Fun Project
Objectives
Partners
Events
Fun Patterns
Publications


The results of the project include so-called "Fun Patterns” (interaction patterns that increase user experience), which can be easily integrated into the software development process.

Why Patterns?
Because they describe a solution to a common problem, in a simple and efficient manner as methods that are widely applied in the field of developing software.

Some identified Fun Patterns have already been tested and are published in this section. They aim at increasing the motivation of end users to use the software and support the development of software that generates positive emotions. Before you read more about them, try and explore their functionality...

 

Fun Patterns

  • Target Achivement ______________________________________________________________________

What
The user needs an orientation on how far he has come with his task in relation to the task’s goal (target).

When
The user is working on a long-lasting or complex task. The user is working on a sequence of similar or same tasks.
The similarity can be in the task requirements, in the task execution, or in the task results. It is easy to get distracted and it is easy to lose sight of the task’s goal. It is not easy to see progress in achieving the target.

How
The target achievement is a status display (Tidwell) on task fulfilment. It is used to remember goals – fixed goals (keep in mind) and variable goals (like adjustable goals, individually set by a user, e.g., because of comparison with others).
Therefore:
+ Display the task’s goal.
+ Display the steps necessary for reaching the task’s goal.
+ Display the actual situation of the user in reaching that goal – how far has he come in achieving the target?

 

  • Golden Section __________________________________________________________________________

What
The designer needs a harmonic structure, that will support the graphics elements of the UI (text, images, tables, …).

When
This Pattern is used, when the designer wants to obtain an interface that is aesthetically appropriate and pleasant to the user.

How
The designer needs to develop harmonic grids based on the theory of the Golden Section Proportion, 1:1.618. Once the grid has been defined, the elements of the layout must be distributed following the harmonic subdivisions.

 

  • Level ____________________________________________________________________________________

What
The user becomes less attentive. The user gets distracted easily. The user fulfills a task or parts of a task unwillingly, or not at all. The user does not see the usefulness of a task.

When
+ This kind of feedback helps the user keep on working on a sequence of tasks.
+ The user is working on a sequence of similar or same tasks.
+l The similarity can be in the task requirements, in the task execution, or in the task results.

How
Additional non-material rewards as direct feedback enhance the unloved tasks.
The user works on his task. For this task, he gets credits as a reward. After a certain amount of credits, the user reaches a higher level.
If the user wants to, he can make these credits and his level public in order to compare his work with other users.

 

  • Sparring Partner ________________________________________________________________________

What
Show the user how to work more efficiently in order to improve his quality of work.

When
+ This kind of feedback helps the user keep on working on a sequence of tasks.
+ The user is working on a sequence of similar or same tasks.
+ The similarity can be in the task requirements, in the task execution, or in the task results.

How
Display :
+l the user’s current task performance.
+ the performance of the best.
+l pointers on how to perform better.

 

  • Funnies _________________________________________________________________________________

What
Allows emotional relief for a service center agent.

When
Every time an agent receives a call from a customer and the agent wishes to graphically represent the caller’s mood and vent his/her emotions.

How
1. Enable the agent to graphically represent the caller’s (bad) mood.
2. Let something happen with the graphical representation or let the agent do something with it that vents his emotions, e.g., by throwing a customer capsule into a trash can, from which a stick man rises that struts around the software.