Playful design : lessons learned from the Fun Theory
Backed by Volkswagen, the Fun Theory Awards were to reward creative ways of correcting bad habits by making the “right thing” fun to do. The organization created the buzz around the Fun Theory by publishing 3 videos implementing this principle. Here is one showing how to make it fun to use the staircase instead of the escalators : 
The finalists were unveiled last week, and as I have come to form an idea about the fun theory, I figured I could share it and use it to make my own ranking. I identified 4 criteria against which I rate and rank the selected entries. In order to enable a proper understanding of this article I recommend you take a tour of the entries on the Fun Theory website
1. Source of improvement
Would it prevent or correct a bad habit or induce a positive one, a Fun Theory entry should improve our lifestyle. All entries do not tackle problems of the same magnitude : some are life & death matters, others are about keeping a kid’s room tidy…
2. Playful behavior
First it has to be fun. It has to be sticky: if it is playful, people do it over and over again. Entries should induce playful positive behaviors, which is quite different from rewarding a positive behavior with some kind of currency or credits that in turn allow to buy fun. The Fun Theory is about playfulness not about incentives.
3. Metaphor
I believe the best entries introduce some kind of mapping between a non-fun behavior and some other context, thus triggering both surprise and immediate understanding from the users. The metaphor works best when it is more specific. By specific I mean that elements that are typical to both contexts (i.e. that would not be observed in other contexts) can be mapped. Good exemples :
- The scratching gesture is specific to both a scratch mat and a turntable (see Scratch Mat entry)
- Steps of a staircase are mapped to piano keys, and legs to fingers in the Piano Stairs entry (see the video). Both metaphors are not very specific but the combination is.
Not as good exemples :
- In the Battery Pinball entry, batteries are mapped onto Pinball balls. They have in common that they are small, kind of round, and heavy. Not very specific.
- In the Bottle Bank Arcade entry, bottles are mapped on projectile, or game chips…
Worst exemples : the use of any kind of currency reveals the failure to map the context in which you acquire the credits to the one in which you spend them. Note : a good metaphor can as a byproduct enable an interesting design property, namely self-discovery. No learning or publicity needed, and the behavior propagates through the example of others.
My fun theory ranking
11 entries to which I added the 3 entries contributed by the organization at the end as a reference.
