ESIGN AL D Emotional Design

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Transcript ESIGN AL D Emotional Design

MOTIONAL DESIG
•Introduction
•Background
•Playtime
•3 Divisions
•Design
•Usability
•H-C Etiquette
•Limitations
•Hedonism
•Culture
•Cost-Justifying
•Conclusions
•Questions
Presented by
Paul Aumer-Ryan
School of Information
The University of Texas
Emotional Design
MOTIONAL DESIG
•Introduction
•Background
•Playtime
•3 Divisions
•Design
•Usability
•H-C Etiquette
•Limitations
•Hedonism
•Culture
•Cost-Justifying
•Conclusions
•Questions
Introduction
• Emotional Design; also called:
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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.
MOTIONAL DESIG
•Introduction
•Background
•Playtime
•3 Divisions
•Design
•Usability
•H-C Etiquette
•Limitations
•Hedonism
•Culture
•Cost-Justifying
•Conclusions
•Questions
Introduction
• Who should care:
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Designers
Programmers
Engineers
Inventors & Creators
Producers
• Who it affects:
– Everyone!
MOTIONAL DESIG
•Introduction
•Background
•Playtime
•3 Divisions
•Design
•Usability
•H-C Etiquette
•Limitations
•Hedonism
•Culture
•Cost-Justifying
•Conclusions
•Questions
Background
• Multidisciplinary:
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Information Sciences
Cognitive Science
Computer Science
Artificial Intelligence
Philosophy
Art & Design
Software & Game Development
MOTIONAL DESIG
Background
•Introduction
•Background
•Playtime
•3 Divisions
•Design
•Usability
•H-C Etiquette
•Limitations
•Hedonism
•Culture
•Cost-Justifying
•Conclusions
•Questions
• 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
MOTIONAL DESIG
Background
•Introduction
•Background
•Playtime
•3 Divisions
•Design
•Usability
•H-C Etiquette
•Limitations
•Hedonism
•Culture
•Cost-Justifying
•Conclusions
•Questions
• Contests classic approaches that treat
human behavior as ‘stimulus-response’
and consider emotions as noise
MOTIONAL DESIG
Playtime
•Introduction
•Background
•Playtime
•3 Divisions
•Design
•Usability
•H-C Etiquette
•Limitations
•Hedonism
•Culture
•Cost-Justifying
•Conclusions
•Questions
• Fold n’ Drop: http://tinyurl.com/arb93
• panic: http://panic.com/
• Google Maps: http://tinyurl.com/c45rm
MOTIONAL DESIG
•Introduction
•Background
•Playtime
•3 Divisions
•Design
•Usability
•H-C Etiquette
•Limitations
•Hedonism
•Culture
•Cost-Justifying
•Conclusions
•Questions
3 Divisions
• Let’s 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)
MOTIONAL DESIG
Design
•Introduction
•Background
•Playtime
•3 Divisions
•Design
•Usability
•H-C Etiquette
•Limitations
•Hedonism
•Culture
•Cost-Justifying
•Conclusions
•Questions
• Designing for Norman’s 3 levels:
• Visceral design -> product appearance
• Behavioral design -> usability
• Reflective design -> self-image
– Google: playful, anti-corporate
– Apple’s iPod: stylish, avant-garde
MOTIONAL DESIG
•Introduction
•Background
•Playtime
•3 Divisions
•Design
•Usability
•H-C Etiquette
•Limitations
•Hedonism
•Culture
•Cost-Justifying
•Conclusions
•Questions
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.
MOTIONAL DESIG
•Introduction
•Background
•Playtime
•3 Divisions
•Design
•Usability
•H-C Etiquette
•Limitations
•Hedonism
•Culture
•Cost-Justifying
•Conclusions
•Questions
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 user’s emotions
MOTIONAL DESIG
Human-Computer Etiquette
•Introduction
•Background
•Playtime
•3 Divisions
•Design
•Usability
•H-C Etiquette
•Limitations
•Hedonism
•Culture
•Cost-Justifying
•Conclusions
•Questions
• 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).
