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Applied Ergonomics 37 (2006) 409–418


www.elsevier.com/locate/apergo

Embracing diversity in user needs for affective design


Halimahtun M. Khalid
Damai Sciences Sdn Bhd, Jalan Stesen Sentral 5, 50470 Kuala Lumpur, Malaysia

Abstract

To develop product portfolios and affective design we need to understand the diversity in user needs. The challenge is how to predict
what users want and how they will behave. One approach is to understand user emotions and affective needs, and predict successful
product design that can match the needs. This paper discusses affect and its link to cognition. To provide a context, several theories are
presented. A framework is described that incorporates characteristics of users, tasks, products, and use environment. The goal is to
highlight the importance of emotions in enhancing the value of products. This research field, which we call Hedonomics, is new. There are
many challenges in developing valid and reliable measurements of affect, which can influence human factors research as well as design.
r 2006 Elsevier Ltd. All rights reserved.

Keywords: Affect; Needs diversity; Product design

1. Diversity and design 1.1. Needs diversity

Diversity can be defined as the characteristics which User populations are becoming more diverse, and it is
differentiate people as individuals, as well as the character- difficult to identify a prototypical user. Diversity in this
istics which make them alike. These oppositional defini- sense refers to the variety in user needs. Needs diversity
tions can be traced to the term diversity; in Middle English, involves accommodating users with different skills, knowl-
divers(e) means ‘sundry’, ‘several’, ‘many’ and in Old edge, age, gender, disabilities, disabling conditions (mobi-
French divers and Latin diversus means ‘different’, ‘con- lity, sunlight, noise), literacy, culture, income, and so on
trary’, ‘separate’, ‘to turn aside’, ‘divert’ (Bitterman (Schneiderman, 2000). For example, in designing a web site
and Tauke, 2005). We have inherited a term with multiple interface, there is a need to consider the users computing
and contradictory interpretations. On the one hand, skills and knowledge. Design of search engines can include
diversity is considered to indicate variety and multiformity; basic and advanced dialogue boxes. Segmentation of web
on the other, it is associated with the quality of being pages can accommodate users with poor reading skills and
different. different languages, an e-commerce site can display multi-
In product design, diversity assumes at least two roles in ple language versions of a product catalogue and descrip-
these relationships: it can build assurances of variety and tion tuned to regional requirements. A more difficult
choice into its processes and products, and it can also be problem is to accommodate differences in income, culture,
the source or catalyst for change. religion, as well as disabilities and different capabilities of
There are many dimensions in human diversity. They go users. Cognitively impaired users with learning disabilities
beyond obvious differences such as race, gender, age, and poor memory can be accommodated with modest
physical abilities, and marital status. Less obvious dimen- changes in layout and control vocabulary. Expert and
sions include: education, lifestyle, national origin, religious frequent users too have special needs. Enabling customiza-
or political affiliation, organizational culture, and operator tion that speeds high-volume users, macros to support
skills. Understanding diversity adds value in product repeated operations, and inclusion of special-purpose
design and use. devices could benefit many.

0003-6870/$ - see front matter r 2006 Elsevier Ltd. All rights reserved.
doi:10.1016/j.apergo.2006.04.005
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410 H.M. Khalid / Applied Ergonomics 37 (2006) 409–418

