How does Software Engineering Relate to Child Development?

Alstonlabs.com Paint programs are designed to inspire creativity and promote art skills during the formative years. The examples below aren't meant by any means as a comprehensive list, but they should give you some idea as to how we approach the construction of the various programs and how they relate to the stage of child development they are aimed at.

AGE BRACKET:

Le Paint Petite: 3 - 7
Child's Play: 5 - 10
Wizzard: 8 and up

CHOOSING COLORS:

Even something as seemingly simple as choosing colors is dependant on the age, skill, and expectations of the user.

In Le Paint Petite, a series of single color blocks is presented. If a child chooses this color, the color range is presented, yet the one auto-selected is in the center of this range. What this does is give young children an automatic color selection identical to the one that was chosen. As children become more skilled they can choose variations of this color in the color range. The "default" colors include the primaries as well as often used colors such as gold, brown, and flesh tone; the effect is similar to a box of 16 crayons.

In Child's Play, the color ranges themselves are presented. As motor skill improves, kids can select the exact shade they desire directly from the pre-shaded selections. The selections presented comprise a range of 160 colors (16 groups with 10 shades per group.) This allows for a fairly wide variety of artwork. As kids grow older and desire even more color control, they can alternately click the "chosen color" area to bring up a standard windows 24 bit color dialog.

In Wizzard, color skills are assumed to be at the next level, where color by example can be used. Color by example is where color is picked up directly from an example picture or palette. The program allows kids to plug in their own pictures as examples. Color in RGB format can also be altered easily via the use of sliders that are placed in the palette window. In conjunction with this approach, color can be gamma corrected (lightened and darkened) directly on the main page by clicking the light icons next to the chosen color area. (This also works works on any textures they use as paint.) Finally, there is also a standard 24 bit color dialog available to use as a spectrum choice tool.

INTERFACE AND TOOL SETS:

The tools used in any program are dependant on the motor skills and abilities of the user. The interface is designed around the tools.

In Le Paint Petite NO READING IS REQUIRED. Tools have limited additional selections, and when there IS further selection allowable, the selection controls are placed right up next to the tool display. Tools that fill color (e.g. geometrical tools like rectangles, etc.) are further limited to simpler crosshatch type patterns, although the default is SOLID COLOR. This lets kids experiment with fill techniques as they get older but doesn't overwhelm them with too many choices. Tool sets are also designed for maximum color and effect; this is why for example there are 24 ways to erase a screen, and why many of the special effects tools work on the whole screen. And we never put a child into another window. Even selecting pictures is done right on the main screen area.

In Child's Play there are less tools that flash color and scramble the entire screen, but the program itself still is playful. (As part of the playfulness note the animated tool menu.) Tools are also more powerful; for example, there's some 5 different text effects complete with font choice rather than Le Paint Petite's simpler "type it in" use of text. Tools that fill now have dozens of fill choices; this presumes that kids have the patience to spend a little more time in thinking about a composition as opposed to "grab it and paint." Tools are also designed to allow experimentation with more advanced subjects like shading and perspective. Full use of multiple windows is also supported, yet the program still takes full screen and keeps these "modal" so that there is only one open at any time. Windows in this program also contain more writing, and there are a couple where the ability to read helps.

In Wizzard the toolset loses most of the "construction" tools and instead focuses on a toolset designed to deliver the best possible output quality by emulating REAL tools. For example, water based paints apply with transparency, and the oil and acrylic tools allow thick paint bases that allow for "wet mix" techniques. In addition, the program allows the use of textures as paint so that organic objects will have a more realistic and organic look; for example, painting a tree trunk or a branch using a bark texture results in a more realistic looking object. Addition of text effects and AVI frames etc. comes from a non-modal subprogram that can be turned on or off as required. Unlike the programs aimed at younger children, Wizzard doesn't require the full screen. The interface design also assumes that the user can read with the use of right click menus.

Overall the design goal of Wizzard is to provide a platform that is kid specific yet allows kids to experiment with advanced techniques that otherwise are unavailable in programs designed for them.

Alstonlabs.com programs are designed from the start to work with the expectations and limitations of the intended user.


Back to Main Page