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Making Computer Tasks at Work More Playful:
                                                Implications for Systems Analysts and Designers

                                                                 JANE WEBSTER
                                                  Graduate School of Business Administration
                                                             New York University
                                                              114 Liberty Street
                                                            New York, N. Y. 10006
                                                                  (212 285-6006)




                                                                              2. PLAY - -- EXPLANATION
                                                                                 -    AS AN          FOR INTERACTIONWm
                                                                                 COMPUTERS
 1. INTRODUCTION
                                                                                Chris sits in front of a computer terminal,
   Based on the literature  on play, this paper                               mesmerized by the report            facility     of a
 argues that designing computer systems to make                               database program.         She designs a report and
 tasks at work more playful   may result in real                              prints     it;  she discovers another feature of
 advantages to users and organizations.                                       the report facility,       modifies the report, and
                                                                              prints it again; she explores more attributes
   The paper first         argues that computers are                          of the system, trying out different          features.
 particularly      suited to play, and goes on to                             Chris has not noticed what has gone on around
 demonstrate       the importance       of the topic.                         her at work since she began to use the
 After reviewing the consequences of play, the                                database program.          Down the hall,       Pat is
 paper then describes the characteristics                of                   learning to use a word processor. He explores
 activities      that encourage playful         behavior,                     the command to space a document:              he tries
 such as user control.          Findings from a pilot                         double spacing and admires his document; he
 study of 10 professionals             and 5 clericals                        changes the spacing back to single,           and then
 highlight     these reviews.          Next, the paper                        up to triple,      all the time feeling in control
 makes specific suggestions for designing these                               of the process.        Both of these employees are
 characteristics       into tasks on computers.        The                    exhibiting     playful   behaviors in their use of
 paper compares the designs of two similar                                    information     technologies.
 computer systems which differ           in playfulness.
 The paper concludes             by    summarizing     the                       Computers seem a natural area for exploring
 findings.                                                                     playfulness       in work activities:                certain
                                                                               characteristics      of computers lend themselves
   Grossman [l83    stresses    the importance  of                             to the development of playful                 tasks [34].
 playing at non-work related games as a respite                                When the consequences of play are compared
 from the problems of work, and Marvin 1241                                    with those of individuals           using interactive
 argues that employees often incorporate a play                                computers, parallels        appear.       For example,
 element into computer systems as a rest from                                  some individuals       concentrate    so much on the
 work.      Notwithstanding     the importance  of                             computer that they lose awareness of what is
 taking breaks from the pressures of work, the                                 going on around them and of the passage of
 present research does not focus on this aspect                                time.      Some dawdle over tasks on computers,
 of play at work.       Rather, it focuses only on                             playing with the functions           of the computer
 the playfulness of computer tasks at work.                                    systems.        Others may interact           with     their
                                                                               computers to the detriment            of other work.
Permission    to copy without   fee all or part of this
material   is granted provided     that the copies are not                     Therefore, the consequences of using computers
made or distributed    for direct     commercial advantage,                    may be very similar         to the consequences of
the ACM copyright    notice and the title      of the publi-                   play for        some individuals,        because these
cation and its date appear, and notice is given that                           individuals      are actually      playing       on their
copying is by permission      of the Association     for                       computers.        Even in routine      jobs, employees
Computing Machinery.      To copy otherwise,     or to re-                     try to make their work more playful            [15].      For
publish,   requires  a fee and/or specific      permission
                                                                               example, Carson [I61 studied keypunchers who
                                                                               injected     play elements into         their      jobs by
                                                                               creating      a game to play:                they would
  @   1988   ACM   O-89791-262-4/88/0400-0078             $1.50




                                                                       78
arguments       that     do   not support critical
Synchronize their typing, and then would race                      interpretations        of computers as sources of
with the other keypunchers.                                        organizational       control.
3. IMPORTANCE TOPIC
            OF
            --
                                                                   4. CONSEQUENCES PLAY
                                                                                OF
                                                                                --
 This     paper   studies    the      phenomenon of
playfulness   at work.         In contrast,       most               Writers advance many advantages of play, from
research on play has examined children’s         play,             the       immediate     subjective      experiences        of
rather than the play of adults.         Although play              players      (such as positive         affect),     to the
occurs in many activities,             much of the                 acquisition       of new skills       and practices,       to
research has focused narrowly on games, rather                     learning,      and to a precursor of creativity,
than on the notion of playfulness          in a wider              abstract      thinking,    spontaneity,       imagination,
sense. Similarly,     most research on playing on                  make-believe,        and flexibility.           Researchers
computers    has studied        children      or    has            have        also      enumerated        such       negative
concentrated on games.                                             consequences as an increased time to task
                                                                   completion       and the over-involvement            in an
  Much interest has focused on the consequences                    activity.             Webster [341       reviews       these
of computers to individuals        and organizations.              consequences in detail.
First,    computer impacts arose as a major
factor in information         systems research [13],                 First,  if findings on subjective   experiences
and     interdisciplinary        groups        (e.g.     at        resulting   from play may be extended to playful
Carnegie-Mellon)       have formed recently to study               computer tasks at work, we may hypothesize
this problem.        Impacts at the individual       level         that employees will    experience more positive
of analysis have often meant job attitudes,                        affect at work, heightened concentration,        and
but have also included           changes in income,                less awareness of time.        For organizations,
employment, social contact, ability            to control          these outcomes could translate         into     more
events        (specifically,        deskilling         and         dedicated     employees for     these   particular
upgrading),      and health [331.         However, the             tasks.
impaCtS    Qf the playfulness      Qf COqNterS        have
received little       study.                                         Second, if findings     on learning      resulting
                                                                   from play can be extended to learning computer
  Unions are very concerned with the impacts of                    tasks at work,        we may hypothesize          that
computers, citing    such phenomena as computer                    employees will     be more likely   to put effort
monitoring,   health effects,  arbitrary     company               into learning    new systems, will     learn more
policies,   unfair wages, and stress [l, e.g.].                    effectively,   will   be more likely     to extend
Governments have enacted         legislation      to               what they have learned to other situations,
protect employees for health and monitoring                        will     become more self-directed        in     their
reasons (Missouri House Bill No. 406, e.g.).                       learning, and will experience more control.

