[MUD-Dev] CHI 2002: Funology: Designing Enjoyment
Bruce Mitchener
bruce at puremagic.com
Fri Dec 21 19:15:03 CET 2001
When Claw/ added the --<cut>-- markers, he mis-placed them slightly,
so, this version is correct:
From http://www-users.york.ac.uk/~djr14/CHI02_funology:
--<cut>--
It is now generally accepted in the HCI community that
usability considerations should be central to product
design. Over the past thirty years the concept of usability has
evolved from a narrow product orientated attribute, to
encompass broader concerns with the experience of use. However
broad the latest definition is, it recently acquired a new
associate: the joy of use or perhaps
"enjoyability". Traditionally, HCI is about work and work
systems, however, the proliferation of computer entertainment
technologies make fun and enjoyment important software
requirements. The distinctions between "work" and leisure" and
"tool" and "toy" are being challenged by new approaches to
design. Managers are urged to "understand that there are
positive consequences of using microcomputers for fun" at the
workplace (Igbaria et al 1994:p. 358). Carroll and Thomas
(1998) propose game-like, metaphoric cover stories for standard
process control jobs as a possible means of addressing boredom
and vigilance problems inherent in routine tasks. Although
there is growing interest in computers and fun, we are still
far from achieving a coherent approach. There are at least
three perspectives on computers and fun in current HCI
literature; they can be thought of as: "usability reductionism"
which supposes that enjoyment simply results from ease of use;
"design reductionism" which sees enjoyment and fun as features
to be added on by graphical and industrial designers; and
"marketing reductionism" which simply uses the concept as an
advertising tool. None of these perspectives are
satisfactory. As more researchers get involved in this topic it
has become clear that our current understanding of user
concerns, derived from the world of work, is simply not
adequate to this new design challenge. Theoretical perspectives
drawn from a wide variety of disciplines such as Psychology,
Sociology and Design are necessary to formulate an
approach. Fun is set to be a major issue as information and
communication technology moves out of the office and into the
living room. In this workshop we hope to attract researchers
and theorists, as well as designers and other "funologists" to
discuss their work and to further develop the field.
Current topics in this area include: theories of fun; measuring
fun; electronic communication and fun; making work fun and fun
for specialist groups such as younger or older people.
--<end>--
Given their comment:
Carroll and Thomas (1998) propose game-like, metaphoric cover
stories for standard process control jobs as a possible means
of addressing boredom and vigilance problems inherent in
routine tasks.
It'd be interesting to see if they come up with some better
solutions than the downtime imposed in some current games. :)
Their Call For Participation:
--<cut>--
Call for participation
Fun is set to be a major issue as information and communication
technology moves out of the office and into the living room. As
more researchers get involved in this topic it has become clear
that our current understanding of user concerns, derived from
the world of work, is simply not adequate to this new design
challenge.
This workshop aims to:
* provide a forum to discuss emerging issues in the
design of enjoyable applications;
* discuss a research agenda;
* identify recommendations about how companies and
research funders can combine and use the several
disciplinary specialities needed to design fun
products.
We encourage participation from a wide range of disciplines
including Computer Science, Design, Psychology and Social
Science and other funologists.
We plan to cover the following general topics: theory, drawn
from various fields; justification, in terms of field studies
and experiments; practice, through case studies of software
products; technique, the design process and critique and
reasons for staying with the current usability concept.
The workshop format will include a presentation by each
participant, discussion and games. In addition each participant
will lead a discussion of the issues raised by another
participant's paper.
The workshop will be limited to 16 participants. Please submit
a one- or two-page position paper outlining your interest in
this topic to A.Monk at psych.york.ac.uk. Position papers must be
received by 25 January 2002. Participants will be notified of
selection by 22 February 2002.
--<end>--
Might be interesting anyway.
- Bruce
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