
Four:
Fun and
Games
101
approaches
to
human interaction that science then struggles
to
under-
stand.
This
has
long been true
in
drama, literature, art,
and
music,
and
it is
these
areas that
provide
lessons
for
design.
Fun and
games:
a
worthwhile pursuit.
Designing
Objects
for
Fun
and
Pleasure
Why
must information
be
presented
in a
dull, dreary fashion, such
as
in
a
table
of
numbers? Most
of the
time
we
don't
need actual numbers,
just
some indication
of
whether
the
trend
is up or
down,
fast
or
slow,
or
some rough estimate
of the
value.
So why not
display
the
informa-
tion
in a
colorful manner, continually available
in the
periphery
of
attention,
but in a way
that delights rather than distracts? Once again,
Professor
Ishii suggests
the
means: Imagine colorful pinwheels spin-
ning above your head, enjoyable
to
contemplate,
but
where
the
rate
of
spin
is
meaningful, perhaps coupled
to the
outside temperature,
or
maybe volume
of
traffic
on the
roads
you use for
your
daily commute,
or for any
statistic that
is
useful
to
watch.
Do you
need
to be
reminded
to do
something
at a
specific time?
Why not
have
the
pinwheels
increase their speed
as the
time
approaches,
the
higher
rate
of
speed
being more likely
to
attract your attention and, simultaneously,
to
indicate
the
urgency. Spinning pinwheels?
Why
not?
Why not
have
information
displayed
in a
pleasant, comfortable way?
Technology should bring more
to our
lives than
the
improved per-
formance
of
tasks:
it
should
add
richness
and
enjoyment.
A
good
way
to
bring
fun and
enjoyment
to our
lives
is to
trust
in the
skill
of
artists.
Fortunately, there
are
many around.
Consider
the
pleasure
of the
Japanese lunchbox, which started
as a
simple
work lunch.
In the box
lunch
you can
enjoy
a
wide assortment
of
foods, wide enough
so
that even
if you do not
like some
of the
entrees, there
are
other choices.
The box is
small,
yet
fully
packed,
which poses
an
aesthetic challenge
to the
chef.
In the
best
of
cases