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Heuristics for designing enjoyable user interfaces: lessons from computer games

Published: 01 June 1984 Publication History

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Cited By

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  • (2018)Comparison Between Two Types of Educational Computer GamesSimulation and Gaming10.1177/104687811877872749:6(661-674)Online publication date: 1-Dec-2018
  • (2015)Game interface enhancement under smartphone platform focused on touchscreen interactionComputers and Industrial Engineering10.1016/j.cie.2014.11.01780:C(45-61)Online publication date: 1-Feb-2015
  • (2013)Perception of gamificationProceedings of the Second international conference on Design, User Experience, and Usability: health, learning, playing, cultural, and cross-cultural user experience - Volume Part II10.1007/978-3-642-39241-2_61(558-567)Online publication date: 21-Jul-2013
  • Show More Cited By

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Andrew Michael Cohill

This paper applies some data acquired from a study of computer games to system-user interfaces. The computer game studies are summarized briefly, and the results are used to justify a set of guidelines for designing “enjoyable” user interfaces. The author identifies three characteristics of an enjoyable interface: challenge, fantasy, and curiosity. For an activity to be challenging, it should have clearly defined goals and an uncertain outcome. In a computer system, the uncertain outcome can be achieved by presenting a variable level of difficulty. Feedback, in the form of score-keeping, is also important. Fantasy can play a part in a system by providing an analogy that makes it easier for the user to understand how the system works. Finally, the system can be more stimulating, or curiosity-provoking, by introducing a carefully controlled amount of randomness and humor. The author's main point is a set of heuristics for designing “enjoyable” user interfaces. The information is useful for system designers, and helps to explain why many computer systems are so boring. There seems to be an unwritten rule, particularly in the commerical world, that software must be properly serious. Perhaps this paper will promote the design of a system that does not take itself so seriously. In the course of the discussion, the author gives the definition of a tool and the definition of a game (or toy). These two ideas offer an interesting insight into the design of systems. A good game is easy to learn, but difficult to master. A good tool is easy to learn and easy to master. Given these distinctions, one begins to see that many computer systems (which should be tools) have more in common with the games (hard to master); obscure syntax and myriad options make it difficult to master, but pleasing, perhaps, to the games-playing nature of its designer.

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Published In

cover image Guide books
Human factors in computer systems
June 1984
213 pages
ISBN:0893911461

Publisher

Ablex Publishing Corp.

United States

Publication History

Published: 01 June 1984

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Cited By

View all
  • (2018)Comparison Between Two Types of Educational Computer GamesSimulation and Gaming10.1177/104687811877872749:6(661-674)Online publication date: 1-Dec-2018
  • (2015)Game interface enhancement under smartphone platform focused on touchscreen interactionComputers and Industrial Engineering10.1016/j.cie.2014.11.01780:C(45-61)Online publication date: 1-Feb-2015
  • (2013)Perception of gamificationProceedings of the Second international conference on Design, User Experience, and Usability: health, learning, playing, cultural, and cross-cultural user experience - Volume Part II10.1007/978-3-642-39241-2_61(558-567)Online publication date: 21-Jul-2013
  • (2012)Experience in serious gamesProceedings of the Third international conference on Serious Games Development and Applications10.1007/978-3-642-33687-4_22(255-267)Online publication date: 26-Sep-2012
  • (2010)Bridging the gap between children and tabletop designersProceedings of the 9th International Conference on Interaction Design and Children10.1145/1810543.1810555(98-107)Online publication date: 9-Jun-2010
  • (2010)The tiresias effectCHI '10 Extended Abstracts on Human Factors in Computing Systems10.1145/1753846.1753996(3427-3432)Online publication date: 9-Apr-2010
  • (2008)How motivational orientation influences the evaluation and choice of hedonic and pragmatic interactive productsInteracting with Computers10.1016/j.intcom.2008.05.00120:4-5(473-479)Online publication date: 1-Sep-2008
  • (2007)Story MashupProceedings of the 6th international conference on Mobile and ubiquitous multimedia10.1145/1329469.1329488(139-148)Online publication date: 12-Dec-2007
  • (2007)Tangible interaction in tabletop gamesProceedings of the international conference on Advances in computer entertainment technology10.1145/1255047.1255081(163-170)Online publication date: 13-Jun-2007
  • (2006)Bio-edutainmentComputers and Graphics10.1016/j.cag.2005.10.00330:1(3-9)Online publication date: 1-Feb-2006
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