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CST3180

User Experience
(UX) Design

Week 10 - Emotion and User Experience


Lecture Content

 What is Emotion?

 Why user experience important?

 The use of Emotion

 Theories of Emotion
Traditionally, HCI has been about designing effective
and efficient systems

Recently, HCI has moved towards designing user


How user interfaces which aim to:

interfaces
affect people? 


motivate users to learn or play,
explore and be creative,
 encourage users to be social,
 provide a calm environment,
 create feelings of trust etc.
Which of the basic elements of product
design is often ignored when
developing a new product?

 Effectiveness

 Efficiency

 Satisfaction
Dealing with user frustrations

 We can impact the emotions of


users by designing in a way that
that considers the cognition,
disposition and environment of
the user.

 Interfaces, if designed poorly, can


make people look stupid, feel
insulted or threatened

 The effect can make user to lose


their temper

Microsoft Window 98
Emotion

Emotions are psychophysiological changes


which occur naturally due to events in our
surroundings. These changes are mediated
by our cognition (i.e. how we interpret
information), our disposition (i.e. how we feel
at the time) and environmental factors.

Therefore, the role of the designers is to both


understand:

 how we are affected by the products they


design and

 how they can be developed to improve


the associated user experience and our
lives.
Emotional design

 In the developed world, we have the benefit of choice; if a


product fails to provide us with a positive emotional
experience, we can simply look for an alternative.

 Products/designs must enhance positive aspects of the


user experience and limit or eliminate negative aspects of
the user experience.

 To achieve this we need to understand of


 who the users are,
 where and when they will use the product,
 how the product is going to be used.
Positive and Negative
Emotions

Human emotions can generally be


divided into two groups: positive and
negative.

Emotions are a good example of how


users can overcome the limitations to
create more expressive and enjoyable
interactions.

:) :-)

:-/ :-(
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Expressive User
Interfaces

Icons and animation have been used to


indicate the current state of a computer
or cell phone.

 A classic from the 1980s

 The Happy Mac icon

 “a sense of friendliness”
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Do you think that computers should say
they are sorry?

Hall - “ I am sorry Dave …


I'm afraid I can't do that...”

(A Space Odyssey 2001)


User Frustration
 When an application doesn't work properly or crashes

 When a system doesn't do what the user wants it to do

 When a user's expectations aren't met

 When the system doesn't provide enough information to


enable the user to know what to do next

 When error messages pop up that are vague

 When the user does a long series of steps to complete a


task, only to discover an error was made and they have to
start over again
Affordances

 Affordances in design are a key concept in helping to avoid


negative experiences during use.

 “Actionable properties between the world and an actor”


 In other words, things a person can do to the world or things in it
 About the relationship between person and the world

 Perceivable qualities indicate action


 Flatness, rigidity, orientation, size, etc
Using Affordances to Avoid Negative
Emotional Responses A watering can must have a
spout that at least points
 The design of physical or digital away from the filling hole.
object must afford the same level of
understanding to the users who
created them for the first time.
Especially in digital design, visual
elements of the interface must allow
the user to readily understand what
the result of interacting with them will
be.

 it is important that the visible and


perceptible characteristics provide
potential users with sufficient
information to make their judgments
without the need for direct contact.
Katerina Kamprani’s water can
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 Objects should signal


function with perceptible
cues
Rex Hartson, a computer scientist at Virginia Tech (2003), proposed four
levels of “affordances”:

• Cognitive affordance: a design feature that helps users to know


something (e.g. a label on a button explaining what will happen if it is
clicked).
Four levels of • Physical affordance: a design feature that helps users to perform a
“affordances” physical action in the interface (e.g., making buttons on a touchscreen
large enough so they can easily be pressed with a finger)

• Sensory affordance: a design feature that that it helps users sense it more
easily (e.g., making the button label font large enough so it can be read
from a typical user-device distance)

• Functional affordance: a design feature that that helps users accomplish


some work (e.g., the ability to sort a folder’s contents based on filename,
date modified or other parameters).
The Product-Emotion Cycle

The Product-Emotion Cycle addresses the effect a product or object has on the user, and
the effect of the user's resulting actions on the behaviour of the thing itself.

By considering the cognitive, physical, sensory and functional affordances of a design


element, we can help users in intuitively understanding how to use products and what
purpose they might be good for.
Norman's Three Levels
of Design

Don Norman Norman introduced


the idea that product design should
address three different levels of
cognitive and emotional processing:
visceral, behavioural, and reflective.
z
Emotional Design Model

 Visceral design helps us make rapid


decisions about what is good, bad, safe,
or dangerous. The focus of visceral
design is principally on aesthetics.

