 design. Just a few options are consultative polls, competitions, push-button style makeovers and a lot of custom avatars. Typically, these basic elements should gel with the overall style and, particularly, with any other interactivity on the website.
In addition, Web designers might consider it a priority to offer their own in-house or site-specific choices. Opening up choice in this way involves looking at users’ workflow and the motivations underlying their use of the website. The following are a few ways to create more choice:
- Allowing visitors to adjust the pace and frequency of interaction,
- Offering flexible or open-ended environments,
- Varying the range of activities offered,
- Helping visitors construct and extend their own goals,
- Offering multiple levels of hand-holding,
- Enabling the construction and deconstruction of sections of the user’s experience.
Among such options, the greatest choice comes with co-design, where kids go beyond decorating avatars and completing polls and start to independently shape their own gameplay.
FreeRealms is perhaps the most effective co-design website around now. Players learn the interface, play mini-games, advance through levels and collect possessions. Then, quite suddenly, they are running wizard schools, setting up modest online ventures and investing in real estate. This happens without any instruction or guidance from the game, but rather from within the safety of a moderated and fully logged Web environment. For all intents and purposes, the website operates much like Second Life, without the live ammunition.
Aim For High Impact
For some, high-impact Web design equates with 3-D graphics and both feet jammed on the accelerator. This presents a problem, because few things will make the user’s progress through a website go slower than lavish 3-D content. Certain types of gaming websites are suited to in-your-face 3-D experiences, but there are a lot of ways to achieve high impact.
Comic websites (such as those by Marvel and DC Comics) are particularly good at using existing content to bolster subscription services, mainly by recycling characters and artwork from their extensive libraries. Visitors have pretty much instant access to many high-impact static images and the means to build their own mini-comics and heroic characters in 2-D. There’s no need for much 3-D in these circumstances, because the websites are mainly about enjoying the comic book format. Video games and movies linked to recognized comic brands are already licensed to alternative distribution channels.
Education Arcade’s report (PDF) discusses attempts to combine video game entertainment and education (or “edutainment”) several years ago. These efforts show the dangers of passing off learning activities as fun by sugar-coating them with mini-games. Some game websites, including Sony’s FreeRealms, have succeeded in offering independent learning within a decidedly gaming world. For now, delivering formal learning through genuinely entertaining websites remains a relatively expensive proposition.
However, Sims 3 and Free Realms are examples of highly flexible but not hugely expensive resources that support a wide range of curriculum priorities. For those who need more convincing, the relatively new start-up MangaHigh is an encouraging effort to combine purposeful number-crunching alongside genuinely entertaining design and gameplay.
The dividing line can be uncertain and contextual, but as soon as kids sense that an activity or interaction prioritizes a lesson ahead of engagement and motivation, they seem to switch off.
Ordinarily, now would be the time to highlight a couple of points as key considerations. But it might be more helpful to draw attention to a particular approach that hasn’t been covered yet but that stands out from the rest.
Kids enjoy novelty, and adults go to a lot of trouble to organize parties and outings that give kids new ideas and novel experiences. Ideally, a website aimed at kids does the same. Ask yourself what you could offer that would fit seamlessly in their existing Web e