One of the principles of interactivity that I'm just finished up in
my theses (which uses play theory as a powerful approach to
interaction design) is "Delivering the Promise". The first
principle is "The Invitation to Play.

Almost all jarring interactive experiences come from essentially
thinking you are playing in one environment and set of rules and
finding out that the developer/designer/company are actually using a
different set. This can be quite subtle sometimes, but sometimes it
is huge. It's like going to a party in fancy dress only to find out
everyone is in chic suits.

The reason I use play as the lens through which to approach
interaction design is because much of it is pre-verbal and thus
"feels" instinctual and intuitive. But play is also based on a set
of explicit and implicit rules that guide behaviour. It's impossible
to play without some rules and many of them are unspoken.

It's not possible to practice any design %u2013 and not really
possible to live in the world - without influencing behaviour. At
their essence, interactions are conversations and conversations are
always about trying to influence the other person. This can either be
trying to put an image in their mind so that you can explain what you
are thinking to them or it can be more insidious and be about you
trying to force them to do something against their will.

Interfaces can "control" behaviour by the nature of their
affordances and rules (think of those lines painted on the ground at
immigration to force people to keep a distance). Of course, someone
can usually just stop using the thing or break the rules, so
"influencing" is a better way to think about it.

Neither controlling nor influencing is ethically problematic in an of
itself. The Poka Yoke principle usually involves controlling behaviour
to prevent accidents or damage, which is the ethically correct thing
to do. It is always in the application.




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Posted from the new ixda.org
http://www.ixda.org/discuss?post=41860


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