Some examples of game interfaces encountered at a fun fair in Nantes last week:
Why do I blog this? Fun fair and amusement park offer peculiar kinds of constraints for interaction design: noisy environment, presence of a crowd, cash-oriented money, balancing success and failure with regards to the reward at stake (toys, etc.) The crafting of sound user experience in this context is intriguing and lead to solutions as shown above.
It would be good to spend some time and observe more people's reactions when using these huge buttons and joysticks. That being said, fun fair interfaces and amusement parks experiences seems to be a forgotten realm in human-computer interaction. Apart from research about amusement rides, I haven't seen may occurrences of such endeavor. That can be an interesting lead for future projects.