  Findings from this research should be of                            Third, if findings     on cognitive    flexibility
interest    to those investigators       focusing on               resulting    from play may be extended, then we
implementation successes and failures,          and to             may expect greater creativity        on the job, as
those     designing       new computer        systems.             well as more adaptable employees, who are
Designing     playfulness      into   computers may                better equipped to respond.            Any increased
result    in positive       consequences both for                  flexibility     due to play can therefore aid in
employees and organizations.        In addition,   any             organizational     problem solving.
impacts      of    playfulness      on    performance
represent a major concern of organizations.                          Fourth, we may expect that playful behaviors
                                                                   on computers at work will       take longer to
  Lastly, in the critical    literature,  a common                 complete than less playful      computer tasks.
theme cQncerns the use of computers by                             Consequently,    making computer tasks at work
management                to               control                 more playful     would not be appropriate      in
employees [5, 17, 19, 27, 28, 301.            These                situations    in which time is critical   (e.g.,
writers argue that control of employees may be                     dispatching ambulances).
accomplished through centralization,       through
deskilling,  through power changes, and through                      Lastly,  we may hypothesize      that  playful
decreases    in    employment levels.          Less                computer tasks at work can be made so
attention   has focused         on the    opposite                 enjoyable    that   other   tasks at work are
arguments.     This paper does not argue that                      neglected.     Therefore,  making some tasks at
management control is absent from the use of                       Work more playful      may be at the expense of
computers.       However, it        does emphasize                 other tasks.


                                                              79
5. CHARACTERISTICS PLAYFULACTIVITIES
                 OF                                                            since individuals           do not need to negotiate
                 -~                                                            roles far these activities.                 Other methods of
                                                                               focusing attention            include      competition,        the
  Ellis [151 argues that little             effort    has                      probability       of material rewards, and danger.
focused on outlining         the characteristics        of                     Third, individuals          control their own actions.
human play, and Berlyne 131 concludes that
                                                                               Fourth,      playful      activities        provide       coherent
much disagreement           exists      on     the    key                       requirements and clear feedback. Finally,                     play
characteristics       of human play.             However,
                                                                                needs no external goals or rewards.                      However,
Sandelands et al. 1291, Csikszentmihalyi            [121,
                                                                                unlike     Deci and colleagues,               Csikzentmihalyi
and Malone [21] have reviewed the literature
                                                                                argues that the presence of external goals or
on some of the characteristics               of playful
                                                                                rewards does not stop the activity                   from being
activities.       This section first     reviews these
                                                                                play.     He verified       the existence of these five
characteristics,        and    then     concludes      by                       characteristics         through extensive             interviews
outlining    their relationships     to work.
                                                                                with     chess players,             rock climbers,            rock
                                                                                dancers, and surgeons; Kusyszyn [201 argued
  First,    from a review of the literature              on                     that these characteristics               hold for gamblers;
play, Sandelands et al. [29] outline template                                   and Bowman[41 demonstrated the applicability
theory, a cognitive       classification       theory of                        of     these characteristics               for     video      we
perceptions     of task structure.           This theory                        players.       In addition,       support for control and
argues that five perceptual             characteristics                         centering       of attention           through competition
(the activity     must exist outside of the real                                comes from studies              of video game players.
world;     outcomes of the activity              must be                        Mehrabian and Wixen [251 found a positive
nonproductive;      the activity       must be freely                           relationship          between         male       undergraduate
engaged in; the activity         must be governed by                            students’       preferences        for video games and
rules; and outcomes of the activity               must be                       their     self-reports         of power, control,               and
uncertain) of play must be present to identify                                  influence,          and        Morlock          et       al. [261
an activity       as play.         If any of these                              demonstrated           that          undergraduates             who
characteristics      is missing from a task, the                                frequently        played       video      games were more
theory hypothesizes that the task will not be                                   motivated        to    master         the      games through
perceived as playful.         Their assumption that                             competition       with themselves          and others,        than
all    five of these characteristics              must be                       were those who played less frequently.
present      seems overly       restrictive.            For
example, the activity           of surgery         is not
                                                                                  Lastly,     in Malone’s 121, 221 review of play,
outside     of the world,         nor does it         have
                                                                               he labels        Csikszentmihalyi’s            characteristics
nonproductive            outcomes.                      Yet                    of play as challenge.             He suggests that all of
Csikszentmihalyi      1121 demonstrated         that    the
                                                                               these characteristics              of playful        activities
occupation of surgery possesses many features                                  result      from the requirement of a challenging
conducive to play.
                                                                               activity       to have a goal with an uncertain
                                                                               outcome.             Malone        also      emphasizes         the
  Second, in Csikszentmihalyi’s                  [12] review of                importance of fantasy and curiosity                  to playful
play,      he argues that              the most important                      activities.         Activities      may be more playful           if
requirement         of a playful           activity        is the              they encourage fantasies and arouse curiosity.
provision of clear challenges,                   either through                Based on the                writings        of    Berlyne [2l,
the unknown or through competition.                       However,             increases            in          novelty,           complexity,
the resulting         uncertainty       of the outcome must                    surprisingness,          and incongruity           (up to an
still     be under the control of the individual.                              optimal level)          may increase curiosity.                  To
Csikszentmihalyi           outlines five characteristics                       arouse curiosity,            these characteristics            must
of      playful       activities.             First,        playful            increase over time, as the individual                        gains
activities         must be feasible;              that is, the                 knowledge and experience 1151.                    To determine
tasks must be within the individual’s                     ability.             the importance of these three characteristics
Rules aid in creating feasible activities.                           In         (challenge,      fantasy, and curiosity)            to playful
addition,        a variety        of graduated activities                      activities,          Malone [211          studied       students
provide opportunities             for play for a range of                      playing       computer games.              In one study of
individual        skills,       and for learning            of new             elementary school students, the existence of a
skills       over time.             Second, attention                is        goal was the most important characteristic                        to
focused through a limited                     stimulus        field.           preference for the computer game, followed by
Again, rules help center attention                          on the             scoring, audio effects,              and randomness.          In a
relevant        stimuli.          Individuals         lose self-               second study             of      undergraduate         students,
consciousness             during      playful         activities.              challenge,       goals, and scoring comprised the
Rules aid in the loss of self-consciousness,                                   most important characteristics.                    In a final




                                                                          80
Table 1:         Characteristics         of Playful   Activities

                                                                        Possible to
                       Characteristic                                   incorporate
                                                                        into work?
-------------------------------------------                             ------__---

Activity      outside of real world f29]                                    Yes/No

Nonproductive          outcomes 1291                                        Yes/No

Activity      freely     engaged in [291                                    Yes/No

Activity      governed by rules               112, 291                      Yes

Uncertain       outcomes [12, 291                                           Yes

Activity      feasible       cl21                                           Yes

Limited stimulus           field     [I21                                   Yes

Activity      controlled        by individual           cl21                 Yes

Activity      provides clear feedback cl21                                  Yes

Activity   does not need rewards (intrinsic
  motivation)   112, 141                                                     Yes

