<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
		>
<channel>
	<title>Comments on: Flow, Mastery and Ease-of-Use</title>
	<atom:link href="http://boxesandarrows.com/flow-mastery-and-ease-of-use/feed/" rel="self" type="application/rss+xml" />
	<link>http://boxesandarrows.com/flow-mastery-and-ease-of-use/</link>
	<description>Boxes and Arrows is devoted to the practice, innovation, and discussion of design; including graphic design, interaction design, information architecture and the design of business.</description>
	<lastBuildDate>Mon, 20 May 2013 13:09:05 +0000</lastBuildDate>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	
	<item>
		<title>By: dave</title>
		<link>http://boxesandarrows.com/flow-mastery-and-ease-of-use/#comment-8203</link>
		<dc:creator>dave</dc:creator>
		<pubDate>Wed, 30 Nov -0001 00:00:00 +0000</pubDate>
		<guid isPermaLink="false">http://boxesandarrows.com/flow-mastery-and-ease-of-use/#comment-8203</guid>
		<description><![CDATA[Actually, low challenge and low skill is apathy. Not sure what that says for Farmville, but it sums up my thoughts on it.

Mastery does appear to be a much better design target than Flow. I know that I feel best about an online experience when I am feeling in control - and the sooner in the experience I feel that way, the better. Some people do become highly skilled at using highly challenging interfaces (like a green screen parts inventory system), but there was a motivation component that pushed them through the pain to get the Flow state (see Seth Godin&#039;s &quot;The Dip&quot; http://www.squidoo.com/theDipBook).

I think that Famville was designed for mastery, not flow. Keep the challenge low, feedback high, achievement limitless, and skill set come-as-you-are.]]></description>
		<content:encoded><![CDATA[<p>Actually, low challenge and low skill is apathy. Not sure what that says for Farmville, but it sums up my thoughts on it.</p>
<p>Mastery does appear to be a much better design target than Flow. I know that I feel best about an online experience when I am feeling in control &#8211; and the sooner in the experience I feel that way, the better. Some people do become highly skilled at using highly challenging interfaces (like a green screen parts inventory system), but there was a motivation component that pushed them through the pain to get the Flow state (see Seth Godin&#8217;s &#8220;The Dip&#8221; <a href="http://www.squidoo.com/theDipBook" rel="nofollow">http://www.squidoo.com/theDipBook</a>).</p>
<p>I think that Famville was designed for mastery, not flow. Keep the challenge low, feedback high, achievement limitless, and skill set come-as-you-are.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: cwodtke</title>
		<link>http://boxesandarrows.com/flow-mastery-and-ease-of-use/#comment-8204</link>
		<dc:creator>cwodtke</dc:creator>
		<pubDate>Wed, 30 Nov -0001 00:00:00 +0000</pubDate>
		<guid isPermaLink="false">http://boxesandarrows.com/flow-mastery-and-ease-of-use/#comment-8204</guid>
		<description><![CDATA[Argh! Busted, and redacted. Farmville users, however, from interviews I&#039;ve seen treat it exactly like knitting. relaxing.

And farmville does create flow states, that it consciously breaks to create arousal... but pinch is another article. ;)]]></description>
		<content:encoded><![CDATA[<p>Argh! Busted, and redacted. Farmville users, however, from interviews I&#8217;ve seen treat it exactly like knitting. relaxing.</p>
<p>And farmville does create flow states, that it consciously breaks to create arousal&#8230; but pinch is another article. <img src='http://www-boxesandarrows-com.zippykid.netdna-cdn.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
]]></content:encoded>
	</item>
</channel>
</rss>