1.2. User emotion in product design an understanding of the coupling between affect and
cognition. The terms ‘affect’ and ‘emotion’ are used
Traditional cognitive approaches to product usability interchangeably throughout. Second, select theories from
tend to underestimate the influence of emotions. Not the domains of psychology are discussed to understand the
surprisingly, the success of a product in the marketplace theoretical bases of human emotion. Third, a systems
may be determined by its aesthetic appeal, the pleasure it approach to evaluation of affective design is proposed that
creates and the satisfaction it brings to the user (Khalid considers characteristics of users, tasks, products, and use
and Helander, 2004; Helander and Khalid, 2006). Conse- environment. The last part highlights research issues that
quently, emotions and affect have received much attention warrant further investigation.
over the recent years. Because emotion is a necessary part
of life, affecting how we feel, behave and think; it has
2. Affect and pleasure
gained significant attention in product design (Desmet,
2003; Khalid and Helander, 2006).
There are various definitions and classifications of affect
According to the theory of rhetoric (Buchanan, 1989), a
and pleasure in marketing, product design, and psychology
design argument comprises three interrelated elements
(Khalid and Helander, 2006). Russell (2003) defined core
which provide the substance and form of design commu-
affect as a neurophysiological state that is consciously
nication: technological reasoning, character, and emotion.
accessible as a simple, non-reflective feeling. It is an integral
Technological reasoning is based on two premises: an
blend of hedonic/valence or pleasure/displeasure; and
understanding of the natural and scientific principles
arousal/activation; the extent to which one is feeling
underlying the construction of objects for use, and knowl-
engaged or energized.
edge of the attitudes and values of potential users and the
Tiger (1992) identified four conceptually distinct types of
physical conditions of actual use. It is developed with an
pleasure from a product; Helander and Khalid (2006)
audience of potential users in mind. The second element,
extended the taxonomy to five. Whether they are used as a
character, reflects the way designers choose to represent
source for pleasure depends on the needs of the individual.
themselves in the objects they create. An object could have
an authoritative appearance, which can be achieved
through qualities such as intelligence, virtue, and trust- 1. Physical pleasure has to do with the body and the senses.
worthiness. It includes things like feeling good physically (e.g.,
The third element, emotion, is particularly important to eating, drinking), pleasure from relief (e.g., sneezing,
the semantics of products because it can be derived from sex), as well as sensual pleasures (e.g., touching a
both physical contact with the product and from active pleasant surface).
contemplation of it before, during, and after use. 2. Sociopleasures include social interaction with family,
Emotions are important in product semantics (e.g., friends and coworkers. This includes the way we are
Alcántara et al., 2005). Emotions in using an artifact perceived by others, our persona, and status.
depend on what the artifact means or implies to the user. 3. Psychological pleasure has to do with pleasures of the
This is called product semantics (Krippendorff, 2006). The mind—reflective as well as emotional. It may come from
semantics of use could entail happy memories of the past doing things that interest and engage us (e.g., playing in
(from looking at a photograph) or for projections for an orchestra, or listening to a concert), including being
future events (such as a picnic basket). creative (e.g., painting) or enjoying the creativity of
Affective quality is the ability of a product to cause other people.
changes in one’s core affect (Zhang and Li, 2005). Whereas 4. Reflective pleasure has to do with reflection on our
core affect exists within the person (Russell, 2003), affective knowledge and experiences. The value of many products
quality exists in the stimulus. That is, objects, places, and comes from this and includes aesthetics and quality.
events all have affective quality; they enter consciousness 5. Normative pleasure has to do with societal values such as
only as they are affectively interpreted (Zhang and Li, moral judgment, caring for the environment, and
2005). religious beliefs. These can make us feel better about
ourselves when we act in line with the expectation of
1.3. Aim of paper others as well as our beliefs.

