Your Stats

Total Score
0
Plays
0
Games Tried
0

Discovery Progress

All
0/197
Arcade
0/15
Playground
0/28
Toys & Fidgets
0/14
Creative & Visual
0/113
Music & Sound
0/12
Utilities & Tools
0/15

Arcade

Breakout
Not played
Snake
Not played
Tetris
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Flappy Bird
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Pong
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Whack-a-Mole
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Memory Cards
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Simon Says
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Emoji Catcher
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Typing Race
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Playground

Tic-Tac-Toe
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Connect 4
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2048
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Minesweeper
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Slider Puzzle
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Aim Trainer
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Color Guess
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Number Memory
Not played

Playful interface heuristics

Rewards and curiosity

Adapt sources of game enjoyment into small experiences serving the user’s goal.

Practitioner frameworkA thinking tool for design. Direct tests of its effect are limited.

Example

Editorial example: adjust a sample control and inspect its result before reading the explanation.

Why it works

Malone discusses challenge, fantasy and curiosity from studies of computer games as interface-design heuristics. The focus is an inviting task rather than decoration alone.

On the web

Offer one exploratory action with a clear result and equivalent low-motion and keyboard paths.

When it backfires

These heuristics derive from early games; effects on a modern landing page are unmeasured. Do not force play on task-focused users.

Sources

  1. Draws on computer-game studies to propose heuristics for enjoyable interfaces.

    Malone, T. W. (1982). Heuristics for designing enjoyable user interfaces: Lessons from computer games. CHI, 63–68. Open source