Fun Project
Fun Patterns

FUN Objectives

User acceptance of software is not only defined by its functionality, but by other software properties like attractiveness or trust as well. These non-pragmatic, so-called hedonic properties are strongly linked with emotions raised by using the product. They contribute to the entire user experience. So far, they have mainly been neglected in the software engineering communities due to the fact that knowledge of how to systematically integrate them into software is missing and studies about the influence of these properties are rare.

The goals of the FUN project are
+ to increase the acceptance of software by the end user by improving the user experience through hedonic software properties.
+ to support the development of software systems that generate positive emotions.
+ to understand what produces positive user experience in the work context.
+ to consider how this knowledge can be systematically integrated in the software development process, for example as design patterns.

These goals may be reached by answering at least the following questions:
+ What motivates or persuades users to use a product?
+ What makes users have fun with software?
+ What does fun-of-use mean for business applications?
+ Why do so many young people and adults spend hours and hours playing computer games?
+ What are the interaction principles that can be applied to business software in order to induce fun?
+ How can the interaction principles be transferred to other projects?