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.

Comments gratefully appreciated. Please send them to me by any method of your choice and I'll include them here.

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