Araştırma Makalesi
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The Importance of Graphical User Interface Design for Children in Terms of Usability and Entertainment

Yıl 2019, Cilt: 9 Sayı: 2, 216 - 233, 20.12.2019
https://doi.org/10.20488/sanattasarim.691084

Öz

The application design of entertainment and learning content for children has been a growing sector since the tablets and app stores become popular. There are dozens of new applications being added in app stores every day, but few of them can offer children a meaningful fun or learning through fun experience. The graphical user interface, which is the visual layer where all the in- teraction between the child and the game takes place, is one of the most important factors in the effectiveness of the games in question. When the literature in this area is examined, it is observed that the importance of graphical user interface design has been overlooked in terms of usability in applications. By using the descriptive research method, this article examines how a graphical user interface design can enrich the usability and entertainment, which will enable the use of games and games with learning contents for children. In this respect, a general framework is drawn about the elements of age-appropriate design, visual representation, colors and typography, which provides the entertainment and usability in children-oriented applications. These elements are examined with examples from the target age group and suggestions are made.

Kaynakça

  • Bağış, A. (2003). Arayüz Tasarımlarının Karşılaştırılmalı Değerlendirmesinde Kullanılabilirlik Yaklaşımı, Mühendis ve Makina Dergisi, 522, 25-31.
  • Blackwell, A. F. (2006). The Reification of Metaphor as a Design Tool. ACMTransactions on Computer-Human Interaction, 13 (4), 490-530.
  • Brane, A. (2016). User Experience Design for Children: Developing and Testing a UX Framework. Yayınlanmamış Yüksek Lisans Tezi. Umeaa University Department of Applied Physics and Electronics.
  • Chau, C. L. (2014). Positive technological development for young children in the context of children’s mobile apps. Yayın- lanmamış Doktora Tezi. Tufts University.
  • Csikszentmihalyi, M. (1990). Flow: The psychology of optimal performance. New York: Harper and Row
  • Clark, R. C. ve Mayer, R. E. (2003). E-Learning And The Science Of Instruction Proven Guidelines For Consumers And Designers Of Multimedia Learning. John Wiley & Sons
  • Cooke, J. ve Woollard, J. (2006). Visual literacy and painting with technology: observations in the early year’s classroom. M. Hayes, ve D. Whitebread (Ed.) Ict In The Early Years (s. 107-123). Maidenhead, England: Open University Press.
  • Çağıltay, K. (2011). İnsan Bilgisayar Etkileşimi ve Kullanılabilirlik Mühendisliği: Teoriden Pratiğe. Ankara: ODTÜ Yayıncılık.
  • Darejeh, A. ve Singh, D. (2013). A review on user interface design principles to increase usability for users with less computer literacy. Journal of computer science, 9(11), 1443.
  • Grammenos, D., Paramythis, A., ve Stephanidis, C. (2000). Designing the user interface of an interactive software environment for children. In Interactive Learning Environments for Children Workshop. Athens, Greece.
  • Hiniker, A. Sobel, K., Suh, H. ve Kientz, J. A. (2016). Hidden symbols: How informal symbolism in digital interfaces disrupts usability for preschoolers. International Journal of Human-Computer Studies, 90, 53-67.
  • Hutchinson, H. B., Bederson, B. B. ve Druin, A. (2005). Interface design for children’s searching and browsing. HCIL Technical Report.
  • ISO 9241-11 (1998). Ergonomic requirements for office work with visual display terminals (VDTs) – Part 11: Guidance on usability.
  • Kahraman, M. E.ve Toy, E. (2017). Çocuk Merkezli Kullanıcı Arayüz Tasarımlarında İkon Kullanımı. Medeniyet Sanat, 3(1), 8-28.
  • Karataş, Z. (2017). Sosyal Bilim Araştırmalarında Paradigma Değişimi: Nitel Yaklaşımın Yükselişi. Türkiye Sosyal Hizmet Araştırmaları Dergisi, 1(1), 68-88.
  • Kraleva, R. S. (2017). Designing an interface for a mobile application based on children’s opinion. International Journal of Interactive Mobile Technologies (iJIM), 11(1), 53-70.
  • Laja, P. (2017). Intuitive Web Design: How to Make Your Website Intuitive to Use. Erişim: 05 Temmuz 2017, Conversion XL Ağ Sitesi: https://conversionxl.com/intuitive-web-design-how-to-make-your-website-intuitive-to-use/
  • Large, J. ve Beheshti, J. (2005). Interface Design, Web Portals, and Children. Library Trends, 54 (2), 318–342. Ağ Sitesi: http://dx.doi.org/10.1353/lib.2006.0017 Erişim: 05.05.2018
  • Lazaris, L. (2009). Designing Websites For Kids: Trends and Best practices. Ağ sitesi: www.smashingmagazine.com/2009/11/ designing-websites-for-kids-trends-and-bestpractices/ Erişim: 05.05.2018
