New research reveals that five-year-olds may be more flexible and inventive with digital devices than adults, challenging assumptions about children’s technological understanding and prompting a rethink of design approaches.
A five-year-old who can unlock a smartphone, reconfigure a console’s Wi-Fi or spot a tablet glitch faster than an adult may not be unusually gifted so much as unusually open-minded. That is the thrust of new work from the University of California, Berkeley, and the University of Edinburgh, which found that in some situations young children can outstrip students at figuring out how unfamiliar technology works.
The experiment, reported in the journal Cognition, asked 106 children aged four and five, alongside 107 university students, to work out a puzzling device built around geometric blocks. Different combinations triggered lights and sounds, but the rule was hidden. Adults tended to lock on to the most obvious explanation and stick with it even when it failed. The children were more willing to try odd alternatives, including combinations that seemed illogical at first glance, and that flexibility often got them closer to the answer.
That finding fits a wider pattern in research on children and digital tools. Ofcom reported in 2014 that British six- and seven-year-olds scored slightly higher than adults aged 45 to 49 on its Digital Quotient test, reflecting how children raised with connected devices often develop different instincts from older users. More recently, a 2024 study in Scientific Reports found that children change the way they speak to voice-activated assistants such as Alexa, suggesting they expect the system to misunderstand them and adapt accordingly. Research on touchscreens and augmented reality has pointed in the same direction: children often explore devices more physically and creatively than adults, which can reveal functions grown-ups overlook.
That does not mean children are safer online or better at understanding risk. A 2012 study on how children judge technological informants found that young children can distinguish between reliable and unreliable devices, but that is different from grasping privacy, fraud or unwanted purchases. For parents, the practical lesson is simple. Children may learn interfaces quickly, but adults still need to set boundaries, activate parental controls and explain what is happening on-screen.
The broader message for designers is equally clear. Many digital products are still built around adult habits, even though children interact with them in markedly different ways. If companies want software, games and classroom tools to work properly for younger users, they may need to design for experimentation rather than expectation.
Disclaimer: This content is for informational purposes only and is not intended to be a substitute for professional medical judgment, advice, diagnosis, or treatment.





