Giving people a rewarding experience in exchange for learning a complex
interface is one tactic. But let's take a step back. It sounds like the
strategic goals here are twofold:

-) Allow people to create their own products
-) Help them get to results that are good enough to buy

Maybe instead of thinking of "fun" in the context of usability and slapping
engagement on a complex, flexible product (e.g. with snazzy transitions,
'cool' graphical treatments, attitudey language, etc), you could first think
of ways to make the product creator more engaging and satisfying to use
functionally. A potential t-shirt buyer has an idea in his/her head that she
wants to make happen, e.g. "Sarah's 80s Party Bash." What if you give her
the right tools to help her along? For example, templates that give her a
satisfying head start, ensuring she will be happy with the results. Or a
color pallette for text and accents, based on the background color of the
piece (you could also let her pick her own colors, but make the suggested
colors more prominent).

Goading people to buy becomes an easier task once the thing they've made is
sufficiently awesome in their eyes :-).

- Nasir
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