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Jakob Nielsen's Alertbox, July 7, 2002:
Summary:
Designs that engage and empower users increase their enjoyment and encourage them to explore websites in-depth. Once we achieve ease of use, we'll need additional usability methods to further strengthen joy of use.
The usability movement is sometimes criticized for being dull and for promoting boringly invariable designs. The chief reason for this is that some people equate design conventions with creative restrictions. However, this equation doesn't add up for two reasons.
Consider natural language. Each word has an established meaning, and we typically combine words using a defined grammar. Literature that follows these conventions is easier to read and has a bigger audience than avant-garde, experimental literature. Still, such "conventional" novels are definitely not the same: Although they use fully standardized language, they can reach any desired extreme on a variety of emotional scales.
As an example, Amazon.com uses associative links to create a fun and rewarding experience for users. Each book page offers associative links to five books frequently bought by other people who purchased the book you’re interested in. Following these links can lead to a powerful feeling of discovery. As a result, you can easily spend much more time shopping on Amazon than is dictated by the simple efficiency metric of buying the book you came for as quickly as possible.
Such engagement requires usability. If users can't master the interface, they'll feel oppressed rather than empowered, and are unlikely to explore or use anything beyond the absolute minimum. On the Web, this "minimum" often turns out to be one or two page views, and then users are gone -- never to return.
There is certainly more to an enjoyable activity than the mere ability to complete it. At the same time, computers are currently difficult to use and much of the Web feels like a vast wasteland. Given this, people can and do derive considerable pleasure in finding a well-crafted user experience that empowers and engages them.
Now, as we change from the negative endeavor of removing bad design to the positive pursuit of good design, we must modify the methodology to encompass more awareness of fulfilling, engaging, and fun design elements.
Most studies currently rely on classic and not completely satisfactory ways of assessing user enjoyment:
As for the first approach, subjective satisfaction questionnaires suffer the standard problem of being administered out of context: They typically rely on users' recollection of enjoyment, rather than the actual experience of use in the moment. You can alleviate (though not eliminate) this by administering several small questionnaires throughout the test session rather than saving all the questions for one larger questionnaire at the end.
We need much better methods for testing enjoyable aspects of user interfaces. Such methods should be both robust and easy to apply, since people with relatively little expertise do the vast majority of user testing in the world.
That said, ease of use must remain our first priority. Technology is just too difficult for us to abandon this goal. But hopefully it will soon be time to emphasize joy of use as well.