Fun is a seriously undervalued part of user experience (perhaps of any experience). In fact, a sense of play may be a required characteristic of good UX interaction. But too often, I hear comments like the following, seen on ReadWriteWeb:
When you think of virtual worlds, the first one that probably pops into your head is Second Life, but in reality, there are a number of different virtual worlds out there. There are worlds for socializing, worlds for gaming, even worlds for e-learning. But one thing that most virtual worlds have in common is that they are places for play, not practicality. (Yes, even the e-learning worlds are designed with elements of “fun” in mind).
I was surprised to see the concept of play set in tension with practicality, as if they were incompatible, and to read that “even the e-learning worlds” employed fun. Game elements have been used to promote online learning for well over a decade, and used in offline educational design for much longer.
I certainly don’t mean to imply that every web site can be made fun. But it can employ the techniques of play in order to be more fun. As Clark Aldrich observes, discussing learning environments (emphasis his),
You cannot make most content fun for most people in a formal learning program… At best what you can do is make it more fun for the greatest percentage of the target audience. Using a nice font and a good layout doesn’t make reading a dry text engaging, but it may make it more engaging…
The driving focus, the criteria against which we measure success, should be on making content richer, more engaging, more visual, with better feedback, and more relevant. And of course more fun for most students.
It was while developing an educational site for Nortel Networks that I first discovered the value of game elements in design. Deliberately incorporating mini games, an ongoing “quest” hidden in the process, rewards (including surprise Easter eggs), levels, triggers, and scores (with a printable certificate) made the tedious process of learning how to effectively make use of an intranet database much more fun. We also offered different learning techniques, so users could learn by text, video, or audio, as they preferred.
This can apply to non-learning environments as well. Think about it: online games have already done all the heavy lifting in figuring out the basics of user engagement. Some techniques I’ve found valuable in retail, informational, and social media include:
- Levels. These provide a sense of achievement for exploration, UGC (user-generated content) or accomplishment. Levels can reduce any possible sense of frustration at the unending quest.
- Unending quest. There should always be a next step for users. This doesn’t mean the user needs to be told that they’ll never be through with the site. Instead, it should always provide something engaging, that leads them on to a next step, and a next, and so forth.
- Surprise rewards/triggers. These include Easter egg links, short-term access to previously inaccessible documents, etc.
- Mini games, which can result in recognition or rewards for the user and can provide research data and UGC for the site.
- Scores, which can encourage competitiveness and a sense of accomplishment.
- Avatars and other forms of personalization.
- User-driven help and feedback. Users (particularly engineers, in my experience) love to be experts. Leverage this to support your help forums if you need them.
Online, offline, crunching numbers at work, immersed in a game, sitting in a classroom, or building a barn, a sense of fun doesn’t just add surface emotional value, it frequently improves the quality of the work and adds pleasant associations, making us more likely to retrieve useful data for later application. Perhaps this is why so many artists and scientists have been known for a sense of play. And for most of us, it’s during childhood – the time we are learning the most at the fastest rate – that we are typically our most playful.
All websites are to some extent educational. Even a straightforward retail site wants you to learn what they offer, how to choose an item, and how to pay for it. Perhaps we can take a tip from our childhood and incorporate more fun into the user experience. Then we can learn how best to learn.
Originally posted on former personal blog UXtraordinary.com.