Why are Usability and Fun opposed to each other?  I don't think that they
are mutually exclusive.
There is an old post on my blog concerning fun in IxD - it's something that
we need a lot more of.  From this post:
"It’s standard practice to design with our user’s goals in mind. Too often,
though, we tend to focus only on the immediate goals: Send an Email,
Download a File, Do my Taxes.  Although we may produce usable and successful
designs, we have ignored the user’s larger context.

They may be bored, tired, at work, grinding away at a long term deliverable.
 They may be entering countless rows of data into a spreadsheet.  People
love to have fun. Without sacrificing usability, let’s bring a little fun
into our designs." -
http://www.acleandesign.com/2008/11/fun-in-interaction-design/

Best,
Loren

-----
http://acleandesign.com
http://twitter.com/lorenbaxter


On Tue, Jun 23, 2009 at 4:51 AM, Nasir Barday
<[email protected]<nbarday%[email protected]>
> wrote:

> 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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