Heuristics for designing enjoyable user interfaces: lessons from computer games
Human factors in computer systems
Computer
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Hedonic and ergonomic quality aspects determine a software's appeal
Proceedings of the SIGCHI conference on Human Factors in Computing Systems
CHI '02 Extended Abstracts on Human Factors in Computing Systems
IEEE Software
A grounded theory of the flow experiences of web users
International Journal of Human-Computer Studies - Incorporating knowledge acquisition
interactions - Funology
Evaluation using cued-recall debrief to elicit information about a user's affective experiences
OZCHI '05 Proceedings of the 17th Australia conference on Computer-Human Interaction: Citizens Online: Considerations for Today and the Future
Digital storytelling and computer game design
CHI EA '97 CHI '97 Extended Abstracts on Human Factors in Computing Systems
“I'm feeling lucky”: The role of emotions in seeking information on the Web
Journal of the American Society for Information Science and Technology
Understanding users' experience of interaction
EACE '05 Proceedings of the 2005 annual conference on European association of cognitive ergonomics
Misuse and abuse of interactive technologies
CHI '06 Extended Abstracts on Human Factors in Computing Systems
Funology
Eye gaze and speech for data entry: a comparison of different data entry methods
ICME '03 Proceedings of the 2003 International Conference on Multimedia and Expo - Volume 2
The effect of service employees' technology readiness on technology acceptance
Information and Management
Designing games with a purpose
Communications of the ACM - Designing games with a purpose
Exploring the facebook experience: a new approach to usability
Proceedings of the 5th Nordic conference on Human-computer interaction: building bridges
Understanding Patient User Experience in Obstetric Work Systems
EHAWC '09 Proceedings of the International Conference on Ergonomics and Health Aspects of Work with Computers: Held as Part of HCI International 2009
Recommendation-based editor for business process modeling
Data & Knowledge Engineering
Implicit experiences as a determinant of perceptual quality and aesthetic appreciation
MM '11 Proceedings of the 19th ACM international conference on Multimedia
From game design elements to gamefulness: defining "gamification"
Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments
So now you're ready to play: but with what? a system to encourage playful exploration
HCIEd'09 Proceedings of the 2009 international conference on HCI Educators: playing with our Education
Proceedings of the Designing Interactive Systems Conference
LEMtool: measuring emotions in visual interfaces
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
The playful experiences (PLEX) framework as a guide for expert evaluation
Proceedings of the 6th International Conference on Designing Pleasurable Products and Interfaces
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We are in many ways just getting started on the problem of developing a set of concepts and a vocabulary for describing the quality of software and in particular its usability. Consider: easy to use, easy to learn, user friendly, productive, fun. How do these, and other terms used to describe software differ; how do they overlap? In this paper, we examine the confusion between being fun and being easy, as these terms are applied to end-user software and systems. This confusion is interesting in that we can ask how such a circumstance might have ever occurred. It is challenging in that we need to separately clarify the concepts of ease and fun, if they are to provide us any analytical leverage in understanding software quality.