The main purpose of this paper is to summarize human According to Seligman and Csikszentmihalyi (2000),
factors issues in affective design. Affective design should be pleasure is a good feeling coming from satisfaction of
theoretically driven and empirically grounded, with valid homeostatic needs like hunger, sex, and bodily comfort.
and reliable measures of affect. However, space constraint This is different from enjoyment, which is a good feeling
precludes discussion of methods, which are discussed in coming from breaking through the limits of homeostasis of
Helander and Khalid (2006). people’s experiences, such as performing in an athletic
The paper is structured into four parts. First, the event, or playing in a string quartet. Enjoyment can lead to
concepts of affect and pleasure are defined. This requires more personal growth and long-term happiness than
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pleasure, but people usually prefer pleasure over enjoy- of cognitive functions and tasks including: episodic
ment, maybe because it is less effortful. memory, working memory and creative problem solving.
Extending this to products, Jordan (2002) defined Emotional reactions typically involve extensive cognitive
pleasure as the emotional and hedonic benefits associated processing (Ellsworth and Scherer, 2003). Fig. 1 denotes
with product use, while Coelho and Dahlman (2000) the relationship between affect and cognition. While affect
defined displeasure as the emotional and hedonic penalties refers to feeling responses, cognition is used to interpret,
associated with product use. This implies that to under- make sense of, and understand user experience.
stand pleasure we need to understand displeasure as well. People perceive reality in at least two ways; one is
For example, chair comfort deals with feeling relaxed, affective (intuitive and experiential) and the other is
while chair discomfort is about poor biomechanics. The cognitive (analytical and rational) (Epstein, 1994). Formal
two entities cannot be measured on a singular scale. In decision-making relies on the analytical and cognitive
understanding comfort there is little we can learn from abilities; unfortunately, this mode is slow. The experiential/
discomfort; they are two different dimensions (Helander affective system is much quicker. When a person seeks to
and Zhang, 1997). Similarly, displeasure operates like a respond to an event, there will be an automatic search and
design constraint—we know what to avoid—but that does matching with the experiential data base. This is like
not mean that we understand how to design a pleasurable searching a memory bank for related events, including their
product. Getting rid of displeasure does not necessarily emotional valence and implications (Epstein, 1994).
generate pleasure. Emotions are not a cause of irrational thinking; they can
Therefore, how does the brain give rise to positive motivate a passionate concern for objectivity. Rational
affective reactions to sensory pleasure? This requires thinking entails feelings, and affective thinking entails
knowing which brain systems are activated by pleasant cognition. Rational thinking is more precise, comprehen-
stimuli, and which systems actually cause positive affective sive, and insightful than irrational thinking. However, it is
properties (Berridge, 2003). also emotional.
Contemporary affective neuroscience has been preoccu- New breakthroughs in neuroscience using functional
pied with negative affect over positive emotions. A review Magnetic Resonance Imaging (fMRI) validate the asser-
of the psychological literature on emotions by Fredrickson tions that cognition and emotions are unified and
(1998) showed that positive emotions such as joy, interest, contribute to the control of thought and behaviour
contentment, and love that share a pleasant subjective conjointly and equally (LeDoux, 1995). Additionally,
feeling have been marginalized in research as compared to cognition contributes to the regulation of emotion.
negative emotions. This is because positive emotions are Contemporary views in artificial intelligence are also
few in number and rather diffuse; while negative emotions embracing an integrated view of emotion and cognition.
pose problems that demand attention. For example, anger In Emotion Machine, Minsky (2005) claimed: ‘‘Our
and its management have been implicated in the etiology of traditional idea is that there is something called ‘thinking’
heart disease. and that it is contaminated, modulated or affected by
Research has shown that even moderate fluctuations in emotions. What I am saying is that emotions aren’t
positive feelings (emotions) systematically affect cognitive separate.’’
processing. Isen (1999) found that mild positive affect
improves creative problem solving, facilitates recall 3. Theoretical bases of affect
of neutral and positive material, and systematically
changes strategies used in decision-making tasks. Despite Several theories in psychology underlie affect, and can
these documented effects, there are few theories of how provide directions for future research and methods
positive affect influences cognition. To form a theory of development. Below we present a select few.
positive affect, one must understand what makes people
happy.