Activity      has a goal [21]                                                Yes

Activity      encourages Yantasies               [21]                        Yes

Activity      arouses curiosity               [21]                           Yes




                                                         81
study of elementary school children,   he found                              the methods for performing these activities.
individual   differences  in   the   types   of                              The remaining characteristics, however, could
fantasies enjoyed.                                                           be incorporated   into work situations      more
                                                                             easily.
  Carroll 171 developed a similar              list      of
characteristics      of exploratory   activities         on
                                                                             6. METHODS MODIFYINGTRE PLAYFULNESS
                                                                                      OF                       01
computers, but concluded that:         “I can It call
on any substantive psychological        theory . . . to                          COMPUTERS           -       -
clarify     my list,      since no theory          really
exists”      (p.    54).       He included           such                       Several writers       have suggested methods for
characteristics      as responsiveness,     benchmarks                       modifying the features of computers to vary
(goals), acceptable uncertainty,        safe conduct,                        the playfulness         of the systems.             Table 2
and individual    control.                                                   summarizes these suggestions.                For example,
                                                                             Carroll       and      Mack [91       outline         several
   In the pilot        study, when asked to describe                         characteristics          of      ITS     supportive         of
situations     in which computers seem like play,                            exploratory      behavior.        Related to ‘activity
the     white      collar        workers         listed       these          feasible’,     they suggest that the system should
situations      as more play-like:                  asking ‘what             be simple, yet functional.                  Pertaining       to
if t questions;         massaging data; investigating                         ‘activity   outside of real world’,          they propose
the possibilities             available;          learning        new        that the system should exhibit               safety,     that
functions      or programs; producing graphs or                              is, the protection          of the user from extreme
charts;     seeing results;             receiving          positive          consequences.        Safety could result          from help
feedback from tutorials;                  figuring         out new           or learn     modes.       Carroll    and Carrithers        [81
functions;      and designing new systems.                                   tested     this     last      characteristic         on new
                                                                They
attributed      the play-like          situations         to their           computer users :          They protected        users from
enjoyment in solving                 puzzles.            Computers           seven common errors often faced when learning
seemed more like work when using a well-known                                a word processing system.              In an experiment
sys tern. Clericals        also suggested that working                       comparing new users protected from these seven
with computers seemed like play when figuring                                common errors with a control               group, Carroll
out new features,          iihen devising ways to make                       and Carrithers      found that the protected group
the systems work more efficiently,                       and when            performed better,          learned more, and had a
learning new systems.                Similarly,         they said            better attitude       towards the work.          Therefore,
that computers seemed like work when using a                                 learn modes would protect users as well as
well-known system. Therefore, from the pilot,                                have ‘nonproductive outcomes’.
play-like     situations       with computers seem more
likely     for     new functions,             with       pictorial             Play modes, simulator               modes, and undo
output,      and with          immediate knowledge of                        commands also relate to ‘activity                 outside of
results.      This supports the characteristics                    of        real      world’     and ‘nonproductive            outcomes’.
playful       activities          of      uncertainty            (new        First,       Carroll      and      Rosson [ll]         suggest
functions),       fantasy       (pictorial         output),       and        incorpating        a play mode into systems, where
feedback (immediate knowledge of results).                                   users       receive      scores,      based       on      their
                                                                             abilities,        for accomplishing          tasks.        This

  Table 1 summarizes characteristics           of playful                    suggestion also relates            to the labelling            of
activities,          and          indicates          those                   the task as play, and therefore,                    based on
characteristics     that could be incorporated           in                  social      information       processing       theory,      this
work situations.           Clearly,     the first      two                   labelling        may increase        playful       behaviors.
characteristics      (an activity       outside of the                       Second, Carroll and Rosson discuss a simulator
real world, and nonproductive             outcomes) are                      mode, in which the computer simulates actions
not as appropriate        in work situations        as in                    requested by the user; these actions                   have no
nonwork situations.        The third characteristic,                         real consequences.              The user may actually
an activity       freely      engaged in,         may be                     request these actions later when out of the
possible.       Some employees may not have the                              simulator      mode.      Third,    undo commands (that
freedom to choose their activities;              however,                    is,    inverses of operations)          build safety into
at another level,       they may be free to choose                           systems, and therefore allow users to explore
                                                                             functions at little        risk.




                                                                        82
Table 2:    Methods of Modifying
                                                   the Playfulness of Activities    on Computers

           Characteristic                                             Features of IT
                                                      ------------------------------------
Activity outside of real world                        * protect user from commonerrors
         and                                          4f help mode
Nonproductive outcomes                                * learn mode
                                                      * play mode
                                                      * simulator mode
                                                      * undo commands

Uncertain     outcomes                                * variable difficulty     levels
                                                      * multiple level goals (e.g., score
                                                        keeping; user programming
                                                        capabilities)
                                                      * successive interfaces      reveal
                                                        additional    functions

Activity     feasible                                  * system simple yet functional

Limited     stimulus      field                        * little     reliance   on manuals

Activity     controlled       by individual            * user given options to:
                                                          bypass well-known sections;
                                                          scan forward to more novel
                                                          sections; control sound and
                                                          colour ; control staging of
                                                          disclosures of new functions

Activity     provides clear feedback                   * provide increased       or
                                                         faster feedback

Activity     encourages fantasies                      * metaphors analagous to
                                                         familiar objects
                                                       * icons, mice
                                                       * cover stories
                                                       * painting and drawing

Activity     arouses curiosity                         * audio or visual effects
                                                       * maintain on-line cognitive
                                                         models of users to highlight
                                                         or create incongruities
                                                       * prompting dialogs

