The Science of Fun: How Fun Helps Improve Your Design
I found this great post (via Funware Blog) outlining 10 ways to frame your brainstorming around adding fun into your product design. This topic is something I’ve been discussing with a lot folks lately; using game design for non-traditional (not games) applications. The 10 points:
1. Don’t think products, think experiences.
2. Don’t think beauty in appearance, think beauty in interaction.
3. Don’t think ease of use, think enjoyment of the experience.
4. Don’t think buttons, think rich actions.
5. Don’t think labels, think expressiveness and identity.
6. Metaphor sucks.
7. Don’t hide, don’t represent. Show.
8. Don’t think affordances, think irresistibles.
9. Hit me, touch me, and I know how you feel.
10. Don’t think thinking, just do doing.
Check out the original post which has comments on each of these points.
[Link]

The Science of Fun: How Fun Helps Improve Your Design

I found this great post (via Funware Blog) outlining 10 ways to frame your brainstorming around adding fun into your product design. This topic is something I’ve been discussing with a lot folks lately; using game design for non-traditional (not games) applications. The 10 points:

1. Don’t think products, think experiences.

2. Don’t think beauty in appearance, think beauty in interaction.

3. Don’t think ease of use, think enjoyment of the experience.

4. Don’t think buttons, think rich actions.

5. Don’t think labels, think expressiveness and identity.

6. Metaphor sucks.

7. Don’t hide, don’t represent. Show.

8. Don’t think affordances, think irresistibles.

9. Hit me, touch me, and I know how you feel.

10. Don’t think thinking, just do doing.

Check out the original post which has comments on each of these points.

[Link]