2.1. Coupling of affect and cognition

The correlation between affect and cognition is well


documented, but has largely been dismissed by cognitive
psychology. Separating emotion from cognition is a major
weakness of psychology and cognitive science (Vygotsky,
1962).
The dopaminergic theory of positive affect postulated by
Ashby et al. (1999) assumes that during periods of mild
positive affect, there is a concomitant increased dopamine
release in the mesocorticlimbic system. The resulting
elevated dopamine levels improve performance on a variety Fig. 1. Coupling of affect and cognition (Helander and Khalid, 2006).
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3.1. Activity theory of the mind are different from basic emotions. They are not
accompanied by any distinctive facial expression. Take for
In human activity theory, the basic unit of analysis is example, a person viewing the painting of Mona Lisa. The
work activity. Human activities are driven by needs, where viewer may feel elated, but nothing is revealed on his/her
people wish to achieve a certain purpose (Bannon and face, and there is no distinctive physiological response.
Bødker, 1991). An activity is usually mediated by one or Likewise there are usually no physiological reactions from
more instruments or tools, such as a photographer using a pleasures of the mind. The heart does not beat faster; there
camera. Thus, the concept of mediation is central to are no sympathetic or parasympathetic reactions.
activity theory. Leontjev (1978) distinguished between This is quite different from social interaction, such as a
three different types of cognitive activities: (1) simple conversation with a colleague at work, where the message
activity, which corresponds to automated stimulus- is in the person’s face, and we can expect physiological
response, (2) operational activity, which entails perception reactions. To measure reactions to pleasures-of-the-mind
and an adaptation to the existing conditions, and one cannot use either physiological measures or facial
(3) intellectual activity, which makes it possible to evaluate expressions; one is left with subjective measures. There is
and consider alternative activities. For each of the nothing wrong with subjective methods such as interviews
cognitive stages there are corresponding emotional expres- and questionnaires. There is however a problem in
sions: affect, emotion, and sentiments. validating what questions should be asked to assess
Affect is an intensive and relatively short-lasting product affect.
emotional state. For instance, as I walk down colourful
Bukit Bintang Road in Kuala Lumpur and look at items 3.3. Reversal theory
displayed in the shop windows, there are instantaneous
reactions to the displayed items. Most of these reactions Arousal is a general drive rooted in the central nervous
are unconscious, and I have no recollection of them system. According to arousal theories, organisms fluctuate
afterwards. Through affect, we can monitor routine events. slightly about a single preferred point. Reversal theory, on
Many events are purely perceptual and do not require the other hand, assumes that people have two preferred
decision making, but there is an affective matching to states of arousal, and they frequently switch or reverse
events that are stored in memory. This helps in under- between them (Apter, 1989). The theory therefore posits
standing and interpreting their significance. bistability rather than homeostasis. In a low arousal
Emotions are conscious. When I stop to look at an item state—called telic—the low arousal condition is preferred,
in the shop window, I am aware of why I stopped. and high arousal is experienced as unpleasant. In the high,
Emotions go beyond the single situation; there are paratelic, arousal state—low arousal is experienced as
associations to other experiences. Emotions typically boring and unpleasant, and high arousal as exciting and
remain in memory for one or several days. pleasant.
Sentiments or attitudes are longer lasting and include A given level of arousal may therefore be experienced as
intellectual and aesthetic sentiments (Leontjev, 1978), either positive or negative. One may experience a quiet
which affect my attitude to the items that are displayed. I Sunday afternoon as serene or dull. One may also
know from experience that some stores are impossible; on experience a crowded and noisy party as exciting or
the other hand, there are a few that are clearly very anxiety provoking. The perceived level of pleasantness, or
interesting. Sentiments and attitudes are learned responses. hedonic tone, is different for the two states. The paratelic
Predicting affect, which is a basic and simple response, is state is characterized as arousal-seeking and the telic state
likely to be easier than predicting emotions and sentiments, as arousal-avoiding. In the telic state, people are goal
which are more complex. To evoke affective reactions in a oriented and serious-minded and try to finish their current
user, an artifact can be designed to provide people with a activity to attain their goal. On the other hand, to have
variety of sudden and unexpected changes (visual or a good time, the paratelic state is appropriate. Goals
auditory) that cause excitement or alarm. Designing toys and achievements are not of interest; this is the time to
for children has given us ideas about such design space. have fun.
This does not imply that there will be conscious emotions The reversal theory may complicate design. Should we
or longer-lasting sentiments. The amusement park design for the quiet, telic state or for the arousing paratelic
environment, with a variety of visual and auditory stimuli, state? Will customers be in the appropriate state when we
is easy to design; that does not mean that people like it. ask them to evaluate products? How can a telic mind
appreciate a paratelic product?
3.2. Pleasures of the mind
3.4. Affect heuristic
The notion of the pleasures of the mind dates back to
Epicurus (341–270 BC) who regarded pleasures of the mind There has been much research on how people make
as superior to pleasures of the body because they are more decisions in real life. It turns out that people usually do not
varied and durable. Kubovy (1999) argued that pleasures try to maximize the outcome of the decisions by calculating
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H.M. Khalid / Applied Ergonomics 37 (2006) 409–418 413

