The Next Big UI Idea: Gadgets That Adapt To Your Skill
More and more interactive products are being returned. In 2002, 48% of all returned products were technically fully functional but were rejected for failing to satisfy user needs (28%) or purely due to users’ remorse (20%). Even though a product may have all the features one can hope for, complexity and bad user experience can prevent users from integrating it into their lives.
User experiences are subjective and dynamic, but by and large, interactive products are not designed to take people’s changing capacity and experience into account. But they could.
Here, I present a model for how designers can use the fundamentals of video games and the psychological principles of flow to design enhanced user experiences.
As gadgets get more complicated, user interfaces must be able to teach their users over time.
Here is how Philip Battin thinks this can happen.