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.
|Title of host publication||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|
|Editors||D. de Waard|
|Place of Publication||Maastricht|
|Number of pages||15|
|Publication status||Published - 2003|
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.