values and probabilities. The short-term memory cannot may be necessary to use several scales to measure each of
hold all the figures and the memory capacity is exceeded. the five concepts in Hancock et al.’s (2005) model.
There are common ways of coping with memory overload
in decisions—namely to use heuristics or rules-of-thumb;
4. Framework for affective design evaluation
people try to ‘‘wing’’ decisions. In most cases the quality of
this decision making is good enough; there is rarely a need
Affect encompasses mood, emotions, and feelings, and is
in daily life for exacting decisions (Gilovich et al., 2002).
the customer’s psychological response to the design details
Slovic et al. (2002) in proposing the ‘‘affect heuristic’’
of the product. Pleasure is the emotion that accompanies
claimed that many decisions are based on emotional
the acquisition or possession of something good or
criteria. One example is the Prospect Theory (Kahneman
desirable (Demirbilek and Sener, 2003). Affect is a
and Tversky, 1979), which postulates that the negative
fundamental condition for development of beliefs, values,
utility of a monetary loss is large, but the positive utility of
and judgment. For this reason one can argue that to be
a corresponding gain is fairly small; people hate to lose
credible, a model of the design process must include affect.
money but gaining is not so important. This Nobel Prize
Until recently, the affective aspects of designing and design
winning theory remains valid, but the argument for the
cognition have been largely absent from formal theories of
theory has now changed from logic to emotion (Slovic
design process.
et al., 2002).
The ‘‘analytic system’’ uses algorithms and normative
rules, such as probability calculations, formal logic, and 4.1. The affective user-designer model
risk assessment. It is relatively slow, effortful, and requires
conscious control. The ‘‘experiential system’’ is not very The systems model in Fig. 2 provides a framework for
accessible to conscious awareness but is intuitive, fast, and human factors issues that must be addressed in affective
mostly automatic. One challenge is to understand how design. The purpose of the model is to illustrate how a
information systems can be designed so that they appeal to designer may achieve affective design and how the user of
the emotional and experiential system with fast and the design will perceive and react to the design.
intuitive processing of information as a result, see Fig. 1. There are two parts of the model: the designer’s
environment and the affective user. In the designer’s
environment there are three main subsystems: artifact,
3.5. Hierarchy of needs context of use, and society trends. In the artifact subsystem
the designed object can incorporate several attributes that
According to Maslow (1968), people have a hierarchy of can cause a change in user affect through its affective
needs that are ordered from physiological (e.g., eating), quality (Zhang and Li, 2005). Design characteristics that
safety, love/belonging, esteem, to self actualization. The can lead to emotional responses include visceral, beha-
hierarchy is usually depicted as a pyramid, and it is used to vioural, and reflective (Norman, 2004). The designer needs
predict how needs are prioritized; once a person has to consider and if possible predict the user’s needs and
fulfilled a need at a lower level he or she can progress to the reaction to all three aspects.
next level. To satisfy the need for self actualization, a Visceral design appeals to the perceptual senses. It deals
person would have to fulfill the lower four needs, which with appearance. Although there are no firm guidelines for
Maslow (1968) referred to as deficiency needs. These needs visceral design, much is known from arts and graphics
are different in nature to self actualization. The hierarchy is about what constitutes good design: the golden ratio,
not a strict progression: individuals may deemphasize some symmetry, appropriate use of colors, and visual balance
needs and emphasize others. (the use of white space). A beautiful face, a sunset, and
Hancock et al. (2005) presented a similar hierarchy of rolling hills are examples of this. Everybody seems to agree
needs for ergonomics and hedonomics. The ergonomic on this aspect of affective design (Norman, 2004).
needs address safety, functionality, and usability; in Behavioural design focuses on what a person can do with
Maslow’s reasoning these would be deficiency needs. The an object. If the object affords manipulation, we can
two upper levels, pleasure and individuation, deal with self develop good design rules. This is where most of the
actualization. Individuation, at the top of the pyramid, is activity in HCI and the usability community is directed.
concerned with ways in which a person customizes his or Behavioural design also incorporates Csikszentmihalyi’s
her engagement and priorities, thereby optimizing pleasure (1990) concept of flow. An example is when a person
as well as efficiency. manipulates the controls in a computer game. While
One may question if there is really a hierarchy, or if the turning a knob or touching a control the user feels fully
elements are independent of each other. If so, there would in control, and the device always responds as expected.
not be a progression from bottom to top, but rather in Artists rarely talk about this because their focus is on visual
parallel. Helander and Zhang (1997) found that comfort appearance. To them the visual appearance of an interface
and discomfort are orthogonal concepts, and it is necessary is more important than the smoothness of operating
to use two different scales to measure them. Similarly, it controls.
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Fig. 2. Framework for affective design evaluation (After Helander and Khalid, 2006).

