As gadgets get more complicated, UI’s must be able to teach their users over time. Philip Battin shows how flow can be used to improve the user experience in interactive electronic consumer products in an article for FastCo.Design.
“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 usersâ€™ 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 peopleâ€™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.