  • Malone, T. W. (1982). Heuristics for designing enjoyable user interfaces: Lessons from computer games. In Proceedings of the 1982 conference on Human factors in Computing Systems (pp. 63-68). Washington, DC: ACM, Addison-Wesley.
  • Malone, T. W. ve Lepper, M. R. (1987). Making Learning Fun: A Taxonomy of Intrinsic Motivations for Learning. In R. E. Snow & M. J. Farr (Eds.), Aptitute, Learning and Instruction: III. Conative and affective process analyses (pp. 223-253). Hilsdale, NJ: Erlbaum.
  • McKay, E. N. (2013). UI is communication: How to design intuitive, user centered interfaces by focusing on effective communication. Newnes.
  • McKnight, L. ve Read, J. C. (2009). Designing the ‘Record’ Button: Using Children’s Understanding of Icons to Inform the Design of a Musical Interface. Paolini, P. (Ed.). Proceedings of the 8th International Conference on Interaction Design and Children (s. 258-261). Como: ACM New York.
  • Meloncon, L. Haynes, E., Varelmann, M. ve Groh, L. (2010). Building a playground: General guidelines for creating educational Web sites for children. Technical communication, 57(4), 398-415.
  • Miranda, M. G. (2011). The Importance of Graphic Users Interface, Analysis Of Graphical User Interface Design In The Context Of Human-Computer Interaction. In Edulearn11 Proceedings (Pp. 7137-7144). Iated.
  • Mullet, K., ve Sano, D. (1994). Designing visual interfaces: Communication oriented techniques. Englewood Cliffs (NJ): SunSoft Press.
  • Najjar, L. J. (2001). Principles of educational multimedia user interface design. In R. W. Swezey ve D. H. Andrews (Eds.), Readings in training and simulation: A 30-year perspective (pp. 146-158). SantaMonica, CA: Human Factors and Ergonomics Society.
  • Nielsen, J. (1993). Usability Engineering. Cambridge: Academic Press. Nielsen, J. (2010). Children’s Websites: Usability Issues in Designing for Kids.
  • Peirce, N. (2013). Digital game-based learning for early childhood. A state of the art report. Dublin, Ireland: Learnovate Centre.
  • Piaget, J. (1970). Science of education and the psychology of the child. New York: Orion Press.
  • Prensky, M. (2001). The Digital Game-Based Learning Revoluation. Chp1 into From Digital Game - Based Training.
  • Rasanen, L. (2017). Validating UX and UI Elements for Serious Children’s Language Learning Games: Case studies: Lola’s Alphabet Train and Kids Learn To Read. Bachelor’s Thesis May 2017, Tampere University of Applied Sciences
  • Sarıkavak. N. K. (1997). Tipografinin Temelleri. Ankara: Doruk Yayınları.
  • Sesame Workshop. (2014). Best Practices: Designing Touch Tablet Experiences for Preschoolers: Trends and Growth Fore- cast For The Device That Is Taking Over Mobile. Published 2014. 26.11.2012. http://www.sesameworkshop.org/wp_install/ wp-content/uploads/2013/04/Best-Practices-Document-11-26-12.pdf
  • Shneiderman, B. (2010). Designing the user interface: strategies for effective human-computer interaction. India: Pearson Education
  • Sofroniou, A. (2013). Artıfıcıal Intelligence & Information Technology. Lulu.
  • Siau, K. (2005). Human-Computer Interaction: The Effect of Application Domain Knowledge on Icon Visualization. Jour- nal of Computer Information Systems, 45 (3), 53-62.
  • Uçar, T. F. (2004). Görsel İletişim ve Grafik Tasarım. İstanbul: İnkılap Kitabevi
  • Uden, L. ve Dix, A. (2000). Iconic Interfaces For Kids On The Internet. IFIP World Computer Congress, (s. 279-286). Beijing.
  • Walayat H., Osama S., Atiq A. ve Qasim M.K., (2011). Web Readability Factors Affecting Users of All Ages. Australian Journal of Basic and Applied Sciences, 5(11): 972-977.
  • Watzman, S. (2002). Visual design principles for usable interfaces. The human-computer interaction handbook: Fundamentals, technologies and emerging applications, 263-285.
  • Williams, T. R. (2000). Guidelines for designing and evaluating the display of information on the web. Technical communication, 47(3), 383-396.
  • Wu, K. C., Tang, Y. M. ve Tsai, C. Y. (2014). Graphical interface design for children seeking information in a digital library. Visualization in Engineering, 2(1), 5.
  • Tablo-1: Çocuklar ve yetişkinlere yönelik grafik kullanıcı arayüzü tasarımında göz önünde bulundurulması gereken temel benzerlik ve farklar, Nielsen (2010)
  • Tablo 2: Çocuklarda Yaşa Göre Gelişim Aşamaları, Peirce (2013) Tablo-3: Oyunlarda eğlenme unsurları, (Shneiderman, 2010)
  • Görsel 1: Başlat, ileri, geri ve yenileme ikonları
  • Görsel 2: Çeşitli görüntülerin detaylardan arındırılarak ikon oluşturma süreci Görsel 3: “Todo Math” isimli uygulamadan ekran görüntüleri
  • Görsel 4: “Robots and Numbers” isimli uygulamadan ekran görüntüleri Görsel 5: “Sago World isimli uygulamadan ekran görünütleri
  • Görsel 6: “I make Lollipops” isimli uygulamadan ekran görüntüleri Görsel 7: Yanlış ve yetersiz renk kontrastları örnekleri

