Notes on play, exploration, challenge and learning

(My reading notes are piling up so here’s an attempt to clear out at least a few of them.)

Part of the play experience of many digital games is figuring out how the damn thing works in the first place. In Rules of Play on page 210:

“[…] as the player plays with FLUID, interaction and observation reveals the underlying principles of the system. In this case the hidden information gradually revealed through play is the rules of the simulation itself. Part of the play of FLUID is the discovery of the game rules as information.”

(Sadly, I could not find a link to the game mentioned.)

I did not give Donald Norman all the credit he was due in my earlier post. He doesn’t have a blind spot for games. Quite the contrary. For instance, he explains how to make systems easier to learn and points to games in the process. On page 183 of The Design of Everyday Things:

“One important method of making systems easier to learn and to use is to make them explorable, to encourage the user to experiment and learn the possibilities through active exploration.”

The way to do this is through direct manipulation, writes Norman. He also reminds us that it’s not necessary to make any system explorable.1 But (on page 184):

“[…] if the job is critical, novel, or ill-specified, or if you do not yet know exactly what is to be done, then you need direct, first-person interaction.”

So much written after DOET seems to have added little to the conversation. I’m surprised how useful this classic still is.

I’m reminded of a section of Matt Jones’s Interaction 08 talk—which I watched yesterday. He went through a number of information visualisations and said he’d like to add more stuff like that into Dopplr, to allow people to play with their data. He even compared this act of play to Will Wright’s concept of possibility space.2 He also briefly mentioned that easily accessible tools for creating information visualisations might become a valuable tool for designers working with complex sets of data.

Norman actually points to games for inspiration, by the way. On page 184 just before the previous quote:

“Some computer systems offer direct manipulation, first-person interactions, good examples being the driving, flying, and sports games that are commonplace in arcades and on home machines. In these games, the feeling of direct control over the actions is an essential part of the task.”

And so on.

One of the most useful parts of Dan Saffer’s book on interaction design is where he explains the differences between customisation, personalisation, adaptation and hacking. He notes that an adaptive system can be designed to induce flow—balancing challenge with the skill of the user. In games, there is something called dynamic difficulty adjustment (DDA) which has very similar aims.

Salen and Zimmerman have their doubts about DDA though. In Rules of Play on page 223 they write:

“Playing a game becomes less like learning an expressive language and more like being the sole audience member for a participatory, improvisational performance, where the performers adjust their actions to how you interact with them. Are you then playing the game, or is it playing you?”

Perhaps, but it all depends on what DDA actually adjusts. The technique might be objectionable in a game (where a large part of the point is overcoming challenge) but in other systems many of these objections do not apply.

“With a successful adaptive design, the product fits the user’s life and environment as though it were custom made.”

(Designing for Interaction, page 162.)

Adaptive systems explicitly anticipate transformative play. They allow themselves to be changed through a person’s interactions with it.3

A characteristic of good interaction design is playfulness, writes Mr. Saffer in his book on page 67:

“Through serious play, we seek out new products, services and features and then try them to see how they work. How many times have you pushed a button just to see what it did?”

The funny thing is, the conditions for play according to Saffer are very similar to some of the basic guidelines Norman offers: Make users feel comfortable, reduce the chance for errors and if errors do occur, make sure the consequences are small—by allowing users to undo, for instance.

Mr. Norman writes that in games “designers deliberately flout the laws of understandability and usability” (p.205). Although even in games: “[the] rules [of usability] must be applied intelligently, for ease of use or difficulty of use” (p.208).

By now, it should be clear making interactions playful is very different from making them game-like.

  1. Apparently, “explorable” isn’t a proper English word, but if it’s good enough for Mr. Norman it’s good enough for me. []
  2. I blogged about possibility space before here. []
  3. Yes, I know I blogged about adaptive design before. Also about flow and adaptation, it seems. []

Web of data — third of five IA Summit 2007 themes

(Here’s the third post on the 2007 IA Summit. You can find the first one that introduces the series and describes the first theme ‘tangible’ here and the second one on ‘social’ here.)

Typically, IAs have concerned themselves with the design of web sites. The metaphor most suited and used for the web so far has been space. Even the term ‘information architecture’ points to this. Nowadays, besides having to tackle the social dimension (as per the previous trend mentioned) IAs are forced to rethink the spatial metaphor in favour of a new one: the web as platform. This means designing for a web of data, where sites become data sources and tools to view and manipulate that data. This is a far cry from the old hierarchical model. Like design for social software, IAs are still exploring this new territory.

There was an excellent panel on this subject (notes and audio at The Chicken Test), with amongst others Tom Coates and Matt Biddulph (both previously employed by the BBC). Coates’ presentations (Native to a Web of Data and Greater than the sum of its parts) are essential resources. He gave a super short overview of what designing for the web of data is all about. Matt went beyond screen based media into the realm of physical computing (see the first trend) showing some cool examples of Arduino prototypes feeding into Second Life.

Jared Spool talked about the usability challenges of web 2.0 and focussed on (among many things) the shortcomings of RSS and the dangers of mash-ups. RSS as a technology is pretty cool, but no normal user intuitively understands its application. This is a technology still looking for a killer app. Mash-ups are typically made by enthusiastic amateurs looking to combine available data sources or interfaces. This means we’ll see a wave of sites with serious usability issues. I’m not sure that’s a bad thing per se, but still something to look out for.

Restaurant usability

'U kunt hier ook zitten'

I ran into this curious sign while out for lunch today. A small restaurant specialising in pie (vlaai) had these huge letters in the window, saying: “you can sit here as well”. Obviously, if they made it obvious to potential clients that they had seating, they wouldn’t need the sign – or is it a case of people not wanting to sit down and have a piece of pie?

To me, the sign was quite similar to those texts in web pages reading “click here to …” – always a clear sign of bad usability. Perhaps the pie shop is in need of some user experience consulting?

De user experience van Bol.com

Ik schreef onlangs een licht gekscherend stuk over een drietal raar geformuleerde opties in een adresformulier van Bol.com. Vandaag, nog geen week nadat ik de klantenservice van Bol.com op het artikeltje had gewezen, krijg ik een e-mail terug. Bol.com belooft er mee aan de slag te gaan, ze bedanken me voor de oplettendheid en bieden me cadeaubon van maarliefst 5 euro als beloning! Blijkbaar neemt Bol.com de gebruikerservaring van hun site serieus. Mijn complimenten!

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Hoe geen opties aan te bieden

Iets waar je tijdens het online kopen van een boek op zondagochtend niet op voorbereid bent: breinbrekende keuzes aangeboden door een bestelformulier.

Mijn betere helft wilde graag een boek voor een vriendin bestellen (het geweldige ‘Zorg’ van Miguel Bulnes) en deze als cadeau laten bezorgen.

Bol.com had het boek op voorraad, dus werd besloten van hun diensten gebruik te maken. Van de knop “in winkelwagentje” was met “Ga verder met bestellen” de sprong naar het adresformulier snel gemaakt:

Bol.com's adresformulier

“Vul hier uw woon- of vestigingsadres in,” adviseerde Bol.com. Zo gezegd zo gedaan. De zonnige winkelervaring kwam echter tot een abrupte stilstand onderaan het formulier, waar een drietal checkboxen prijkten.

De opties die werden aangeboden stonden alledrie aan. Bij het lezen van de eerste optie ontstond grootte verwarring en frustratie:

“Wilt u dat uw factuur op een ander adres wordt bezorgd, klik dan in het vakje zodat het vinkje verdwijnt.”