------_--_----__--__----------------------------------------------------




                                                          83
Incorporating   training,   learning, and help in                   example, though MacPaint) should also increase
the software (rather        than through manuals)                     the      fantasy      component of        the activity.
will   result   in a ‘limited       stimulus field’.                  Carroll and Wack [g] also argue that the best
&is may explain some of the playfulness              of               metaphor         is    one   that      suggests     itself
the Macintosh.     Without reference to a manual,                     implicitly        and automatically     by the program,
users can often discover many of the functions                        such as the Query-by-Example                 system that
of the software, simply by exploring it.                              utilizes        the metaphor        of    paper    tables.
                                                                      Carroll     and hack [lOI go on to suggest that
  To increase       1control    of   activity   by                    salient      dissimilarities      between the metaphor
individual’,    Mehrabian and Wixen [25] suggest                      and the task stimulate             thought and enhance
giving     users options     to bypass well-known                     learning.
sections of programs, to scan forward to other
more novel sections, and to have control over                            To increase curiosity             in computer tasks,
the use of sound effects and colour in the                            Malone [21, 231 suggests               that       sensory     or
program.                                                              cognitive     curiosity      may be increased.            Audio
                                                                      or visual effects          increase sensory curiosity
  To enhance challenge              in computer tasks,                when used as decorations,             as enhancements for
Malone [21, 231 proposes that the attainment                          fantasies,       as rewards, or as representation
of a goal may be made uncertain by variable                           systems.         Sound or graphics            may represent
difficulty       levels,       multiple      level     goals,         information       more effectively        than characters.
hidden information,          or randomness.          Building         For example, three-dimensional               graphics should
additional      hidden information          and randomness            provide      visual     stimulation         that     increases
into       work     situations          does     not      seen        curiosity.        Providing just enough information
appropriate.        However, Malone suggests that                     to make a user Is knowledge seem incomplete,
variable difficulty         levels can be incorporated                inconsistent,       or unparsimonious            (but not so
automatically      by the computer or chosen by the                   much that the user feels                 inadequate)       will
individual.       Multiple level goals may be added                   enhance cognitive         curiosity.          This could be
through score-keeping,           such as typing speed,                accomplished through the maintenance of on-
(which also increases feedback) or through                            line      cognitive      models of users [61 that
user programming capabilities.                 Feedback may           highlight      or create incongruities.                 Carroll
also be enhanced by providing faster feedback.                        and Rosson Cl11 also propose the use of a
Carroll     and Mack [91 argue that successive                        prompting dialog to encourage the user to try
interfaces      could reveal additional            functions          new things.
of the system.          In addition,      if the user has
control over the staging of these disclosures,                           As an example of the comparison of the
user control will also increase Kg].                                  playfulness     of two systems, Table 3 contrasts
                                                                      the playfulness        of two spreadsheet packages.
  To increase     fantasy      in computer tasks,                     It is hypothesized           that one system (Excel)
I&lone [21, 231 suggests providing one fantasy                        incorporates       more of the characteristics             of
for all users, several fantasies for users to                         play than does the other (Lotus 1-2-S).                  Both
choose from, or a task which encourages the                           of the systems will run on the same personal
projection of a fantasy.        For example, Carroll                  computer       using        software      designed        for
and Rosson [ill     propose that computer tasks                       spreadsheets.          Therefore,      the two systems
could     be presented       under various       cover                differ     mainly      in characteristics          of     the
stories,    such as interacting       with a flight                   software.             Both       systems       incorporate
simulator.      Malone recommends the use of                          characteristics           of     playful      activities.
metaphors analogous to familiar        objects, such                  However, based on a comparison of Excel and
as VisiCalc     which resembles the well-known                        Lotus l-2-3 developed by Taylor [32], Table 3
spreadsheet, or the utilization          of icons in                  links additional        features of Excel (not found
user interfaces,       such as the Xerox Star                         in Lotus l-2-3)          to characteristics       of play.
workstation.     Mice may also increase fantasy                       Therefore,      it    is hypothesized         that     Excel
in conjunction    with icons, because users may                       includes more of the characteristics                of play
feel that they are actually         pointing   to and                 than does Lotus 1-2-3.
moving objects.        Painting    or drawing (for




                                                                 84
Table 3:    Relationships between
                                                    Characteristics    of Playful Activities
                                                           and Two Computer Systems

                       Characteristic             Features common         Features
                                                  to Lotus l-2-3          of Excel
                                                   and to Excel              only
-------------------------------                   -__-------_---- -----------------

Activity      outside of real world                                      learn mode;
                                                                             undo

Nonproductive          outcomes                                             learn mode

Activity      freely     engaged in

Activity      governed by rules

Uncertain       outcomes

Activity      feasible

Limited stimulus           field

Activity      controlled          by individual                    can vary row height;
                                                                   links spreadsheets;
                                                                   calls user-written
                                                                   programs; undo;
                                                                   customizes functions;
                                                                   prints from screen;
                                                                   offers print preview
                                                                   mode.

Activity      provides clear feedback                       X

Activity      does not need’rewards

Activity      has a goal                                    X

Activity      encourages fantasies                                 icons,    mouse

Activity      arouses curiosity                                    can display graphs
                                                                   with spreadsheets;
                                                                   displays colors and
                                                                   fonts.




                                                       85
7. SUMMARY                                                                   5.    Braverman, H.     Labor and monopoly
                                                                             capital:     The degredation   of work in the
  This paper contends that the characteristics                               twentieth    century.   Monthly Review, New York,
of computers can encourage playful                      behaviors.           1974.
These playful            behaviors        at     work can have
                                                                             6.   Burton, R. R., & Brown, J. S. “An
significant          consequences         for      employees      and
                                                                             investigation        of computer coaching for
organizations.                For      example,        users      may        informal      learning   activities”.    International
experience         more positive             affect      at    work,         Journal of Man-Machine Studies          11 (1979),
heightened       concentration,           and less awareness                 5-24.
of time.         For organizations,               these outcomes
could translate           into more dedicated             employees          7.  Carroll, J. M.          “The adventure of getting
for     these     particular         tasks.         In addition,             to know a computer”.          Computer 15, 11 (19821,
users may be more likely                  to put effort         into         49-58.
learning        new         systems,         to      learn      more
effectively,         to extend what they have learned                        8. Carroll,    3. M., & Carrithers,     C.
to other        situations,          to become more self-                    “Training   wheels in a user interface”.
directed      in their          learning,        to become more              Communications    of the ACM 27 (19841,    800-806.
cognitiveiy        flexible,        and to experience           more         9. Carroll,   J. M., & Mack, R. L. Learning      to
control.                                                                     use a word processor:    By doing, by thinking,
                                                                             and by knowing.    In Human factors  in computer
    The paper outlines          the characteristics               of         systems, Abler, Nornood, New Jersey,    1984, pp.
playful     behaviors,       and then reviews            methods             13-51.
for     designing       these      characteristics            into
computer systems.           For example,       properties         of         10. Carroll,   J. M., & Mack, R. L.     “Metaphor,
the computer system that increase                user control                computing systems, and active  learning”.
could     include     options      to bypass         well-known              International  Journal of Man-Machine Studies
sections     of programs,      to scan forward to novel                      22 (19851, 39-57.
sections,      and to control           the use of sound
                                                                             11. Carroll,    J. M., & Rosson, M. B.            Paradox
effects     and color      in programs [25].           Finally,
                                                                             of the active user.    In J. M. Carroll,           Ed.,
based      on the       characteristics           of      playful
                                                                             Interfacing  thought,  The MIT Press,
behaviors,      the paper contrasts         the playfulness
                                                                             Cambridge.,  Mass., 1987, pp. 80-11.
of two computer systems.
                                                                             12.    Csikszentmihalyi,       M..  Beyond boredom and
                                                                             anxiety.     Jossey-Bass,      San Francisco,  1975.
References

