May 1, 2007
A well-designed toy:

* Makes a request. It asks you to “Play with me”. This is why you are compelled to touch it.

* Is fantastically straightforward. The design suggests, “When you pick me up, it’s going to be clear what’s going on.” This is why great toys never have manuals.

* Has hidden potential. A toy is going to hook you with some clever visual, but the real value is something you can not see, but must find.

Toy interfaces are great at turning a terribly complex idea into a simple interface. Giving your users a toy, an interface that is going to invite them to play, is also going to invite them to explore, and when they’re exploring, they’re learning.

* *
interests
Social software
Tools for programmers
published
Code (contributions)
Prose (shorter, favorites)
favorite insights
Programming
Social Software

Life
Making
Work
Startups

Social Dynamics
Cognition
Economics
History

Links I peddle to everyone I know
subscribe → subscribe →

© mmxi ak