TY - GEN
T1 - Exploring enjoyability: which factors in a consumer device make the user smile
AU - Hoonhout, Henriette C.M.
AU - Stienstra, M.A.
PY - 2003
Y1 - 2003
N2 - 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.
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.
KW - IR-102289
KW - METIS-216835
M3 - Conference contribution
SN - 90-423-0230-5
SP - 341
EP - 355
BT - 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
A2 - de Waard, D.
PB - Shaker Publishing
CY - Maastricht
T2 - Europe Chapter of the Human Factors and Ergonomics Society Annual Meeting
Y2 - 1 October 2002 through 1 October 2002
ER -