                                                                             13. Culnan, M. J.       “The intellectual
                                                                             development of management information     systems,
1.   AFL-CIO.       “Equitable    Life workers win                           1972-1982:  A co-citation      analysis”.
breakthrough       pactt’.    AFL-CIO News 29, 46                            Management Science 32 (19861, 156-172.
(1984),     1.
                                                                             14. Deci, E. L.         “The effects   of contingent
2. Berlyne,       D. E.     Conflict,  arousal and                           and noncontingent      rewards and controls      on
curiosity.       McGraw-Hill,    New York, 1960.                             intrinsic   motivation”.      Organizational
              D. E. Laughter,  humor, and play.                              Behavior and Human Performance 8 (1972),
3. Berlyne,
                                                                             217-229.
In The handbook of social psychology,  Addison-
Wesley, Reading, Mass., 1969, pp. 795-852.                                   15. Ellis,       M. J.    Why people     play.
                            “A ‘Pat-man’      theory             of          Prentice-Hall,      Englewood Cliffs,       New Jersey,
4. Bowman, R. F., Jr.
motivation:    Tactical   implications    for                                1973.
classroom instruction8*.      Educational                                    16. Carson, B.    All the livelong            day.
technology  22, 9 (1982),     14-16.                                         Penguin Books, New York, 1977.




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17. Greenbaum , J.     In the Name of                                30. Shaiken, H.     Work transformed. Holt,
Efficiency:    A study of Change in Data                             Rinehart and Winston, New York, 1984.
Processing    Work. Temple University Press,
Philadelphia,    1979.                                               31. Shneiderman,    B. “Human-computer
                                                                     interaction research at the University    of
18.    Grossman, J.  “The importance  of being                       Maryland”.  SIGCHI Bulletin   17, 3 (1986),
playful”   . The New York Times Magazine                             27-32.
September 27 (1987), 28-30. <Part 2>.
                                                                     32. Taylor,    J.  “A new face for
19. Kraft,      P. Programmers and managers:                         spreadsheets”.    PC Magazine 6, 22 (Dec.      22
The routinization   of computer programing in                        19871, 103-111.
the United States.     Springer-Verlag, New York,
                                                                     33. Webster, J. The impact of information
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                                                                     technology   on the quality    of work life   of
20.   Kusyszyn, I.     “How gambling       saved me from             employees.    R&D/Technology/Innovation     Interest
a misspent sabbatical”.      Journal       of Humanistic             Group, Academy of Management, August, New
Psychology   17 (1977), 19-34.                                       Orleans,   1987.

21.    Malone, T. W.     Cognitive   and                             34. Webster, J. Playfulness    and computers at
Instructional   Sciences Series.       Volume CIS-7                  work.  Ph.D. Th., New York University,   1988.
[SSL-80-111:    What makes things fun to learn?                      (Under preparation).
A study of intrinsically     motivating     computer
games. Xerox, Palo Alto, California,          1980.

22.     Malone, T. W. t4Toward a theory           of
intrinsically      motivated instruction”.
Cognitive     Science 4 (1981), 333-369.

23. Malone, T. W. Heuristics       for designing
en joyable user interfaces:    Lessons from
computer games.    In Human factors    in computer
systems, Ablex, Norwood, New Jersey,      1984, pp.
l-12.

24. Marvin, C.        “Telecommunications   policy
and the pleasure      principle”.
Telecommunications       Policy 7, 1 (19831, 43-52.

25.    Mehrabian,    A., & Wixen, W. J.
“Preferences     for individual   video games as a
function   of their emotional     effects on
players”.     Journal of Applied Social
Psychology 16 (19861, 3-15.
26.   Morlock, H., Yando, T., & Nigolean,               K.
“Motivation   of video game players”.
Psychological   Reports 57 (1985), 247-250.

27. Noble, D. F.          America    by design.        Alfred
A. Knopf, New York,       1977.
28.      Noble, D. F.   Forces      of production.
Alfred     A. Knopf, New York,      1984.

29. Sandelands,         L. E., Ashford, S. J., &
Dutton, J. E. nReconceptualizing              the
overjustification         effect:     A template-matching
approach”.        Motivation      and Emotion 7 (19831,
229-255.