MOTIONAL DESIG
•Introduction
•Background
•Playtime
•3 Divisions
•Design
•Usability
•H-C Etiquette
•Limitations
•Hedonism
•Culture
•Cost-Justifying
•Conclusions
•Questions
Human-Computer Etiquette
• Computers As Social Actors (CASA)
• “All interfaces, however badly
developed, have personality”
(Topffer’s 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.
MOTIONAL DESIG
•Introduction
•Background
•Playtime
•3 Divisions
•Design
•Usability
•H-C Etiquette
•Limitations
•Hedonism
•Culture
•Cost-Justifying
•Conclusions
•Questions
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
MOTIONAL DESIG
Limitations
•Introduction
•Background
•Playtime
•3 Divisions
•Design
•Usability
•H-C Etiquette
•Limitations
•Hedonism
•Culture
•Cost-Justifying
•Conclusions
•Questions
• Design implication: you can’t avoid the
emotional effects of the task your
program supports, but you can help
the user deal with those effects
MOTIONAL DESIG
Hedonism
•Introduction
•Background
•Playtime
•3 Divisions
•Design
•Usability
•H-C Etiquette
•Limitations
•Hedonism
•Culture
•Cost-Justifying
•Conclusions
•Questions
• Hedonism mathematically defined:
– There are good emotions and bad
emotions;
– My purpose is a simple optimization
problem: maximize the good, minimize
the bad
MOTIONAL DESIG
Hedonism
•Introduction
•Background
•Playtime
•3 Divisions
•Design
•Usability
•H-C Etiquette
•Limitations
•Hedonism
•Culture
•Cost-Justifying
•Conclusions
•Questions
• 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
MOTIONAL DESIG
•Introduction
•Background
•Playtime
•3 Divisions
•Design
•Usability
•H-C Etiquette
•Limitations
•Hedonism
•Culture
•Cost-Justifying
•Conclusions
•Questions
Culture
• Uh-oh, some things aren’t 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
MOTIONAL DESIG
•Introduction
•Background
•Playtime
•3 Divisions
•Design
•Usability
•H-C Etiquette
•Limitations
•Hedonism
•Culture
•Cost-Justifying
•Conclusions
•Questions
Cost-Justifying
• And now for something completely
different…
• Emotional design isn’t all sunshine and
puppy dogs—someone has to pay the
designers
• And inevitably someone has to
convince the money holders that their
money is well-spent
MOTIONAL DESIG
Cost-Justifying
•Introduction
•Background
•Playtime
•3 Divisions
•Design
•Usability
•H-C Etiquette
•Limitations
•Hedonism
•Culture
•Cost-Justifying
•Conclusions
•Questions
• 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
MOTIONAL DESIG
Cost-Justifying
•Introduction
•Background
•Playtime
•3 Divisions
•Design
•Usability
•H-C Etiquette
•Limitations
•Hedonism
•Culture
•Cost-Justifying
•Conclusions
•Questions
• 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
MOTIONAL DESIG
•Introduction
•Background
•Playtime
•3 Divisions
•Design
•Usability
•H-C Etiquette
•Limitations
•Hedonism
•Culture
•Cost-Justifying
•Conclusions
•Questions
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:
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Productivity
ROI (Return On Investment)
Social ROI
Accessibility
MOTIONAL DESIG
•Introduction
•Background
•Playtime
•3 Divisions
•Design
•Usability
•H-C Etiquette
•Limitations
•Hedonism
•Culture
•Cost-Justifying
•Conclusions
•Questions
Conclusions
• There’s no such thing as an idyllic design
– Norman says we can’t design for all the
levels at once (visceral, behavioral,
reflective)
– There will always be internationalization
issues
• “Know thy user!”
• “Know thy user’s tasks!”
• “Know thy user’s emotional state!”
MOTIONAL DESIG
•Introduction
•Background
•Playtime
•3 Divisions
•Design
•Usability
•H-C Etiquette
•Limitations
•Hedonism
•Culture
•Cost-Justifying
•Conclusions
•Questions
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?