Designing for flow
Dave Cronin : February 10, 2008
What is flow?
Mihály Csíkszentmihályi
Full immersion
Focused attention
Intent and action merge
Sense of control
Lack of self-
consciousness
Transformation of ti...
Uh, ok… so how do we do this?
Support natural decision-making
Satisfy people’s goals & mental models
Facilitate simulation
Provide fewer capabilities with less interface
Provide fewer capabilities with less interface
Provide multivariate context
“I found that if a painter relates to objects only through
vision, his work is much less original than a painter who
walks...
Provide multivariate feedback
Provide multivariate feedback
Provide multivariate feedback
Provide multivariate feedback
Provide multivariate feedback
Allow for dense, nuanced input
Allow for dense, nuanced input
Involve the physical
Keep tools close at hand
Keep tools close at hand
Optimize for fluency
Consider friction
Consider rhythm
Thanks!
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Dave Cronin: Designing For Flow

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Slides from a talk at Interaction08 in Savannah, Georgia. Video at http://www.brightcove.tv/title.jsp?title=1418571288&channel=1274129191

The state of "flow" is frequently discussed as one of the highest levels of human consciousness. People engaged in pursuits from sports to music to programming describe it as a highly productive state where they are at their most creative, effective and engaged. In this session, I'll discuss design strategies for creating interactive products that promote this sense of flow, as well as examples of interactions that bring out the best in human creativity, thinking and collaboration.

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Dave Cronin: Designing For Flow

  1. 1. Designing for flow Dave Cronin : February 10, 2008
  2. 2. What is flow?
  3. 3. Mihály Csíkszentmihályi
  4. 4. Full immersion Focused attention Intent and action merge Sense of control Lack of self- consciousness Transformation of time Sense of intrinsic reward Positive state of mind Productivity
  5. 5. Uh, ok… so how do we do this?
  6. 6. Support natural decision-making
  7. 7. Satisfy people’s goals & mental models
  8. 8. Facilitate simulation
  9. 9. Provide fewer capabilities with less interface
  10. 10. Provide fewer capabilities with less interface
  11. 11. Provide multivariate context
  12. 12. “I found that if a painter relates to objects only through vision, his work is much less original than a painter who walks up to the object, smells it, throws it in the air, and manipulates it. The variety of sensory inputs allows you to create a visual image that has all kinds of dimensions bubbling up inside it. We are still a multimedia organism. If we want to push the envelope of complexity further, we have to use all of our devices for accessing information - not all of which are rational.” - Mihály Csíkszentmihályi Provide multivariate context
  13. 13. Provide multivariate feedback
  14. 14. Provide multivariate feedback
  15. 15. Provide multivariate feedback
  16. 16. Provide multivariate feedback
  17. 17. Provide multivariate feedback
  18. 18. Allow for dense, nuanced input
  19. 19. Allow for dense, nuanced input
  20. 20. Involve the physical
  21. 21. Keep tools close at hand
  22. 22. Keep tools close at hand
  23. 23. Optimize for fluency
  24. 24. Consider friction
  25. 25. Consider rhythm
  26. 26. Thanks!

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