                                                                87

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05 computertask playfull

  • 1. Making Computer Tasks at Work More Playful: Implications for Systems Analysts and Designers JANE WEBSTER Graduate School of Business Administration New York University 114 Liberty Street New York, N. Y. 10006 (212 285-6006) 2. PLAY - -- EXPLANATION - AS AN FOR INTERACTIONWm COMPUTERS 1. INTRODUCTION Chris sits in front of a computer terminal, Based on the literature on play, this paper mesmerized by the report facility of a argues that designing computer systems to make database program. She designs a report and tasks at work more playful may result in real prints it; she discovers another feature of advantages to users and organizations. the report facility, modifies the report, and prints it again; she explores more attributes The paper first argues that computers are of the system, trying out different features. particularly suited to play, and goes on to Chris has not noticed what has gone on around demonstrate the importance of the topic. her at work since she began to use the After reviewing the consequences of play, the database program. Down the hall, Pat is paper then describes the characteristics of learning to use a word processor. He explores activities that encourage playful behavior, the command to space a document: he tries such as user control. Findings from a pilot double spacing and admires his document; he study of 10 professionals and 5 clericals changes the spacing back to single, and then highlight these reviews. Next, the paper up to triple, all the time feeling in control makes specific suggestions for designing these of the process. Both of these employees are characteristics into tasks on computers. The exhibiting playful behaviors in their use of paper compares the designs of two similar information technologies. computer systems which differ in playfulness. The paper concludes by summarizing the Computers seem a natural area for exploring findings. playfulness in work activities: certain characteristics of computers lend themselves Grossman [l83 stresses the importance of to the development of playful tasks [34]. playing at non-work related games as a respite When the consequences of play are compared from the problems of work, and Marvin 1241 with those of individuals using interactive argues that employees often incorporate a play computers, parallels appear. For example, element into computer systems as a rest from some individuals concentrate so much on the work. Notwithstanding the importance of computer that they lose awareness of what is taking breaks from the pressures of work, the going on around them and of the passage of present research does not focus on this aspect time. Some dawdle over tasks on computers, of play at work. Rather, it focuses only on playing with the functions of the computer the playfulness of computer tasks at work. systems. Others may interact with their computers to the detriment of other work. Permission to copy without fee all or part of this material is granted provided that the copies are not Therefore, the consequences of using computers made or distributed for direct commercial advantage, may be very similar to the consequences of the ACM copyright notice and the title of the publi- play for some individuals, because these cation and its date appear, and notice is given that individuals are actually playing on their copying is by permission of the Association for computers. Even in routine jobs, employees Computing Machinery. To copy otherwise, or to re- try to make their work more playful [15]. For publish, requires a fee and/or specific permission example, Carson [I61 studied keypunchers who injected play elements into their jobs by creating a game to play: they would @ 1988 ACM O-89791-262-4/88/0400-0078 $1.50 78
  • 2. arguments that do not support critical Synchronize their typing, and then would race interpretations of computers as sources of with the other keypunchers. organizational control. 3. IMPORTANCE TOPIC OF -- 4. CONSEQUENCES PLAY OF -- This paper studies the phenomenon of playfulness at work. In contrast, most Writers advance many advantages of play, from research on play has examined children’s play, the immediate subjective experiences of rather than the play of adults. Although play players (such as positive affect), to the occurs in many activities, much of the acquisition of new skills and practices, to research has focused narrowly on games, rather learning, and to a precursor of creativity, than on the notion of playfulness in a wider abstract thinking, spontaneity, imagination, sense. Similarly, most research on playing on make-believe, and flexibility. Researchers computers has studied children or has have also enumerated such negative concentrated on games. consequences as an increased time to task completion and the over-involvement in an Much interest has focused on the consequences activity. Webster [341 reviews these of computers to individuals and organizations. consequences in detail. First, computer impacts arose as a major factor in information systems research [13], First, if findings on subjective experiences and interdisciplinary groups (e.g. at resulting from play may be extended to playful Carnegie-Mellon) have formed recently to study computer tasks at work, we may hypothesize this problem. Impacts at the individual level that employees will experience more positive of analysis have often meant job attitudes, affect at work, heightened concentration, and but have also included changes in income, less awareness of time. For organizations, employment, social contact, ability to control these outcomes could translate into more events (specifically, deskilling and dedicated employees for these particular upgrading), and health [331. However, the tasks. impaCtS Qf the playfulness Qf COqNterS have received little study. Second, if findings on learning resulting from play can be extended to learning computer Unions are very concerned with the impacts of tasks at work, we may hypothesize that computers, citing such phenomena as computer employees will be more likely to put effort monitoring, health effects, arbitrary company into learning new systems, will learn more policies, unfair wages, and stress [l, e.g.]. effectively, will be more likely to extend Governments have enacted legislation to what they have learned to other situations, protect employees for health and monitoring will become more self-directed in their reasons (Missouri House Bill No. 406, e.g.). learning, and will experience more control. Findings from this research should be of Third, if findings on cognitive flexibility interest to those investigators focusing on resulting from play may be extended, then we implementation successes and failures, and to may expect greater creativity on the job, as those designing new computer systems. well as more adaptable employees, who are Designing playfulness into computers may better equipped to respond. Any increased result in positive consequences both for flexibility due to play can therefore aid in employees and organizations. In addition, any organizational problem solving. impacts of playfulness on performance represent a major concern of organizations. Fourth, we may expect that playful behaviors on computers at work will take longer to Lastly, in the critical literature, a common complete than less playful computer tasks. theme cQncerns the use of computers by Consequently, making computer tasks at work management to control more playful would not be appropriate in employees [5, 17, 19, 27, 28, 301. These situations in which time is critical (e.g., writers argue that control of employees may be dispatching ambulances). accomplished through centralization, through deskilling, through power changes, and through Lastly, we may hypothesize that playful decreases in employment levels. Less computer tasks at work can be made so attention has focused on the opposite enjoyable that other tasks at work are arguments. This paper does not argue that neglected. Therefore, making some tasks at management control is absent from the use of Work more playful may be at the expense of computers. However, it does emphasize other tasks. 79
