testing may be a good idea here, and implementing multiple paradigms might be the answer.
The bit about not putting the menu on the bottom of the screen is good, though. The kids apps I have on my (Android) tablet often disable the soft button menu and implement their own elsewhere. Of particular note is the pull-down-from-a-collapsed-bar-at-the-top pattern, which my son seems to know how to not get into. Or at least get out of.
And that bit about ads and in-app payments is right on the money. I've bought a few apps for him after seeing he likes the free version, but the ones that result in him launching dating sites get uninstalled fast.
I hope they enjoyed the chargeback fees. Now nothing gets downloaded with in app purchasing in it.
In fact my daughter hasn't figured out to use one finger so if you can hack the touch interface to ignore stray fingers or hands that would be great.
Also if you ate presenting some kind of activity that two people could conceivabley do at once eg building blocks, moving shapes around allow two fingers to mover separate objects at once. The same thing with drawing.
Perhaps some sort of elasticated non-capacitive fabric barrier wrapped around the device that can be moved when it's needed?
On smaller devices I find portrait more natural, possibly due to the one-handed nature of use.
Out of interest: do any of the apps she uses support landscape? Is she choosing that orientation or are the app designers making the decision?
Another thing to consider, though, is that a high proportion of books for under 3s are in landscape too (in my experience at least). So maybe the book industry has also had this question crop up over the years too.. :-)