ABSTRACT

This introduction presents an overview of the key concepts discussed in the subsequent chapters of this book. The book presents for designers creating for kids and teens. It offers that catalysts of inspiration from research and interviews with designers, social scientists and industry experts. The book uses when working on a product design, an environment, a retail experience, a children’s brand, an entertainment property, a UX design, a poster, a toy or game, or any project for which we need to know more about children and teens as users and the audience for a creation. It examines we will learn about designing for kids and youth from concept to completion. The book covers developmental stages and the three main pillars of development: physical, cognitive, and social and emotional development. It melds research from the academic, design and business worlds.