···995. Make the next action obvious.
10106. Give clear and immediate [[feedback]] with no distraction.
11117. Balance skills with challenge.
1212+1313+## [Fun Theory Insights](https://www.lesswrong.com/posts/qZJBighPrnv9bSqTZ/31-laws-of-fun)
1414+1515+- **Flow state optimization**: Fun exists in the sweet spot between boredom (too easy) and frustration (too hard). Design for perpetual flow state.
1616+- **Agency without overwhelm**: Provide meaningful choices but not so many that decision paralysis occurs. Options should feel empowering, not burdensome.
1717+- **Joy in discovery**: Don't give people answers they haven't figured out themselves. The process of discovery is often more rewarding than the solution.
1818+- **Challenge authenticity**: Bypasses and cheats make challenges feel less real, even if unused. Maintain the integrity of difficulty.
1919+- **Environmental over mental changes**: When designing systems, prefer changing the environment to changing how people think. Less invasive, more ethical.
2020+- **Interpersonal complexity**: People making things difficult for each other prevents boredom. Social dynamics create endless variety.
2121+- **Sensual bandwidth**: High-bandwidth sensory experiences (tactile, visual, auditory) are essential for engagement and meaning.