This report summarizes a variety of research findings and tips from web designers on how to make web sites more appealing, educational and entertaining for children. Given the great importance of computers and Internet technology in children’s lives, web sites that appeal to tweens (pre-teenaged children usually between the ages of nine and twelve) are in great demand. To design web sites that are appropriate for, and appeal to children, designers must understand the characteristics that make children different than adult web users and use specific design strategies that will facilitate a functional and appealing design based on the preferences and needs of the target audience. Factors that motivate children's online activities Self-expression Whether creating web pages, content, or new identities, the expression of self is an important reason for kids to come to online venues. Kids are avid communicators in the online world, often creating characters or “handles” that express real or fantasy element of themselves. Additionally, kids often like sites where they can “leave a footprint”, or impression of their presence. They enjoy venting frustrations, writing fan letters, expressing ideas to their peers and site experts, or even designing their own areas, pages, or worlds. (Bruckman, 1997; Sullivan, Norris, Soloway & Peet, 2000; Wartella, O'Keefe & Scantlin, 2000) Social Relationships A primary use of online media is the capacity to enrich, reinforce, and even create social relationships with peers. (Bruckman, 1997; Fishler, 1998) Interestingly, this phenomenon may be stronger for boys than for girls. Boys report that playing games online is a compelling social activity that they engage in with playmates. They use gaming in a social context as an integral part of conversation, comparing scores, strategies and progress. Additionally, boys that game together are more likely to play together, or visit each other’s homes. (Wartella, O'Keefe & Scantlin, 2000) Though females are not as likely to use online interactions to strengthen existing relationships, females do engage in online communication that is social in nature. Females are much less likely to play networked games together, but they are much more likely to use electronic mail, instant messaging, “buddy lists” and other technological innovations as tools to broaden the network of personal communication beyond the realm of family and close friends. (Makela, Giller Tscheligi & Sefelin, 2000; Sullivan, Norris, Soloway & Peet, 2000; Wartella, O'Keefe & Scantlin, 2000) Social Identity Formation As kids approach adolescence, the concept of group membership as a definition of self becomes more and more prevalent. In the real world they are contending with cliques, and labels and in the virtual world they can reinforce or transcend these practices. For boys, gaming can result in groups that train and play together, and even the games that they play help them define the groups that they are part of. For all children, the anonymity of the web can be a great place to pair up based on interests. Kids group together based on traits that may not be salient for friendship formation if they met in the real world. For example, in one study of a children’s MOO (a more socially-oriented version of an online world that evolved from MUDs that were created for online role playing games), users that were brainy befriended the popular kids, a situation that probably would not have happened had the kids met face-to-face. (Bruckman, 1997; Sullivan, Norris, Soloway & Peet, 2000) Additional Gender Differences There are slight gender differences in media usage, and this differentiation in media usage widens with age. (Beatto, 1997; Bernard, 2001; Howard, 1998) Though boys and girls spend approximately the same amount of time using media each day, girls are apt to listen to more music. Boys generally watch more television and play more video games than girls. Boys in the 2-7 year old age group use an average of 19 minutes more media a day than girls in the same age group. By the time children reach the tweens, the gap has widened to a 24-minute difference. The types of media preferred differ by gender as well. Research findings show that girls are comfortable on the Internet, in fact some studies have shown that girls use the Internet more than boys. While spending roughly the same amount of time, the types of activities that boys and girls engage in online are somewhat different. Girls are more likely to use the Internet for education, schoolwork, email and chat rooms while boys are more likely to use the Internet for entertainment and games. (NSBF, 2000) Generally speaking boys tend to spend more time playing games than girls, and there are differences in the types of games that boys and girls play. Boys generally preferring sports, action adventure and violent action games, while girls generally prefer educational, puzzle, spatial relation and fantasy-adventure games. (Berselli, 1998) Generalizations of the differences between genders are summarized below. GIRLS ONLINE BOYS ONLINE When online, girls tend to engage in activities that are educational or communicative in nature. Schoolwork, email and chatting are common uses; other activities include music and shopping. (NSBF, 2000) Girls use technology to share, create and express themselves. (Bruner, Bennet & Honey, 1998) Boys use Internet and computer technology primarily for entertainment and recreation purposes and as a way to exert control and power or to express their autonomy. Games are the primary activity of most boys online. (NSBF, 2000) Reasons for their interest in games include a sense of challenge, competition, complexity, reward and stimulation. Design Tips for Designers creating Web Sites for Children Seek Feedback from kids during the design process The golden rule for designing web sites for kids is to seek input and feedback from children throughout the design process. Children are fundamentally different than adults and can have profoundly different responses to media content. According to KimWimpsett, a web designer and author of a series of articles on web design for cNET, "Children think and learn differently than adults do, and the Web sites they like are different too. Basic Web design principles still apply—keep pages fast and lean, for example-but kidoriented Web builders face unique issues when designing sites specifically for a young audience." (Wimpsett, 1998) It is also important to consider the fact that today's youth may be inherently different than previous generations. Children today have had access to different media and have experienced different world events than those that helped to mold and shape their predecessors. According to Donald Tapscott, "The changing nature of childhood makes itself most obvious when N-Geners are contrasted with the baby boomers who, as a generation, have spent their lives obsessed with being youthful. N-Geners insist that they are more mature than adults expect." (Tapscott, 1998) By way of the Internet and new media children today have access to much of the world's knowledge, millions of other children, and countless places and sites to explore at their fingertips—things that were virtually unimaginable by children growing up without the Internet. Adults will sometimes design products for kids with the assumption that we they know what is best for them. Where interactive design for children is concerned children sometimes know best, and it’s important for adults to feel comfortable handing them the reigns from time to time. (Druin, 1999) The only real authorities on what makes a site appealing to children are children themselves. Richly mediated environments offer an appeal for children Kids enjoy being immersed in richly mediated environments. It is important to take advantage of what the web has to offer in terms of design options—being web-imaginative in our designs ensures that the full potential of the Internet is realized. Thinking beyond flashy graphics and images can also be of benefit when designing for kids. Research shows that kids prefer and learn better with a rich combination of text, graphics, sound and animation. (Harel, 2001) Having arrived as a true multimedia medium, the web allows designers the opportunity to include sound and animated content as well as text and static images. Bright and bold visual elements, especially things that move, are favorites among children. (Bruckman, in press) "Where adults might be satisfied with an informative page of plain text, kids need more in order for them to stick around. Good content is very important, but it’s just not enough to simply offer information. That information must be delivered in an interesting way." (Andrea Mulder as quoted in Wimpsett, 1998) As a counter point to the belief that a flashier site is, by default, better than one less flashy, researchers at the Department of Technology and Cognition at the University of Texas have conducted research on children's preference for different types of web sites. So far their research has yet to support the fact that sites with visually rich graphical presentation increase site traffic. (Sullivan, Norris, Soloway & Peet, 2000) Past research has suggested that sites aimed at adults should avoid unnecessary graphics or animations while sites for kids offer more room for the addition of these features. (Wimpsett, 1998) While the verdict is still out on whether or not this is true, initial research has shown that children, not unlike adults, can also find web animations to be distracting and desire to remove them from their visual field. (Sullivan, Norris, Soloway & Peet, 2000) Appropriate use of animation can be beneficial Animation, when used appropriately, can be a valuable tool for designers building web pages for kids. Animation is not the complete solution for providing a fun and engaging experience for kids, but it may be a good place to start. In addit