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Emotional Design

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Playtime. 3 Divisions. Design. Usability. H-C Etiquette. Limitations. Hedonism. Culture ... Justifying. Conclusions. Questions. Playtime. Fold n' Drop: http: ... – PowerPoint PPT presentation

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Title: Emotional Design


1
Emotional Design
Presented by Paul Aumer-Ryan School of
Information The University of Texas
2
Introduction
  • Emotional Design also called
  • Hedonic Design
  • Affective Design
  • Affective Human Factors Design
  • Human-Centered Design
  • Empathetic Design
  • Quick definition focuses on the influence of
    emotions on the way we interact with objects.

3
Introduction
  • Who should care
  • Designers
  • Programmers
  • Engineers
  • Inventors Creators
  • Producers
  • Who it affects
  • Everyone!

4
Background
  • Multidisciplinary
  • Information Sciences
  • Cognitive Science
  • Computer Science
  • Artificial Intelligence
  • Philosophy
  • Art Design
  • Software Game Development

5
Background
  • Where did it come from?
  • Human Factors / Ergonomics
  • Human-Computer Interaction
  • Why is it a separate field?
  • Ask Descartes and Aristotle.
  • Rational vs. Emotional
  • Objective vs. Subjective

6
Background
  • Contests classic approaches that treat human
    behavior as stimulus-response and consider
    emotions as noise

7
Playtime
  • Fold n Drop http//tinyurl.com/arb93
  • panic http//panic.com/
  • Google Maps http//tinyurl.com/c45rm

8
3 Divisions
  • Lets categorize emotions!
  • Niels Engelsted
  • Affect (environmental response)
  • Emotion (based on memory)
  • Sentiment (long-term, love and hate)
  • Donald Norman
  • Visceral Design (evolutionary responses)
  • Behavioral Design (bodily activity)
  • Reflective Design (mental activity)

EMOTIONAL DESIGN
9
Design
  • Designing for Normans 3 levels
  • Visceral design -gt product appearance
  • Behavioral design -gt usability
  • Reflective design -gt self-image
  • Google playful, anti-corporate
  • Apples iPod stylish, avant-garde

10
Usability
  • How does emotional design relate to usability?
  • Frustration, confusion, anger, anxiety and
    similar emotional states can affect not only the
    interaction itself, but also productivity,
    learning, social relationships, and overall
    well-being (Klein, Moon, Picard, 2002).
  • Frustration is doubly troublesome to computer
    users they must deal with the source of
    frustration (the misbehaving computer) and the
    emotional response.

11
Usability
  • Emotional design as an extension to standard
    usability practices
  • Standard practice eliminate sources of
    frustration by addressing them in the design
    phase
  • Additional practice make application deal with
    unavoidable user frustration by addressing the
    users emotions

12
Human-Computer Etiquette
  • The Media Equation (Reeves Nass)
  • Humans readily generalize their expectations
    from human-human interaction to human-computer
    interaction regardless of whether or not that is
    the intent of system designers (Miller 2004).

13
Human-Computer Etiquette
  • Computers As Social Actors (CASA)
  • All interfaces, however badly developed, have
    personality (Topffers law, from Mishra,
    Nicholson, Wojcikiewicz 2001-2003).
  • Design implication treat the application as if
    it will be a human interacting with the users
  • Personify! Your users will, too.

14
Limitations
  • Emotions are relevant to activity and not to the
    actions or operations that realize it (Aboulafia
    Bannon, 2004).
  • In other words, an application is a tool to
    fulfill some task if the task is tedious, the
    tool must deal with this
  • In other words, my spreadsheet program is really
    cool, but I still have to type in all the darn
    numbers

15
Limitations
  • Design implication you cant avoid the emotional
    effects of the task your program supports, but
    you can help the user deal with those effects

16
Hedonism
  • Hedonism mathematically defined
  • There are good emotions and bad emotions
  • My purpose is a simple optimization problem
    maximize the good, minimize the bad

17
Hedonism
  • Problems
  • Nuclear technicians laughing and singing songs
    during a meltdown
  • Many tasks require anxiety and tension (bad
    emotions) to be completed successfully
  • Games are really the only area that hedonistic
    design can apply to

18
Culture
  • Uh-oh, some things arent universal
  • Follow-up to the media equation study In a
    collectivist culture like Japan, people will
    politely reciprocate to the second computer if it
    is the same brand as the first, but not a
    different brand (Nass 2004).
  • There are internationalization issues with
    emotional design that must be addressed

19
Cost-Justifying
  • And now for something completely different
  • Emotional design isnt all sunshine and puppy
    dogssomeone has to pay the designers
  • And inevitably someone has to convince the money
    holders that their money is well-spent

20
Cost-Justifying
  • The aspect of emotional design that deals with
    user frustration can already be considered
    usability, and so all of the good cost-justifying
    techniques can be applied here
  • Hedonistic design is also easy happier customers
    buy things

21
Cost-Justifying
  • An emotionally appealing product can convince
    users to spend more time learning to use it
    (e.g., iPod)
  • Paying attention to the emotions of executives in
    your company can better prepare you to make your
    case for cost-justifying usability

22
Cost-Justifying
  • But it seems like more research needs to be done
    on the quantitative effects of other emotions
    before we can address their influence on
  • Productivity
  • ROI (Return On Investment)
  • Social ROI
  • Accessibility

23
Conclusions
  • Theres no such thing as an idyllic design
  • Norman says we cant design for all the levels at
    once (visceral, behavioral, reflective)
  • There will always be internationalization issues
  • Know thy user!
  • Know thy users tasks!
  • Know thy users emotional state!

24
Questions
  • Is the term usability too emotionless?
  • Do you think the cost-justifying techniques for
    emotional design are any different than those for
    usability?
  • Does emotional design allow for more
    inventiveness than standard usability?
  • Can emotional design negatively affect
    accessibility?
  • Other questions?
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