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). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Posted from the new ixda.org http://www.ixda.org/discuss?post=38278 ________________________________________________________________ Welcome to the Interaction Design Association (IxDA)! To post to this list ....... [email protected] Unsubscribe ................ http://www.ixda.org/unsubscribe List Guidelines ............ http://www.ixda.org/guidelines List Help .................. http://www.ixda.org/help
