Index
A
Adults
Attention economics
B
Bias
definition
execution phase
negative effects
preparation phase
process
reporting phase
research
scoping phase
C
Children and adult researchers
Children’s experiences
Children’s Online Privacy Protection Act (COPPA)
Closed-form verbal response
Cognitive activities
Cognitive bias
Cognitive factors
Cognitive overload bias
Cognitive resources
Comparative User Evaluations (CUE)
Compliance, rule and regulations
convention
COPPA
ESOMAR
GDPR
research/report
session/design
Consensus bias
Construct validity
Convenience Sampling
Customer experience (CX)
D
Diffusion of Innovation (DOI) Theory
Digital Futures Commission
“Digital natives”
Directed-play setup
E
Earned media
Evaluator effect
Execution phase
biased answers
biased question
cognitive overload
consistent
dominant respondents
error bias
hostility
instruct/prime
metaphors
moderator bias
moderators
monitor
mood state
overstatement
question order bias
reference
sensitive
social acceptance
sponsor
Extrinsic motivation
F
Free-play research setup
Friends vs. relations
Funnel
G
General Data Protection Regulation (GDPR)
consent form
principles
unnecessary information
user control data
Global research
children lives
cultures
complexities
GDP
gender/gender roles
hierarchy
homogenous team
national/regional cultural groupings
point of reference
polarities
stakeholders settling
family culture
foreign adults
foreign kids
global studies
language
national/regional culture
translation
Gross Domestic Product (GDP)
H
Hindsight bias
I
Inclusivity and diversity
J
Jobs to be done concept
K
Kids
academic/commercial project
vs. adults
adult setting
commercial innovation
constant development
critical problems
CX
daily lives
design
dimensions
directed-play setup
field work
free-play research setup
games
guided play
ideas
intrinsic motivation
jobs to be done concept
play
qualitative study
research
rights
spectrum
status
study setup
usability problems
user/customer
Kids’ Experience (KX)
build experience score
audience (Sub) segments
behavioral indicators
collate/test
score/report
setup
business goals
curiosity
determine success
salience
satisfaction
usability
L
Learning-through-Play Framework
Likert scale
M
Marketeers
N
Net Promoter Score (NPS)
advantages
areas
ask questions
bias
close friends
company evaluation
friendship
recommending
respondents
responses/averages
survey responses
aspiration
bias
business value
customer experiences
develop company
impartiality/universality
qualitative analysis
relatives
social science
strength
O
Observational techniques
Open answers
Open-ended behavior
Open-ended verbal response
Owned channels
P
Paid media
Post-math brain
Pre-math brain
Preparation phase
duration
location/setting
right device
right participants
chain referral
consensus bias
convenience sampling
description bias
market research
purposive sampling
random sampling
recency/primacy effects
sampling bias
service skills
skill distribution patterns
skill/frequency task
skill level
staticity bias
stratified sample
volunteers
Priming
Professional respondents
Purposive Sampling/Judgment Sampling
Q
Quantitative methods
Questionnaires
R
Reference bias
Relationships
Reporting phase
actioned right
presentation
report
rigorous/methodical analysis
sustain findings
Research
classroom context
accountability
children reading or not
example
independent set, eyes/ears
innovation
lesson
measure learning
presenting/sustaining findings
public service concept development context
students/schools/teachers
digital experiences/children
conventional in-person moderated research
customer
IP
stakeholders
tracking behavior/metrics
learning through play
children
cultural diversity/ecological validity
deliverables
examples
GDPR
measuring/illusions
policy question
researcher/person
science
surprises/pilots
thinking/experience, children
practice fields
Research with children
connect the numbers
numbers/arithmetic
post-math brain
pre-math brain
quantitative methods
tasks
S
Score
awareness/salience
defining
evaluation criteria
familiarity
horizontal
indicators
innovation context
satisfaction/fun
stakeholders
SUS
usable
Scoring system
Semi-structured interviews
Serial-position effect
Smartphones
Snowball Sampling/Chain Referral
Social acceptance bias
Sponsor bias
Stakeholders
Systematic distortion
System Usability Scale (SUS)
T
Technology adoption life cycle model
U, V, W, X, Y, Z
UX research
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