More and more interactive products are being returned. In 2002, 48% of all returned products were technically fully functional but were rejected for failing to satisfy user needs (28%) or purely due to users’ remorse (20%).
User experiences are subjective and dynamic, but by and large, interactive products are not designed to take people’s changing capacity and experience into account. But they could. Here, I present a model for how designers can use the fundamentals of video games and the psychological principles of flow to design enhanced user experiences...."