“ 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.
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