Reflective design considers a designer (or user’s) thoughts as other washers/dryers, it sells extremely well. The users
and evaluations of the current design. This is intellectually are very happy with the design, and housewives are getting
driven. It is influenced greatly by the knowledge and together for ‘‘laundry parties.’’
experience of the designer (user), including the person’s The context of use is sometimes difficult to predict—who
culture and idiosyncrasies. In judging taste and fashion, could have predicted the laundry parties? The context of
people of different cultures think differently; it all depends use is therefore not easy to consider in design. People’s
on upbringing, traditions, needs and expectations. experiences result from motivated action in a context; as
Some of the best reflective designs are loved by some and such the designer can neither know nor control the user’s
hated by others. Such contrasts may be desirable, since experience. Similarly, it is not always possible to predict
controversial designs have often proven to be very needs, motivation, context, and action which are relevant
successful. This is where the skills and intuition of designers for the creation of user experience, leading to design
play a large part. One example is Volkswagen Bora; user features of an artifact.
evaluations include: great looks, stupid looks, looks like a Moreover, people have different motivations and needs
baby, not masculine enough, no prestige, environmentally for using a product. Take for example the mobile phone: to
friendly, beautiful symmetry. keep in touch with loved ones, be efficient at work, and
Constraints and filters. The next issue in the designer’s avoid boredom. In addition, there are ‘‘value-added
environment deals with design constraints and filters. These characteristics’’ such as camera, games, short messaging
are marked in Fig. 2, with dashed lines connecting the system (SMS), alarm clock, and Internet connections.
‘‘context of use’’ and ‘‘society.’’ In the evaluation of Besides, the phone is used in many different contexts: while
an artifact, a designer will consider the context of use and commuting to work, at home, in recreation, and so on. Use
the context of activity of the artifact. For example, will the of new digital products is like a scenario for ‘‘situated
product be used at work or at home? At work, the cognition’’—the context of use will determine the user
aesthetics of an office chair is less important than pleasant experience (Suchman, 1987). It may be impossible to
interactions with colleagues. At home, however, a chair predict the use of the artifact in the individual case. The
with an inspired design may be a means to express one’s designer’s goal, then, should be to design products that
personality through aesthetic preferences. In addition, the support user creativity in using the product. Equip the
designer must also consider society trends, norms and mobile phone with many features; it is up to the user to test
fashions. These aspects operate like constraints and modify them and decide what is important.
the design of the artifact.
The context of use can be understood through a task 4.2. Needs structure of the affective user
analysis. This is a tool often applied in human factors. For
example, the design team for the new Duet washer and In Fig. 2, there are two simultaneously operating systems
dryer, manufactured by Whirlpool, applied cognitive task for evaluating design: an affective system and a cognitive
analysis to analyze the context of use and needs of system. These are both influenced by differences in
housewives. Although the product is twice as expensive needs and other idiosyncratic characteristics (knowledge,
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education, gender, etc.). An experienced person will see without many expectations, but there will be future
things differently compared to an inexperienced person, upgrades once the sales patterns and customer needs are
resulting in different decisions. understood.
The need for affect varies greatly among people. Some A common problem is that although prospective