Çocuklara Yönelik Grafik Kullanıcı Arayüzü Tasarımının, Kullanılabilirlik Ve Eğlence Bakımından Önemi

Yıl 2019, Cilt: 9 Sayı: 2, 216 - 233, 20.12.2019
https://doi.org/10.20488/sanattasarim.691084

Öz

Tablet cihazlar ve uygulama depolarının yaygınlaşması ile birlikte, çocuklara yönelik eğlenme ve öğrenme içerikli uygulama tasarımı katlanarak büyüyen bir alan olmuştur. Bu alanda uygulama depolarına her geçen gün onlarca uygulama katılmakta, ancak bunlardan çok azı çocuklara anlamlı bir eğlenme ya da eğlenerek öğrenme deneyimi sunabilmektedir. Çocuk ile oyun arasında tüm etkileşimin gerçekleştiği görsel katman olan grafik kullanıcı arayüzü, söz konusu oyunların etkinliği sağlamada en önemli unsurlardan biridir. Bu alandaki literatür incelendiğinde grafik kullanıcı arayüzünün çocuklar için tasarlanan uygulamalarda kullanılabilirlik açısından öneminin göz ardı edildiği görülmektedir. Bu makalede, betimsel yöntem kullanılarak nasıl bir grafik kullanıcı arayüzü tasarımının 6-8 yaş arası çocuklara yönelik uygulamaların kullanılabilir olmasını sağlayacağı araştırılmış, grafik kullanıcı arayüzünde eğlenme ve öğrenme deneyimini zenginleştiren unsurlar incelenmiştir. Bu doğrultuda 6-8 yaş arası çocuklara yönelik oyun ve oyunla öğrenme uygulamalarında dikkate alınması gereken; yaşa uygun tasarım, görsel temsil, renk ve tipografi unsurları ile ilgili alanyazına dayalı bir çerçeve oluşturulmuştur. Bu unsurlar hedef yaş grubuna yönelik uygulamalardan örneklerle incelenmiş ve önerilerde bulunulmuştur.

