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JOHN NI . CARROL L
JOHN C . THOMA S
We are in many ways just getting started on the proble m the system was probably no easier than other more
of developing a set of concepts and a vocabulary fo r conventional systems of that period (Carroll and Mazur ,
describing the quality of software and in particular its 1986) . The learning problems were different in som e
usability. Consider : easy to use, easy to learn, use r respects to be sure, but there were plenty of them .
friendly, productive, fun . How do these, and other terms Nevertheless, judging from the popular and trade pres s
used to describe software differ ; how do they overlap? In reviews and the impacts on later system interface designs,
this paper, we examine the confusion between being fun people really liked the Lisa-style interface, and that i s
and being easy, as these terms are applied to end-use r very important . We suggest that the Lisa is in fact a n
software and systems . This confusion is interesting in example of a system that was relatively more fun ,
that we can ask how such a circumstance might have eve r although not necessarily more easy to learn and use .
occurred . It is challenging in that we need to separately
clarify the concepts of ease and fun, if they are to provid e What is the relationship between ease and fun? For us ,
us any analytical leverage in understanding softwar e ease fundamentally implies simplicity . Things that are
quality . easy are learned quickly, with few steps and few errors .
They can be communicated to others with few words an d
THE CONFUSION BETWEEN FUN AND EAS E performed fluently . Fun not only fails to carry thi s
When the ascription easy is applied to a system or some monolithic implication of simplicity, but ofte n
software, for example, in a trade press review, wha t contradicts it (e .g., learning to operate a new foo d
exactly is being alleged? Invocation of the term easy i s processor or to hit curve balls) . Paradigmatic example s
rarely based on any real measurement of the behavior of offun indeed must have sufficient complexity or they fal l
humans actually using the system or software . Peopl e flat (jokes that are too obvious, games that are no t
who call software easy have rarely spent the time makin g challenging) . The complexity must appear warranted t o
the usability measurements and observations that migh t the person (tacking on ad hoc complications will no t
seriously sustain this judgment . They don't really kno w evoke fun) . It seems that things are fun when we expec t
whether the software is easy or not in any technical sense . them to be of moderate complexity (interesting bu t
But whatever it is that they are basing their judgments o n tractable) and then in fact find them to be so (i .e ., not
is still of interest, for often these judgments express a too difficult or too easy) .
consensus view .
We admit, however, that there are complications inheren t
An example of what we have in mind can be found in th e in splitting fun from ease . To begin with, it does see m
story of the Lisa system . During its lifetime (1983-1985 ) that there can be tangling attributions involving both .
Lisa was widely labeled as a breakthrough in ease—eas e Thus, if the experience of learning to use a particula r
of use and ease of learning . However, a laboratory stud y piece of software is fun (because it has been structure d
of professionals learning to use Lisa revealed that in fact into a training game, for example), one might also come