Further Reading
Both Flow: The Psychology of Optimal Experience [Csi02] by Mihály Csíkszentmihályi and A Theory of Fun for Game Design [Kos04] by Raph Koster provide useful insight into what makes things fun. Rules of Play: Game Design Fundamentals [SZ03] by Katie Salen and Eric Zimmerman is also worth reading, as is Thomas W. Malone’s paper “Heuristics for Designing Enjoyable User Interfaces,”[147]
Replica Island developer Chris Pruett writes a great blog about game design that sometimes touches on usability issues.[148]
On YouTube, there’s an interesting presentation called “Putting the Fun in Functional: Applying Game Mechanics to Functional Software” by Shufflebrain CEO Amy Jo Kim.[149]
David McRaney writes about the the overjustification ...
Get Designed for Use, 2nd Edition now with the O’Reilly learning platform.
O’Reilly members experience books, live events, courses curated by job role, and more from O’Reilly and nearly 200 top publishers.