Kaynakça

  • Bağış, A. (2003). Arayüz Tasarımlarının Karşılaştırılmalı Değerlendirmesinde Kullanılabilirlik Yaklaşımı, Mühendis ve Makina Dergisi, 522, 25-31.
  • Blackwell, A. F. (2006). The Reification of Metaphor as a Design Tool. ACMTransactions on Computer-Human Interaction, 13 (4), 490-530.
  • Brane, A. (2016). User Experience Design for Children: Developing and Testing a UX Framework. Yayınlanmamış Yüksek Lisans Tezi. Umeaa University Department of Applied Physics and Electronics.
  • Chau, C. L. (2014). Positive technological development for young children in the context of children’s mobile apps. Yayın- lanmamış Doktora Tezi. Tufts University.
  • Csikszentmihalyi, M. (1990). Flow: The psychology of optimal performance. New York: Harper and Row
  • Clark, R. C. ve Mayer, R. E. (2003). E-Learning And The Science Of Instruction Proven Guidelines For Consumers And Designers Of Multimedia Learning. John Wiley & Sons
  • Cooke, J. ve Woollard, J. (2006). Visual literacy and painting with technology: observations in the early year’s classroom. M. Hayes, ve D. Whitebread (Ed.) Ict In The Early Years (s. 107-123). Maidenhead, England: Open University Press.
  • Çağıltay, K. (2011). İnsan Bilgisayar Etkileşimi ve Kullanılabilirlik Mühendisliği: Teoriden Pratiğe. Ankara: ODTÜ Yayıncılık.
  • Darejeh, A. ve Singh, D. (2013). A review on user interface design principles to increase usability for users with less computer literacy. Journal of computer science, 9(11), 1443.
  • Grammenos, D., Paramythis, A., ve Stephanidis, C. (2000). Designing the user interface of an interactive software environment for children. In Interactive Learning Environments for Children Workshop. Athens, Greece.
  • Hiniker, A. Sobel, K., Suh, H. ve Kientz, J. A. (2016). Hidden symbols: How informal symbolism in digital interfaces disrupts usability for preschoolers. International Journal of Human-Computer Studies, 90, 53-67.
  • Hutchinson, H. B., Bederson, B. B. ve Druin, A. (2005). Interface design for children’s searching and browsing. HCIL Technical Report.
  • ISO 9241-11 (1998). Ergonomic requirements for office work with visual display terminals (VDTs) – Part 11: Guidance on usability.
  • Kahraman, M. E.ve Toy, E. (2017). Çocuk Merkezli Kullanıcı Arayüz Tasarımlarında İkon Kullanımı. Medeniyet Sanat, 3(1), 8-28.
  • Karataş, Z. (2017). Sosyal Bilim Araştırmalarında Paradigma Değişimi: Nitel Yaklaşımın Yükselişi. Türkiye Sosyal Hizmet Araştırmaları Dergisi, 1(1), 68-88.
  • Kraleva, R. S. (2017). Designing an interface for a mobile application based on children’s opinion. International Journal of Interactive Mobile Technologies (iJIM), 11(1), 53-70.
  • Laja, P. (2017). Intuitive Web Design: How to Make Your Website Intuitive to Use. Erişim: 05 Temmuz 2017, Conversion XL Ağ Sitesi: https://conversionxl.com/intuitive-web-design-how-to-make-your-website-intuitive-to-use/
  • Large, J. ve Beheshti, J. (2005). Interface Design, Web Portals, and Children. Library Trends, 54 (2), 318–342. Ağ Sitesi: http://dx.doi.org/10.1353/lib.2006.0017 Erişim: 05.05.2018
  • Lazaris, L. (2009). Designing Websites For Kids: Trends and Best practices. Ağ sitesi: www.smashingmagazine.com/2009/11/ designing-websites-for-kids-trends-and-bestpractices/ Erişim: 05.05.2018
  • Malone, T. W. (1982). Heuristics for designing enjoyable user interfaces: Lessons from computer games. In Proceedings of the 1982 conference on Human factors in Computing Systems (pp. 63-68). Washington, DC: ACM, Addison-Wesley.
  • Malone, T. W. ve Lepper, M. R. (1987). Making Learning Fun: A Taxonomy of Intrinsic Motivations for Learning. In R. E. Snow & M. J. Farr (Eds.), Aptitute, Learning and Instruction: III. Conative and affective process analyses (pp. 223-253). Hilsdale, NJ: Erlbaum.
  • McKay, E. N. (2013). UI is communication: How to design intuitive, user centered interfaces by focusing on effective communication. Newnes.
  • McKnight, L. ve Read, J. C. (2009). Designing the ‘Record’ Button: Using Children’s Understanding of Icons to Inform the Design of a Musical Interface. Paolini, P. (Ed.). Proceedings of the 8th International Conference on Interaction Design and Children (s. 258-261). Como: ACM New York.
