An interesting blog post that showed up on my radar over the last few days was Whimsical Interaction Design, a short text by Dave Cronin at Cooper Design. In this post, Cronin sketches out several great examples of humour, dry wit and mischief across several design disciplines. A variety of examples of work done in this spirit are highlighted including Droog Design, Brian Eno and Peter Chilvers' Bloom and the "I'm Feeling Lucky" button on Google.

Also discussed is the "funky" skin for the Ohmboyz delay VST, a digital audio production plugin developed by OhmForce (pictured above). This alternative interface is a hyper-stylized, sci-fi reconfiguration of the more modest "classic" GUI for the software tool. The post concludes with the following statement:
In some ways, playfulness is at odds with the efficiency, but in other ways, these things are the basis of the experience. The small animations in the iPhone interface make it feel more responsive and enjoyable, even when in actuality they burn CPU cycles and actually delay response. As modernist architects eschewed all ornamentation in the name of mechanical function, only to later find a vernacular of "modern" style, I hope we're on the way to finding a vocabulary of ways to add a little joy to interactive experiences.
I won't contest that the desire to craft joy into interactive experiences is a noble goal, but I would like to add two observations regarding the Ohmboyz example:
- Tattooing the surface of a virtual instrument with robot decals isn't going to make it a better instrument, especially when said stickers are eating up real estate that could be dedicated to additional knobs and sliders.
- If OhmForce were really invested in providing users with a "stylized GUI" they'd allow users to select the images that appear on the VST. We've all seen the kits and laptops of road warrior musicians that are completely covered in decals documenting past gigs, affiliated record labels and preferred hardware. What is so interesting about this pockmarked graphic-heavy gear is the manner in which these signs and symbols have accumulated. What could be more inauthentic than an instrument that arrives from the factory with a prescribed set of images permanently set in place?
I'm not humourless, but when it comes to this kind of play in design I am pretty finicky about where fun stops and bad design starts. In regards to the example above, I've worked with OhmForce plugins and know them to be powerful and unique, so I suppose they can get away with a little interface noodling since they have got the goods to back it up. In general, I agree with the tone of Cronin's piece and wanted to use his perspective on interaction design to point out a few other examples of effective, transformational and disastrous applications of whimsy in design.

Pictured above is an annotated drawing of Pleasurecraft, a recent project by Marisa Jahn and Steve Shada. This well accessorized vehicle is a "kit for any klutz who wishes to woo a potential lover". The vessel combines comfort, gesture, landscape and ritual into a playful meditation on the many clichés of seduction. Jahn and Shada have not only produced a working prototype of their lovecraft but also penned a detailed "operators manuel" - please note the cute "score" of the Pleasurecraft Serenade. You can view full documentation of Pleasurecraft here. [via architectradure]

An example of what might be described as "transformational" design whimsy is at play in twitterMotion, a type focused viewer for examining recent activity for a twitter account. This application was obviously not developed as a full UI for twitter, but instead takes the content of the popular web service and turns it into the basis of a type-driven, animated adventure. It is fun, dizzying and completely alien compared to the scores of identical twitter applications out there. Since there is no input a user can only sit back and watch the content fly by reverse chronologically. TwitterMotion was designed by Geoff Hinchcliffe as part of his PhD research on interface design.

Ok, we've seen the good and the quirky - now for the ugly. 3D Mailbox is a baffling 3D interface for email management. The original iteration of this application can only be described as a "Beach Blanket Bingo in Second Life meets a sexist Microsoft Outlook". The PR for the project reads as follows:
3D Mailbox turns your emails into people: In the first level, Miami Beach, beautiful models represent good email, and goofy Sumo guys represent spam. Chill with your email poolside and in private cabanas, and feed your spam to the sharks! The beautiful locales and Brazilian background music make you feel like you're on vacation any time of the day.
3D Mailbox was lambasted as the "worst. app. ever." on TechCrunch in July 2007 and has since gone on to release air traffic control and zombie themed email interfaces. In watching the hilarious trailer for the first "level" I can't help but wonder what the designers were thinking. I'm not even going to say anything beyond that, just watch the trailer and be wary of too much whimsy.
Have any great or atrocious examples of whimsy in design you'd like to share? Please leave a comment! Thanks to Peter Kirn at Create Digital Music for pointing out Dave Cronin's post which inspired this rambling.