  • 3. 5. CHARACTERISTICS PLAYFULACTIVITIES OF since individuals do not need to negotiate -~ roles far these activities. Other methods of focusing attention include competition, the Ellis [151 argues that little effort has probability of material rewards, and danger. focused on outlining the characteristics of Third, individuals control their own actions. human play, and Berlyne 131 concludes that Fourth, playful activities provide coherent much disagreement exists on the key requirements and clear feedback. Finally, play characteristics of human play. However, needs no external goals or rewards. However, Sandelands et al. 1291, Csikszentmihalyi [121, unlike Deci and colleagues, Csikzentmihalyi and Malone [21] have reviewed the literature argues that the presence of external goals or on some of the characteristics of playful rewards does not stop the activity from being activities. This section first reviews these play. He verified the existence of these five characteristics, and then concludes by characteristics through extensive interviews outlining their relationships to work. with chess players, rock climbers, rock dancers, and surgeons; Kusyszyn [201 argued First, from a review of the literature on that these characteristics hold for gamblers; play, Sandelands et al. [29] outline template and Bowman[41 demonstrated the applicability theory, a cognitive classification theory of of these characteristics for video we perceptions of task structure. This theory players. In addition, support for control and argues that five perceptual characteristics centering of attention through competition (the activity must exist outside of the real comes from studies of video game players. world; outcomes of the activity must be Mehrabian and Wixen [251 found a positive nonproductive; the activity must be freely relationship between male undergraduate engaged in; the activity must be governed by students’ preferences for video games and rules; and outcomes of the activity must be their self-reports of power, control, and uncertain) of play must be present to identify influence, and Morlock et al. [261 an activity as play. If any of these demonstrated that undergraduates who characteristics is missing from a task, the frequently played video games were more theory hypothesizes that the task will not be motivated to master the games through perceived as playful. Their assumption that competition with themselves and others, than all five of these characteristics must be were those who played less frequently. present seems overly restrictive. For example, the activity of surgery is not Lastly, in Malone’s 121, 221 review of play, outside of the world, nor does it have he labels Csikszentmihalyi’s characteristics nonproductive outcomes. Yet of play as challenge. He suggests that all of Csikszentmihalyi 1121 demonstrated that the these characteristics of playful activities occupation of surgery possesses many features result from the requirement of a challenging conducive to play. activity to have a goal with an uncertain outcome. Malone also emphasizes the Second, in Csikszentmihalyi’s [12] review of importance of fantasy and curiosity to playful play, he argues that the most important activities. Activities may be more playful if requirement of a playful activity is the they encourage fantasies and arouse curiosity. provision of clear challenges, either through Based on the writings of Berlyne [2l, the unknown or through competition. However, increases in novelty, complexity, the resulting uncertainty of the outcome must surprisingness, and incongruity (up to an still be under the control of the individual. optimal level) may increase curiosity. To Csikszentmihalyi outlines five characteristics arouse curiosity, these characteristics must of playful activities. First, playful increase over time, as the individual gains activities must be feasible; that is, the knowledge and experience 1151. To determine tasks must be within the individual’s ability. the importance of these three characteristics Rules aid in creating feasible activities. In (challenge, fantasy, and curiosity) to playful addition, a variety of graduated activities activities, Malone [211 studied students provide opportunities for play for a range of playing computer games. In one study of individual skills, and for learning of new elementary school students, the existence of a skills over time. Second, attention is goal was the most important characteristic to focused through a limited stimulus field. preference for the computer game, followed by Again, rules help center attention on the scoring, audio effects, and randomness. In a relevant stimuli. Individuals lose self- second study of undergraduate students, consciousness during playful activities. challenge, goals, and scoring comprised the Rules aid in the loss of self-consciousness, most important characteristics. In a final 80
  • 4. Table 1: Characteristics of Playful Activities Possible to Characteristic incorporate into work? ------------------------------------------- ------__--- Activity outside of real world f29] Yes/No Nonproductive outcomes 1291 Yes/No Activity freely engaged in [291 Yes/No Activity governed by rules 112, 291 Yes Uncertain outcomes [12, 291 Yes Activity feasible cl21 Yes Limited stimulus field [I21 Yes Activity controlled by individual cl21 Yes Activity provides clear feedback cl21 Yes Activity does not need rewards (intrinsic motivation) 112, 141 Yes Activity has a goal [21] Yes Activity encourages Yantasies [21] Yes Activity arouses curiosity [21] Yes 81
  • 5. study of elementary school children, he found the methods for performing these activities. individual differences in the types of The remaining characteristics, however, could fantasies enjoyed. be incorporated into work situations more easily. Carroll 171 developed a similar list of characteristics of exploratory activities on 6. METHODS MODIFYINGTRE PLAYFULNESS OF 01 computers, but concluded that: “I can It call on any substantive psychological theory . . . to COMPUTERS - - clarify my list, since no theory really exists” (p. 54). He included such Several writers have suggested methods for characteristics as responsiveness, benchmarks modifying the features of computers to vary (goals), acceptable uncertainty, safe conduct, the playfulness of the systems. Table 2 and individual control. summarizes these suggestions. For example, Carroll and Mack [91 outline several In the pilot study, when asked to describe characteristics of ITS supportive of situations in which computers seem like play, exploratory behavior. Related to ‘activity the white collar workers listed these feasible’, they suggest that the system should situations as more play-like: asking ‘what be simple, yet functional. Pertaining to if t questions; massaging data; investigating ‘activity outside of real world’, they propose the possibilities available; learning new that the system should exhibit safety, that functions or programs; producing graphs or is, the protection of the user from extreme charts; seeing results; receiving positive consequences. Safety could result from help feedback from tutorials; figuring out new or learn modes. Carroll and Carrithers [81 functions; and designing new systems. tested this last characteristic on new They attributed the play-like situations to their computer users : They protected users from enjoyment in solving puzzles. Computers seven common errors often faced when learning seemed more like work when using a well-known a word processing system. In an experiment sys tern. Clericals also suggested that working comparing new users protected from these seven with computers seemed like play when figuring common errors with a control group, Carroll out new features, iihen devising ways to make and Carrithers found that the protected group the systems work more efficiently, and when performed better, learned more, and had a learning new systems. Similarly, they said better attitude towards the work. Therefore, that computers seemed like work when using a learn modes would protect users as well as well-known system. Therefore, from the pilot, have ‘nonproductive outcomes’. play-like situations with computers seem more likely for new functions, with pictorial Play modes, simulator modes, and undo output, and with immediate knowledge of commands also relate to ‘activity outside of results. This supports the characteristics of real world’ and ‘nonproductive outcomes’. playful activities of uncertainty (new First, Carroll and Rosson [ll] suggest functions), fantasy (pictorial output), and incorpating a play mode into systems, where feedback (immediate knowledge of results). users receive scores, based on their abilities, for accomplishing tasks. This Table 1 summarizes characteristics of playful suggestion also relates to the labelling of activities, and indicates those the task as play, and therefore, based on characteristics that could be incorporated in social information processing theory, this work situations. Clearly, the first two labelling may increase playful behaviors. characteristics (an activity outside of the Second, Carroll and Rosson discuss a simulator real world, and nonproductive outcomes) are mode, in which the computer simulates actions not as appropriate in work situations as in requested by the user; these actions have no nonwork situations. The third characteristic, real consequences. The user may actually an activity freely engaged in, may be request these actions later when out of the possible. Some employees may not have the simulator mode. Third, undo commands (that freedom to choose their activities; however, is, inverses of operations) build safety into at another level, they may be free to choose systems, and therefore allow users to explore functions at little risk. 82
