29 i n t e r a c t i o n s . . . n o v e m b e r + d e c e m b e r 2 0 0 2 A A R O N M A R C U Sfast forward I n many user-interface-design-oriented organizations and publications, we learn increasingly of a concern about issues that extend the reach of the profession beyond traditional human factors and usability, where usability is often summarized as a combination of effectiveness, efficiency, and satisfaction. I have in mind the substantive and rhetorical additions of usefulness and appealparticularly, achieving a pleasurable user experience. These objectives seem especially important for mobile device design, for which usability and product enjoyment are equally of concern. It is a charming twist of history that the classical architectural design ideals of commodity, firmness, and delight proposed by Vitruvius more than 2,000 years ago should resurface.One sign of this interest are the recent papers on fun and anthropomorphism, for example, in the Proceedings of the HCI 2002 conference, which recently took place in London [8,13,14]. Even the esteemed computer scientist David Gelernter has weighed in on the subject of computers and happiness [3]. Another example is Patrick Jordan's book Designing Pleasurable Objects: An Introduction to the New Human Factors [4], in which he uses psychological theories to propose four levels of pleasure that designed artifacts should provide us (in order of importance from highest to lowest):e r a c t i o n s . . . n o v e m b e r + d e c e m b e r 2 0 0 2 Aaron Marcus, President Aaron Marcus and Associates, Inc. Aaron@AMandA.com i n t e r a c t i o n s . . . n o v e m b e r + d e c e m b e r 2 0 0 2 PERMISSION TO MAKE DIGITAL OR