Project Overview

The Sustainable Development Goals  (SDGs) or Global Goals are a collection of 17 interlinked objectives designed to serve as a "shared blueprint for peace and prosperity for people and the planet, now and into the future". The SDGs were formulated in 2015 by the United Nations General Assembly(UNGA) as part of the Post-2015 Development Agenda, which sought to create a future global development framework to succeed the Millennium Development Goals, which ended that year. They were formally articulated and adopted in a UNGA Resolution called the 2030 Agenda, known colloquially as Agenda 2030. The goals are: No poverty, zero hunger, good health and well-being , quality education, gender equality, clean water and sanitation, affordable and clean energy,  decent work and economic growth, industry, innovation and infrastructure, Reduced Inequality, Sustainable Cities and Communities, Responsible Consumption and Production , Climate Action, Life Below Water, Life On Land, Peace, Justice, and Strong Institutions , Partnerships for the Goals.

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Brief

Design content aimed towards either children (8-12) or undergraduates (16-22). The content currently out there is scientific to be used by adults. Nevertheless what about children or undergraduate students, Is the content aiding or confusing their understanding of the SDGs?

Requirements

I will be designing for children between the age of 8 to 12 because it will be an excellent area for children to experiment and contribute in a safe and inspiring way. They can tap into their imagination to find creative solutions to make everyday life more pleasant. Moreover, they can learn about support for vulnerable people in their communities. Designing for kids may be challenging but there are some things to consider such has

  1. Speech/narration support.
  2. Appropriate leveling customisation.
  3. Gamification features.
  4. Relevant learning tools.
  5. Immediate Feedback feature.
  6. In-app Parental Control.

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Elements that get in the way or animate spontaneously or don’t contribute to the overall goal can frustrate kids and adults alike, and cause them to abandon a game or an app. - Debra Gelman.

The most important emotions to imbue are delight and a sense of control, as these increase engagement – which here we’ll define as the level of desire in a child to continue to continue to use the app or website (and come back to it again). A good example the loading screen in Storytime BBC’s children’s apps. Here users encounter a growing, flowing rainbow when they download a new book instead of a traditional progress bar.

Do kids app or website need to be educational?

In a world where even the most basic plastic toy for babies has its supposed educational benefit's plastered all over its packaging, there's often a sense that what a child can learn from an app is all that matters - and that play is much less important but on a more lighter note play is education and can be one of the best forms of learning as children are highly engaged. To gain more ideas on designing for kids i read some other research, articles and facts.

Children's UX: Usability Issues in Designing for Young People