  • Meloncon, L. Haynes, E., Varelmann, M. ve Groh, L. (2010). Building a playground: General guidelines for creating educational Web sites for children. Technical communication, 57(4), 398-415.
  • Miranda, M. G. (2011). The Importance of Graphic Users Interface, Analysis Of Graphical User Interface Design In The Context Of Human-Computer Interaction. In Edulearn11 Proceedings (Pp. 7137-7144). Iated.
  • Mullet, K., ve Sano, D. (1994). Designing visual interfaces: Communication oriented techniques. Englewood Cliffs (NJ): SunSoft Press.
  • Najjar, L. J. (2001). Principles of educational multimedia user interface design. In R. W. Swezey ve D. H. Andrews (Eds.), Readings in training and simulation: A 30-year perspective (pp. 146-158). SantaMonica, CA: Human Factors and Ergonomics Society.
  • Nielsen, J. (1993). Usability Engineering. Cambridge: Academic Press. Nielsen, J. (2010). Children’s Websites: Usability Issues in Designing for Kids.
  • Peirce, N. (2013). Digital game-based learning for early childhood. A state of the art report. Dublin, Ireland: Learnovate Centre.
  • Piaget, J. (1970). Science of education and the psychology of the child. New York: Orion Press.
  • Prensky, M. (2001). The Digital Game-Based Learning Revoluation. Chp1 into From Digital Game - Based Training.
  • Rasanen, L. (2017). Validating UX and UI Elements for Serious Children’s Language Learning Games: Case studies: Lola’s Alphabet Train and Kids Learn To Read. Bachelor’s Thesis May 2017, Tampere University of Applied Sciences
  • Sarıkavak. N. K. (1997). Tipografinin Temelleri. Ankara: Doruk Yayınları.
  • Sesame Workshop. (2014). Best Practices: Designing Touch Tablet Experiences for Preschoolers: Trends and Growth Fore- cast For The Device That Is Taking Over Mobile. Published 2014. 26.11.2012. http://www.sesameworkshop.org/wp_install/ wp-content/uploads/2013/04/Best-Practices-Document-11-26-12.pdf
  • Shneiderman, B. (2010). Designing the user interface: strategies for effective human-computer interaction. India: Pearson Education
  • Sofroniou, A. (2013). Artıfıcıal Intelligence & Information Technology. Lulu.
  • Siau, K. (2005). Human-Computer Interaction: The Effect of Application Domain Knowledge on Icon Visualization. Jour- nal of Computer Information Systems, 45 (3), 53-62.
  • Uçar, T. F. (2004). Görsel İletişim ve Grafik Tasarım. İstanbul: İnkılap Kitabevi
  • Uden, L. ve Dix, A. (2000). Iconic Interfaces For Kids On The Internet. IFIP World Computer Congress, (s. 279-286). Beijing.
  • Walayat H., Osama S., Atiq A. ve Qasim M.K., (2011). Web Readability Factors Affecting Users of All Ages. Australian Journal of Basic and Applied Sciences, 5(11): 972-977.
  • Watzman, S. (2002). Visual design principles for usable interfaces. The human-computer interaction handbook: Fundamentals, technologies and emerging applications, 263-285.
  • Williams, T. R. (2000). Guidelines for designing and evaluating the display of information on the web. Technical communication, 47(3), 383-396.
  • Wu, K. C., Tang, Y. M. ve Tsai, C. Y. (2014). Graphical interface design for children seeking information in a digital library. Visualization in Engineering, 2(1), 5.
  • Tablo-1: Çocuklar ve yetişkinlere yönelik grafik kullanıcı arayüzü tasarımında göz önünde bulundurulması gereken temel benzerlik ve farklar, Nielsen (2010)
  • Tablo 2: Çocuklarda Yaşa Göre Gelişim Aşamaları, Peirce (2013) Tablo-3: Oyunlarda eğlenme unsurları, (Shneiderman, 2010)
  • Görsel 1: Başlat, ileri, geri ve yenileme ikonları
  • Görsel 2: Çeşitli görüntülerin detaylardan arındırılarak ikon oluşturma süreci Görsel 3: “Todo Math” isimli uygulamadan ekran görüntüleri
  • Görsel 4: “Robots and Numbers” isimli uygulamadan ekran görüntüleri Görsel 5: “Sago World isimli uygulamadan ekran görünütleri
  • Görsel 6: “I make Lollipops” isimli uygulamadan ekran görüntüleri Görsel 7: Yanlış ve yetersiz renk kontrastları örnekleri
Toplam 49 adet kaynakça vardır.

Ayrıntılar

Birincil Dil Türkçe
Bölüm Makaleler
Yazarlar

Birsen Çeken Bu kişi benim

Merve Şenoymak Bu kişi benim

Yayımlanma Tarihi 20 Aralık 2019
Yayımlandığı Sayı Yıl 2019 Cilt: 9 Sayı: 2

Kaynak Göster

APA Çeken, B., & Şenoymak, M. (2019). Çocuklara Yönelik Grafik Kullanıcı Arayüzü Tasarımının, Kullanılabilirlik Ve Eğlence Bakımından Önemi. Sanat Ve Tasarım Dergisi, 9(2), 216-233. https://doi.org/10.20488/sanattasarim.691084