Kidscreen - engaging the global children's entertainment industry
  • Home
  • Events
  • Magazine
  • Community
Get the Newsletter
  • TV
  • Consumer Products
  • iKids
  • Kid Insight
  • People Moves
  • Resources
  • Blogs
  • Twitter
  • Facebook
  • Photos
  • Blogs
  • View all Careers
  • Post a Job
  • Subscribe
  • Kidscreen Summit
  • iKids
  • Asian Animation Summit
  • Photos
  • Connect Screening Suite
  • Connect Contact Directory
  • Screening Room
  • Pitch Guide
  • Global 100

Listening To The Kids

March 28, 2012 by Wendy Smolen
Tweet  

Back in the day when toy testing meant playing with stand-alone toys instead of entire transmedia properties, I learned the importance of seeing a product in the hands of a user before critiquing it. As an editor, parent, and seasoned player, I thought I knew what looked good, seemed fun, and had good value, but I was often jarred back to reality when a three-year old couldn’t manipulate a toy meant for toddlers, or a six-year old was bored with a game I loved.  I was recently reminded how important testing is while observing a bunch of 10-year olds in focus groups. They were looking at a website under construction that the creative adult “experts” thought was fabulous. There were just a few areas the developers wanted to test…presumably minor tweaks.

And then the consumers spoke.

They loved this. They hated that. They didn’t understand why the developers did something. Why they didn’t do something else. Where was the antagonist? Who made the rules? Could you invite friends? On and on and on.

Today’s multi-platform, multi-player, and multi-faceted products are as complicated as kids themselves. Whether you’re developing a toy, a game, a storyline, or an entire brand, if you don’t heed the reactions of those who will actually use it, you risk missing the bus.

My day of back-to-back focus groups drove home these key points:

Play it, don’t say it. Kids know what they like, even if they can’t articulate it. Body language, attention span, laughter, and engagement speak volumes. Listen carefully. Be willing to change.

Think globally. Kids are the center of their own world. Does yours take them to a  world such as Panem, where life is scary? To Poptropica, where life is lovely? Or to Oz, where life is not really what it seems? When you have an engaging story or brand, the “where” doesn’t matter as much as the “how.”

One is a lonely number. Kids like other kids. They’re social, even when they’re too young for social media. Be age appropriate. But be edgy. Little kids like what big kids have.  Encourage collaboration, sharing, and conversation. Everyone wants to have friends.

Take your time. Give yourself time to test…and time to make changes. No sense finding out something’s amiss when it’s too late to do anything about it.  Build testing into every development plan.

It’s all about ME. Kids have a lot of choices. What can you offer them that they can’t get anywhere else?  Don’t know? That’s the first question you should ask!

I’d love to hear your comments at wendy@sandboxsummit.org

Related Articles
  • Show me the money: Pitch-perfect strategies» Show me the money: Pitch-perfect strategies
  • Five things I learned in the Sandbox» Five things I learned in the Sandbox
  • Collaboration: The not-so-secret sauce» Collaboration: The not-so-secret sauce
  • Playful learning is more than fun and games» Playful learning is more than fun and games
  • Time to think» Time to think
  • NancyKing

    Good advice. I would like to also add from my toy focus group experience that when you put dolls  in all different kinds of fashions in front of 6-10 year olds, I never get tired of watching their faces when you reveal the product. The ooh, aahs, and squeals remind me of why we are in the toy business.

  • http://twitter.com/pavelbains Pavel Bains

    You are completely on point here. We tested our product with 2-5 year olds by handing an iPad over to the my kid’s friends in the neighbourhood. There was no structure involved. I just watched them sit in their yards and made mental notes of what they were doing with our product and other products. 

    It’s funny when an adult would use it, they would say things along the lines of “You should do this or that to make it more obvious.” My response is always, “Adults need it to be obvious, kids don’t. They can figure it out.

The definitive kids ent resource.
Over 5,000 company listings!
  • Popular
  • Recent
  • Featured
  • TurboRacing DreamWorks’ Turbo app to shell out US$1 million
  • CatNew For Grown-Ups Only: 17 Child Un-Friendly Games That You Should Play
  • RStars Rovio makes move into game publishing
  • Daniel Tiger Simon & Schuster takes Daniel Tiger from screen to page
  • kidmusic Vevo plays to the family
  • miaandme Mia and me grows m4e’s bottom line

Photos

MIPCOM 2012

MIPCOM 2012 - The MIP Junior International Pitch

Copyright © 1996-2013 Brunico Communications Ltd. All Rights Reserved.       About Kidscreen | Privacy | Contact | Advertising | Feedback | Subscribe
® Kidscreen is a registered trademark of Brunico Communications Ltd. Use of this website is subject to Terms of Use. View our Privacy Policy.