To be used as an analysis tool when designing or evaluating fun experiences
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Meets functional usability requirements
- interface does not hinder use of system
- there is no confusion on how system works or how to use it
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Provides meaningful feedback; responds to user input/interaction
- reduce the “unknown” factor
- effective and attractive representation of communication process
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Eliminates or reduces fear of failure
- should reduce anxiety
- provide a feeling of safety
- avoid creating non-transparent situations
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Can be learned by doing and from others; no instructions required
- instructions impede fun
- requirement for functional usability
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Provides distraction from daily burdens
- allows mind to rest
- relieved from constraints of “work”
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Fulfills an emotional need(s)
- accomplishment
- rest, relaxation
- connection to others
- allows user to express emotion
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Flexible interaction
- different from multimodal
- use a variety of different ways
- can accommodate user’s work patterns
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Enables creativity and discovery
- users feel like active participants
- find new ways to do things
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Makes completing a task feel less like completing a task
- feel less burdensome and scheduled
- remove the monotony out of doing a task
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User interface can be personalized or customized
- provides ownership & connection to system
- fit the way users like to work
Source: "Fun: An Exploration in its Relevance to Interaction Design" Thesis by Elise M. Woolley, B.S. (Ohio State University, 2010)