persons have a well-developed sense of aesthetics and will customers may respond in a survey that they like to buy
seek opportunities to satisfy their needs for beautiful a product, they may change their minds at the time of
things. Other people do not care about aesthetics. Some purchase. There is a long mental step between intention
individuals have a need to prove their virtuosity in games and behaviour (Fishbein and Ajzen, 1972). Hence, the
and will take challenges as opportunities arise. They will information on customer needs may be sketchy, and
seek to develop great skills so that the game will ‘‘flow’’ designers may proceed by ignoring customer needs and
effortlessly. Thus, a person’s need structure is essential for estimate functional requirements as well as they can. The
purposeful activity. The needs of individuals therefore mapping from the designer’s environment to the affective
drive design. Needs, however, are diverse among different user (Fig. 2) will then be based on incomplete information.
persons.
The need for virtuosity is a proven basic human need
(Kubovy, 1999). An act is performed with virtuosity when 4.3. The consumer process
it is difficult for most people to do but is carried out with
ease and economy. This is what drives many of us to play In addition to affective evaluation, the process of
computer games. However, virtuosity as a source of buying a product is influenced by two affective processes:
pleasure does not require extraordinary performance. (1) affective matching of needs, and (2) affective matching
Kubovy (1999) made reference to a situation where a of personal utility, see Fig. 3.
person learned to improvise jazz on the piano over a period In the first instance a customer compares the features of
of six years; despite the slow development it was a very alternative products to his/her perceived needs. At the
satisfactory experience. Take another scenario, a skiing same time the customer considers constraints that eliminate
resort. While waiting in the lift lines, the latest fashion in many products due to price, suitability, and aesthetics
skiing outfit and equipment will be much appreciated, but design. Assume that you are buying a shirt for a friend.
the activity of skiing cannot be displayed, so it is not You will consider the price, size, style, and colour. You will
relevant. While skiing downhill, a great skiing performance try to imagine how well it fits to his personal needs and if
with superb control and flow is admired, but in this case, a he will appreciate the shirt. This ‘‘emotional matching’’
trendy outfit is beside the point. also occurs when you buy a shirt or a blouse for yourself,
On the basis of customer needs, designers select, except the process may have become familiar to the extent
organize, and size product design variables to satisfy these that it is automated, and you may not consciously reflect
needs. Information about the needs may be gauged from on all the details; the evaluation process is quicker and
different consumer groups. Nevertheless, customer needs partly subconscious. While you are aware of why you like
are difficult to capture. Based on sales patterns and something, you may not reflect on why you reject an item.
customer surveys, an existing product may be refined. Consider going through a rack of blouses in a store. The
For seasoned products such as cars, radios, and mobile rejection of an item may take only a second. The affective
phones, customer needs are well understood because of the matching of a blouse is a pattern matching process with
past sales record. Companies may improve such products well-developed criteria for aesthetics and suitability.
in incremental steps, and customers follow along. How- The constraint filter helps in decision making by
ever, for a new product it may not be possible to predict eliminating alternatives. Some products are rejected at an
sales with any accuracy. One common example is software early stage. This can happen for many reasons: the price is
design. A new software version 1.0 is put on the market too high, the colour is ugly, or the quality is poor. A quick

