First things first: Does this story require an active and alert reader, and do the interactions reward interactivity and alertness?
1. Should interactions be user-initiated or autoplay? A mixture?
I prefer narration to autoplay, with the option of turning it off completely from the main menu. When I have to press a button to start the narration on each page it takes me out of the story. As for the rest of the page, a mixture of autoplaying actions and user-initiated interactions works well in many cases, as long as any auto-play noises are not too irritating. Irritating = loud, unpleasant tones or even a pleasant sound that’s on too short of a loop.
2. How much animation, if any?
Too much animation and the storyapp runs the risk of emulating a film, losing its true interactivity. For small development teams, too much animation is costly and therefore not an option. When simple animations are utilised, which ones help to tell the story?
3. Should interactivity be allowed before the narration is over, or must the reader wait?
I still get frustrated when I can’t start the interactivity when I want to, regardless of whether the sound that accompanies the interaction drowns out the narration. It’s about user control. Also, I prefer gentle sound effects, which don’t drown out the narration even if played simultaneously.
4. After an interactivity has played out, should the user be able to cycle through again, or will the page fall inactive, waiting for the reader to turn the page and move on with the story?
The advantage of looping is that readers can linger on a page for as long as they like, which makes the reader feel more in control. The disadvantage is that younger readers in particular may lose the thread of the story, derailed by the interactivity. We used both finite and infinite loops of interactions for The Artifacts on a case-by-case basis. I’ve grown to slightly prefer finite looping, because if readers really want a specific page they can jump to it via the navigation pages, or simply turn onto the page again from the previous, losing no control — only a small bit of convenience.
5. Should the developer offer hints with flashing/arrows, or should the reader have to find all the interactivity themselves?
We believe young readers are more than capable of uncovering any interaction we think we’re hiding in an app. We hear quite a bit from parents that children find Easter eggs in apps that they never suspected were there. We don’t believe everything needs to be handed to a child on a plate, and goes with our general philosophy of ‘try it and see’ — an important attitude when using any type of technology.
The best children’s apps are successful because of a pair of more traditional qualities. Great storytelling. Strong characters. It seems apps aren’t so revolutionary after all, but that’s a good thing.
Stuart Dredge at The Guardian