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
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