Fig. 3. The consumer process.


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decision is made to reject the product and consider the next moves and control, and situation awareness—the ability to
product. forecast what will happen next. Thereby, the software
If the product is accepted, there will be a trial adoption. induces positive emotions of fun, enjoyment, and satisfac-
A customer may try a blouse or a shirt. A second affective tion. The pleasures derived from seamless interaction and
matching takes place, where the personal utility and the usable functions are hedonic benefits that enhance the
benefit-cost of the purchase are judged. There can be three ‘‘skillful’’ and ‘‘confident’’ user. They also enhance the
decision outcomes: reject (search for another product), sense of virtuosity in interaction; a common need among
accept (pay and leave), or give up (walk out of the store). users.
A poorly designed application with complex user inter-
5. Discussion face and controls impedes natural interaction, inducing
negative emotions, a desire to quit, moodiness, and
Products elicit emotions; some products elicit much sometimes swearing at the machine, or even kicking it.
emotion, such as art and clothing, and others less, such as Hedonic penalties lead to sentiments of anger and
groceries and consumer goods. Designers must consider frustration (Luczak et al., 2003). Pleasurable interaction
affect and emotion in design. Emotional responses induce may be derived by integrating adaptability into designs and
customers to select a particular product among many; providing design features that enhance user control.
thereby influencing the purchase decision. In practice, user In sum, customers tend to make decisions based on their
emotions toward products are well established and some- feelings, perceptions, values and reflections. These are
times difficult to manipulate. As such, emotion may be the based on emotional evaluations rather than logic and
strongest differentiator in user experience. It triggers both rational thinking.
conscious and unconscious responses to a product or an
interface. 5.1. Research issues
There are many important reasons to maximize positive
emotions and minimize negative emotions. Understanding Affective appreciation is of course not new—just the
and reducing users’ anxiety and fears (negative emotions) research. People have affective reactions toward tasks,
will help in increasing product satisfaction. Poor usability artifacts, and interfaces. These are caused by design
will also induce negative responses such as frustration, features that operate either through the perceptual system
annoyance, anger, and confusion. In evaluating the effect (looking at) or from a sense of controlling (touching and
of emotions on purchase behaviour, we must also consider activating) or from reflection and experience. These
that even a moderate increase in positive emotions will reactions are difficult if not impossible to control; the
improve cognitive processing. A happy person has an open limbic system in the brain is in operation whether we want
mind, while a negative person is restrained. Products with it or not. They are in operation whenever we look at
positive user experiences and emotions can be more beautiful objects, and they are particularly obvious when
important to the customer than gains in productivity and we try ‘‘emotional matching,’’ such as buying clothes or
effectiveness. Negative emotions from poor design and selecting a birthday card for someone else.
poor usability must definitely be avoided in product design. Measuring affective responses to designed objects can be
However, emotion is not an exclusive factor in defining a problematic. Further research is needed to develop
successful user experience. Every single product feature measurement tools and to validate expressions of emotions
affects the ‘‘user experience’’ which is complex and multi- that are useful for design. Several issues warrant further
faceted. Furthermore, emotions are culturally specific and research, and below we summarize some of the earlier
variable. There is no such thing as a neutral interface; any points.
design will elicit emotions from the user and the designer
(Gaver, 1996). The designer should aim to ‘‘control’’ the 1. Lack of facial and physiological signals. Pleasures of the
user experience through a deliberate design effort, thus mind are not accompanied by any distinctive facial
bridging the gap between the affective user and the expression (Kubovy, 1999). This is different from social
designer’s environment, as outlined in the framework interaction, where half of the message is in the person’s
(Fig. 2). face. Since it is problematic to use physiological
Providing flow. Much research and design experiences measures or facial expressions, one is left with subjective
bear witness to the fact that it does not make sense to measures. There is nothing wrong with subjective
separate emotion from cognition. Instead, an integrated methods; the data comes directly from the user. In
view of emotion and cognition is taking hold; not only in many instances, verbal or written reports provide the
research but also in product design. A product should be most valuable information. The data is, however,
designed to support customer needs, including the custo- limited to what can be reported; sentiments concerning
mer’s persona and needs profile. This can be done in automated action and user expertise are difficult to
several ways: by providing flow—or ease of use—in solicit.
interacting with the product. Application software with 2. Design for context of use and activity. A product is used
intuitive and adaptive controls enables good flow; quick in a context—an envelope of semantics of usage
ARTICLE IN PRESS
H.M. Khalid / Applied Ergonomics 37 (2006) 409–418 417

surrounds the product (Alcántara et al., 2005). Products 6. Conclusion


communicate with users and can never be contextually
neutral. To ensure human enjoyment, it would be a Affective evaluations provide a new and different
good idea to analyze the entire setting, including perspective in human factors engineering. It is not how to
activities, tasks scenarios of usage. Designers must take evaluate users—it is how the user evaluates. The research
on a greater responsibility. It is not just about the on hedonic values and seductive interfaces is a welcome
product; an ambitious design must also include the contrast to safety and productivity which have dominated
semantics of usage. human factors and ergonomics. Approaches to emotions
3. Inspire the Users. Customer needs are chang- and affect have been studied at many different levels, and
ing: Functionality, attractiveness, ease of use, afford- several models have been proposed for a variety of
ability, and safety are taken for granted. The new trends domains and environments.
are for objects or artifacts that inspire users, This article represents the beginning of a promising and
enhance their lives, and evoke emotions and dreams challenging research area. It opens a minefield of con-
(Demirbilek and Sener, 2003). This requires research ceptual and methodological issues for research and
into conscious as well as unconscious processes that development. Much needs to be done to develop predictive
are related to positive emotions and pleasurable models of affect and pleasure for design of products and
experiences. interfaces. The current methodology for generating valid
4. The mechanics of hedonics. We have a poor under- and reliable measures of affect is still immature.
standing of what makes people happy (Loewenstein and
Schkade, 1999). The effects of satiation of objects and
Acknowledgement
ownership, and the relation to pleasure have been
reasonably well researched. Some studies have found
I am grateful to Martin Helander for his comments on
that subjects’ feelings did change substantially over time,
this article.
but the changes could not be predicted at the outset. If
we can learn to understand the mechanics of hedo-
nomics, there will be significant monetary rewards for References
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