I think that is a key part Mike. One of the reasons I have looked into
play in terms of understanding interactivity is to map out this idea
of the rules and the play space (sometimes known as the Magic Circle
from Huizinga's Homo Ludens). Almost all interactions, interaction
design, user experience can be thought of in terms of whether the
interactor understands what the rules are and what the boundaries of
the play space is. Sometimes those can be deliberately blurred,
sometimes they need to be very clear. The difference in that mismatch
of understanding and expectations is what makes for an intuitive
interactive experience or not. 

(And sometimes something not being intuitive can be enjoyable to, but
there is then another set of meta rules that you are playing by, a
play space that you are entering into in which you acknowledge that
you don't know the rules and space and the pleasure is about finding
that out. This is how most videogames work).


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Posted from the new ixda.org
http://www.ixda.org/discuss?post=38278


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