| The child’s best interest | A written decision in which the team gave up a usage number for the child, with the name of who took it. | A principle declared in the deck, with the team unable to name one decision when asked for an example. | We sit with children in the target band and ask what annoys them in the product, with nobody from the team explaining. |
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| Data | Every field has a written purpose and a retention period, and the product runs on a pseudonym with no real name and no precise location. | A full account before the first moment of play, then data kept with no period and no stated reason. | We ask a parent to find, unaided, what is collected about their child and where to delete it, and record how long it took. |
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| Attention | A goal with an end the child reaches and feels, and progress that can pause and resume with no penalty. | A daily streak lost by missing one day, and a random reward that keeps the next try open. | We watch a child leave a session: do they leave at ease, or with a message telling them they let someone down? |
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| Interaction between users | Contact between children is off by default, and blocking and reporting sit on the screen where the conversation happens. | A public room open by default, and a report button in a settings menu far from where the trouble is. | We ask a child to block an annoying user in a test build, and count the steps and the time. |
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| Content | A written review standard for each age band, which every item passes before it reaches a child. | Review by taste alone, with no standard a reviewer outside the team could apply and reach the same result. | We show the hardest scene in the product to children in the youngest band, and ask them what they felt. |
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| Commerce | The purchase path is separate from the play path, and gated behind a deliberate parent decision. | A purchase offer surfacing in a moment of frustration, and targeted advertising learning from the child’s behaviour inside the product. | We ask a child to explain what costs money and what is free, and compare their answer with what the product does. |
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| The parent’s role | One page answering the parent: what is my child doing, what can I change, and when should I pay attention. | A detailed monitoring dashboard the child does not know exists, and discovers after months of use. | We sit a parent and child together, and ask them to read the parent dashboard in front of each other. |
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| Artificial intelligence | The component says it is not a person at the start of every session, and keeps no personal details between sessions. | A companion claiming friendship and remembering the child’s secrets, with no path to a human on a sensitive disclosure. | We test it with real children’s questions about sadness and fear, and review every answer with a specialist. |
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| Moderation | Human review of what users create before a child sees it, and a stated response time for every report. | Automated filtering alone, and a report going to an inbox nobody opens on any regular basis. | We file a test report from a child account, and record what the child saw and what came back. |
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| Accessibility | Instructions heard as well as read, full operation by keyboard and screen reader, and measured colour contrast. | Written instructions alone for a band that cannot read yet, and touch targets too small for a child’s hand. | We test the product with a child who cannot read yet, and with a child who uses assistive technology. |
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| Measurement | A proximal success indicator that does not measure time in the product, alongside a guardrail indicator watching one specific harm. | Time in the app and session count as the only success indicators, with nothing that would expose harm. | We ask five children what they learned, with no test, and compare their answers with what the team assumed. |
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| Ending and exit | An ending screen telling the child what they finished today and stopping there, with account deletion available inside the product. | An open ending with a cliffhanger pulling into another round, and account deletion possible only by email. | We ask a child to stop now, and see whether they found a stopping point or had a try cut in half. |
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