Your clients are eleven or twelve. They read more slowly than you do, and their taps are less precise. An app you find easy may not work for them at all.

Try it first

Pick up your phone and open an app you use every day. Imagine handing it to a Grade 5 or 6 student for the first time, without saying anything. On a scrap of paper, write down:

  • the first three things that would confuse them
  • anything they could tap by accident that would be hard to undo
  • how many words they would have to read before they could do anything

Keep your list. Bring it to class.

Six things that help

1. Big targets. Buttons should be much bigger than you think, with space between them. Small fingers miss.

2. Very little reading. Use pictures, icons and a few words. If you need a sentence of instructions, try to cut it. If you need a paragraph, redesign the screen.

3. One thing per screen. One question, one choice, one action. Adults tolerate busy screens. Children stall.

4. Forgiving. A wrong tap should never lose progress or be hard to undo. There should always be an obvious way back.

5. Feedback right away. Every tap should do something the child can see or hear. A button that seems to do nothing gets tapped ten more times.

6. Encouraging, not punishing. No red crosses, no “WRONG”. Show the right answer kindly and let them try again.

And one rule that is not about design

Your app collects nothing. No names, no accounts, no Internet. See Keeping our clients safe.