  • 6. Table 2: Methods of Modifying the Playfulness of Activities on Computers Characteristic Features of IT ------------------------------------ Activity outside of real world * protect user from commonerrors and 4f help mode Nonproductive outcomes * learn mode * play mode * simulator mode * undo commands Uncertain outcomes * variable difficulty levels * multiple level goals (e.g., score keeping; user programming capabilities) * successive interfaces reveal additional functions Activity feasible * system simple yet functional Limited stimulus field * little reliance on manuals Activity controlled by individual * user given options to: bypass well-known sections; scan forward to more novel sections; control sound and colour ; control staging of disclosures of new functions Activity provides clear feedback * provide increased or faster feedback Activity encourages fantasies * metaphors analagous to familiar objects * icons, mice * cover stories * painting and drawing Activity arouses curiosity * audio or visual effects * maintain on-line cognitive models of users to highlight or create incongruities * prompting dialogs ------_--_----__--__---------------------------------------------------- 83
  • 7. Incorporating training, learning, and help in example, though MacPaint) should also increase the software (rather than through manuals) the fantasy component of the activity. will result in a ‘limited stimulus field’. Carroll and Wack [g] also argue that the best &is may explain some of the playfulness of metaphor is one that suggests itself the Macintosh. Without reference to a manual, implicitly and automatically by the program, users can often discover many of the functions such as the Query-by-Example system that of the software, simply by exploring it. utilizes the metaphor of paper tables. Carroll and hack [lOI go on to suggest that To increase 1control of activity by salient dissimilarities between the metaphor individual’, Mehrabian and Wixen [25] suggest and the task stimulate thought and enhance giving users options to bypass well-known learning. sections of programs, to scan forward to other more novel sections, and to have control over To increase curiosity in computer tasks, the use of sound effects and colour in the Malone [21, 231 suggests that sensory or program. cognitive curiosity may be increased. Audio or visual effects increase sensory curiosity To enhance challenge in computer tasks, when used as decorations, as enhancements for Malone [21, 231 proposes that the attainment fantasies, as rewards, or as representation of a goal may be made uncertain by variable systems. Sound or graphics may represent difficulty levels, multiple level goals, information more effectively than characters. hidden information, or randomness. Building For example, three-dimensional graphics should additional hidden information and randomness provide visual stimulation that increases into work situations does not seen curiosity. Providing just enough information appropriate. However, Malone suggests that to make a user Is knowledge seem incomplete, variable difficulty levels can be incorporated inconsistent, or unparsimonious (but not so automatically by the computer or chosen by the much that the user feels inadequate) will individual. Multiple level goals may be added enhance cognitive curiosity. This could be through score-keeping, such as typing speed, accomplished through the maintenance of on- (which also increases feedback) or through line cognitive models of users [61 that user programming capabilities. Feedback may highlight or create incongruities. Carroll also be enhanced by providing faster feedback. and Rosson Cl11 also propose the use of a Carroll and Mack [91 argue that successive prompting dialog to encourage the user to try interfaces could reveal additional functions new things. of the system. In addition, if the user has control over the staging of these disclosures, As an example of the comparison of the user control will also increase Kg]. playfulness of two systems, Table 3 contrasts the playfulness of two spreadsheet packages. To increase fantasy in computer tasks, It is hypothesized that one system (Excel) I&lone [21, 231 suggests providing one fantasy incorporates more of the characteristics of for all users, several fantasies for users to play than does the other (Lotus 1-2-S). Both choose from, or a task which encourages the of the systems will run on the same personal projection of a fantasy. For example, Carroll computer using software designed for and Rosson [ill propose that computer tasks spreadsheets. Therefore, the two systems could be presented under various cover differ mainly in characteristics of the stories, such as interacting with a flight software. Both systems incorporate simulator. Malone recommends the use of characteristics of playful activities. metaphors analogous to familiar objects, such However, based on a comparison of Excel and as VisiCalc which resembles the well-known Lotus l-2-3 developed by Taylor [32], Table 3 spreadsheet, or the utilization of icons in links additional features of Excel (not found user interfaces, such as the Xerox Star in Lotus l-2-3) to characteristics of play. workstation. Mice may also increase fantasy Therefore, it is hypothesized that Excel in conjunction with icons, because users may includes more of the characteristics of play feel that they are actually pointing to and than does Lotus 1-2-3. moving objects. Painting or drawing (for 84
  • 8. Table 3: Relationships between Characteristics of Playful Activities and Two Computer Systems Characteristic Features common Features to Lotus l-2-3 of Excel and to Excel only ------------------------------- -__-------_---- ----------------- Activity outside of real world learn mode; undo Nonproductive outcomes learn mode Activity freely engaged in Activity governed by rules Uncertain outcomes Activity feasible Limited stimulus field Activity controlled by individual can vary row height; links spreadsheets; calls user-written programs; undo; customizes functions; prints from screen; offers print preview mode. Activity provides clear feedback X Activity does not need’rewards Activity has a goal X Activity encourages fantasies icons, mouse Activity arouses curiosity can display graphs with spreadsheets; displays colors and fonts. 85
  • 9. 7. SUMMARY 5. Braverman, H. Labor and monopoly capital: The degredation of work in the This paper contends that the characteristics twentieth century. Monthly Review, New York, of computers can encourage playful behaviors. 1974. These playful behaviors at work can have 6. Burton, R. R., & Brown, J. S. “An significant consequences for employees and investigation of computer coaching for organizations. For example, users may informal learning activities”. International experience more positive affect at work, Journal of Man-Machine Studies 11 (1979), heightened concentration, and less awareness 5-24. of time. For organizations, these outcomes could translate into more dedicated employees 7. Carroll, J. M. “The adventure of getting for these particular tasks. In addition, to know a computer”. Computer 15, 11 (19821, users may be more likely to put effort into 49-58. learning new systems, to learn more effectively, to extend what they have learned 8. Carroll, 3. M., & Carrithers, C. to other situations, to become more self- “Training wheels in a user interface”. directed in their learning, to become more Communications of the ACM 27 (19841, 800-806. cognitiveiy flexible, and to experience more 9. Carroll, J. M., & Mack, R. L. Learning to control. use a word processor: By doing, by thinking, and by knowing. In Human factors in computer The paper outlines the characteristics of systems, Abler, Nornood, New Jersey, 1984, pp. playful behaviors, and then reviews methods 13-51. for designing these characteristics into computer systems. For example, properties of 10. Carroll, J. M., & Mack, R. L. “Metaphor, the computer system that increase user control computing systems, and active learning”. could include options to bypass well-known International Journal of Man-Machine Studies sections of programs, to scan forward to novel 22 (19851, 39-57. sections, and to control the use of sound 11. Carroll, J. M., & Rosson, M. B. Paradox effects and color in programs [25]. Finally, of the active user. In J. M. Carroll, Ed., based on the characteristics of playful Interfacing thought, The MIT Press, behaviors, the paper contrasts the playfulness Cambridge., Mass., 1987, pp. 80-11. of two computer systems. 12. Csikszentmihalyi, M.. Beyond boredom and anxiety. Jossey-Bass, San Francisco, 1975. References 13. Culnan, M. J. “The intellectual development of management information systems, 1. AFL-CIO. “Equitable Life workers win 1972-1982: A co-citation analysis”. breakthrough pactt’. AFL-CIO News 29, 46 Management Science 32 (19861, 156-172. (1984), 1. 14. Deci, E. L. “The effects of contingent 2. Berlyne, D. E. Conflict, arousal and and noncontingent rewards and controls on curiosity. McGraw-Hill, New York, 1960. intrinsic motivation”. Organizational D. E. Laughter, humor, and play. Behavior and Human Performance 8 (1972), 3. Berlyne, 217-229. In The handbook of social psychology, Addison- Wesley, Reading, Mass., 1969, pp. 795-852. 15. Ellis, M. J. Why people play. “A ‘Pat-man’ theory of Prentice-Hall, Englewood Cliffs, New Jersey, 4. Bowman, R. F., Jr. motivation: Tactical implications for 1973. classroom instruction8*. Educational 16. Carson, B. All the livelong day. technology 22, 9 (1982), 14-16. Penguin Books, New York, 1977. 86
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