Exploring enjoyability: which factors in a consumer device make the user smile

Henriette C.M. Hoonhout, M.A. Stienstra

Research output: Chapter in Book/Report/Conference proceedingConference contributionAcademicpeer-review

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Abstract

Usability is a key concern in the design of products: is using the product easy, comfortable, safe, effective, efficient, and easy to learn. However, for products with an entertainment function, other requirements need to be considered as well: is the interaction with the product enjoyable, engaging, ‘fun’. The aim of this study was to investigate factors that should be considered when developing products that should be fun to use. Partly based on studies analysing what makes leisure activities and computer games enjoyable, a set of design heuristics was developed, which subsequently were used in the development of three devices for children. The devices can be used to control various applications, such as interactive TV and games. In an experiment these devices were tested and compared with conventional interaction devices (keyboard and mouse). The new devices appeared to be more difficult to use. But the children actually perceived this as an entertaining and nice challenge and found these devices more enjoyable to use.
Original languageUndefined
Title of host publicationHuman Factors in the Age of Virtual Reality. Proceedings of the Europe Chapter of the Human Factors and Ergonomics Society Annual Meeting, October 2002, Dortmund, Germany
EditorsD. de Waard
Place of PublicationMaastricht
PublisherShaker Publishing
Pages341-355
Number of pages15
ISBN (Print)90-423-0230-5
Publication statusPublished - 2003

Publication series

Name
PublisherShaker Publishing

Keywords

  • IR-102289
  • METIS-216835

Cite this

Hoonhout, H. C. M., & Stienstra, M. A. (2003). Exploring enjoyability: which factors in a consumer device make the user smile. In D. de Waard (Ed.), Human Factors in the Age of Virtual Reality. Proceedings of the Europe Chapter of the Human Factors and Ergonomics Society Annual Meeting, October 2002, Dortmund, Germany (pp. 341-355). Maastricht: Shaker Publishing.
Hoonhout, Henriette C.M. ; Stienstra, M.A. / Exploring enjoyability: which factors in a consumer device make the user smile. Human Factors in the Age of Virtual Reality. Proceedings of the Europe Chapter of the Human Factors and Ergonomics Society Annual Meeting, October 2002, Dortmund, Germany. editor / D. de Waard. Maastricht : Shaker Publishing, 2003. pp. 341-355
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title = "Exploring enjoyability: which factors in a consumer device make the user smile",
abstract = "Usability is a key concern in the design of products: is using the product easy, comfortable, safe, effective, efficient, and easy to learn. However, for products with an entertainment function, other requirements need to be considered as well: is the interaction with the product enjoyable, engaging, ‘fun’. The aim of this study was to investigate factors that should be considered when developing products that should be fun to use. Partly based on studies analysing what makes leisure activities and computer games enjoyable, a set of design heuristics was developed, which subsequently were used in the development of three devices for children. The devices can be used to control various applications, such as interactive TV and games. In an experiment these devices were tested and compared with conventional interaction devices (keyboard and mouse). The new devices appeared to be more difficult to use. But the children actually perceived this as an entertaining and nice challenge and found these devices more enjoyable to use.",
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publisher = "Shaker Publishing",
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booktitle = "Human Factors in the Age of Virtual Reality. Proceedings of the Europe Chapter of the Human Factors and Ergonomics Society Annual Meeting, October 2002, Dortmund, Germany",

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Hoonhout, HCM & Stienstra, MA 2003, Exploring enjoyability: which factors in a consumer device make the user smile. in D de Waard (ed.), Human Factors in the Age of Virtual Reality. Proceedings of the Europe Chapter of the Human Factors and Ergonomics Society Annual Meeting, October 2002, Dortmund, Germany. Shaker Publishing, Maastricht, pp. 341-355.

Exploring enjoyability: which factors in a consumer device make the user smile. / Hoonhout, Henriette C.M.; Stienstra, M.A.

Human Factors in the Age of Virtual Reality. Proceedings of the Europe Chapter of the Human Factors and Ergonomics Society Annual Meeting, October 2002, Dortmund, Germany. ed. / D. de Waard. Maastricht : Shaker Publishing, 2003. p. 341-355.

Research output: Chapter in Book/Report/Conference proceedingConference contributionAcademicpeer-review

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AB - Usability is a key concern in the design of products: is using the product easy, comfortable, safe, effective, efficient, and easy to learn. However, for products with an entertainment function, other requirements need to be considered as well: is the interaction with the product enjoyable, engaging, ‘fun’. The aim of this study was to investigate factors that should be considered when developing products that should be fun to use. Partly based on studies analysing what makes leisure activities and computer games enjoyable, a set of design heuristics was developed, which subsequently were used in the development of three devices for children. The devices can be used to control various applications, such as interactive TV and games. In an experiment these devices were tested and compared with conventional interaction devices (keyboard and mouse). The new devices appeared to be more difficult to use. But the children actually perceived this as an entertaining and nice challenge and found these devices more enjoyable to use.

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Hoonhout HCM, Stienstra MA. Exploring enjoyability: which factors in a consumer device make the user smile. In de Waard D, editor, Human Factors in the Age of Virtual Reality. Proceedings of the Europe Chapter of the Human Factors and Ergonomics Society Annual Meeting, October 2002, Dortmund, Germany. Maastricht: Shaker Publishing. 2003. p. 341-355