Watching my 4 year old laugh and learn while playing games on pbskids.org...

I came up with a question.

But first, a little background: If you haven't seen pbskids.org, please check it out. It's a large collection of interactive learning games for young minds to enjoy; lots of interactive puzzles, classic jigsaw puzzles, music makers, etc... including a puzzle involving the physics of getting a ball (meatball) to fall from a platform and be guided (by you) to a landing pad (bowl of spaghetti). The game simulates gravity and inertia, trajectories, etc... and teaches, very directly, cause and effect.

As my 4 year old son played the game, he was also learning the intricacies of interacting with the interface. In order to move and tilt the platforms which guide the meatball, he would click them one or more times, with each click incrementing or resetting the angle of the platform.

At one point, I noticed he experimented with the interface a bit, checking to see whether the side of the platform clicked made a difference as to which direction the platform would tilt. He quickly discovered that this made no difference, and went back to clicking several times to get the desired platform angle.

I'm surprised this didn't grab my attention before.

I noticed that these games aren't just teaching the readily apparent intent of cause and effect, matching, sequencing, letters, language, math, etc... but also how to learn new interfaces.

I wonder if the team creating this game would have found it a valuable investment to build-in dual click targets for each platform, for those kids who wanted a bit more flexibility (slide further to the right on the "usability/flexibility scale"), as their skill-sets grew. If my mini usability research session were on the payroll as it were, would this be seen as a valuable investment? What would you tend to decide? Is the multi-click interaction plenty to get the job done without too much frustration? Would multi-target patterns just cause more frustration in the earlier stages of play?

Also, is it silly to imagine the lessons that might be provided by allowing an instructional design, for early learners, to be less than perfect, as a way to say "for the time-being, you probably will run into interface inconsistencies and unexpected things", and allow for that in your designs? Is this potentially one of the good side-effects to less-than-optimal design, often resulting from limiting schedules and budgets?

Also, what is your opinion on the usability/flexibility "trade-off"? Is it necessarily a trade-off? What tricks have you learned in this area? Can the remote control give the advanced user as much flexibility as they want, while avoiding confusion for the newbie?

</prolix>

-Mike





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