 Behavioral design lets us manage simple,


everyday behaviors, which according to
Norman, constitute the majority of human
activity. Behavioural design is probably
more often referred to as usability.

 Reflective design involves conscious


consideration and reflection on past
experiences.
Visceral/Behavioural/Reflective Design
 Visceral design aims to get inside the users/customer head and affect his/her
emotions either to improve the user experience (e.g., improving the general visual
appeal) or to serve some business interest (e.g., emotionally blackmailing the
user/customer to make a purchase, to suit the company/business/product owner’s
objectives).

 Behavioural design is fundamentally concerned with use—how the users carry out
their tasks and how the product can support them in carrying out the component
actions required for successful, efficient and error-free goal completion.

 Reflective design presents the biggest challenge to designers, because customers


and users may have different opinions, attitudes, memories, and life experiences
which are called upon when we make value judgments during reflective
processing.
Applying Norman's Model of Emotion: Colors in
Logo Design
Colours have a significant part to
play in our behavioural and
reflective experiences. For
example, colours are used to
distinguish elements in tangible
and graphical user interfaces,
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which improves usability.

At the reflective level, colours


form part of our conscious
perception of a product.

https://www.interaction-design.org
The biggest criticism of Plutchik’s Wheel of Emotions is its
failure to take into account the pairing of Pride and Shame.
z These are emotions which designers often play with.
Wheel of Emotions

 Emotional design is a big buzz word


within the UX community.

 One way of understanding emotions is


Plutchik’s Wheel of Emotions – this
may help you deliver better
experiences to your users when
designing products.

 The wheel can be used by designers to


act as a “colour palette” for emotional
design – with the idea being that
blending different emotions will create
different levels of emotional response
and intensities of that response.

https://en.wikipedia.org/wiki/Robert_Plutchik
Using Plutchik’s Wheel to measure
emotion
Measuring emotional engagement right at the start is
the key to the design of effective, efficient and
satisfactory products.

We can assume the user starts at an emotional state


of 0, or neutral.

 The central circle are worth either negative or


positive 3

 The 2nd circle are worth negative or positive 2

 The 3rd layer are worth negative or positive 1


Read the paper on Capturing and Measuring Emotions in
UX by Sarah E. Garcia and Laura M Hammond.
The Wheel of Emotion
The basic emotional pairs are as The Wheel of Emotion is a
follows: useful tool to get UX designers
 Joy and Sadness thinking about how they may
elicit certain emotions through
 Trust and Disgust
their product design. It is not
 Fear and Anger considered to be a complete
emotional design toolkit and may
 Surprise and Anticipation
be too simplistic for some
The biggest criticism of this model is situations and may neglect other
its failure to take into account the strong emotions completely.
pairing of Pride and Shame.
Pleasure Model

Patrick W. Jordan has proposed an We need to understand


affective model called “Pleasure
people’s practical needs,
Model”
personalities, emotions, hopes,
His model focuses more on the fears, dreams and aspirations.
pleasurable aspects of our We need to know how people
interactions with products.
want to feel about themselves
and the role that the products
“Designing Pleasurable Products”
and services that they use can
Patrick W. Jordan (2000)
play in this.”

 Patrick W. Jordan
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Pleasure Model

 Physio-pleasure - bodily pleasures connected


to sensory experiences, e.g. touch, taste, and
smell

 Psycho-pleasure - people's emotional and


cognitive reactions to a product- This is similar
to the behavioral level of Norman's model)

 Socio-pleasure - the enjoyment of being in the


company of others such as loved ones,
friends, and colleagues

 Ideo-pleasure - people's values - this is akin to


the reflective level of Norman's model.
Emotional design

Researchers Keith Oatley and Philip Johnson-Laird (1987), at the


Universities of Glasgow and Cambridge respectively, suggest that our
emotions help us choose which goals to pursue, as they act as a barometer
for determining the possibility of success when we take a particular
approach to a problem.

if a product fails to provide us with a positive emotional experience, we can


simply look for an alternative.
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• You can find out whether key user journeys will leave the user in a positive emotional
state

• You can identify features that are eliciting negative emotions and make sure these are
replaced with opposing, positive emotion

• It gives your personas real life emotions and assesses how well your system caters for
each one on an emotional level
References

 Paul Jarvis, The importance of emotion in design, 2014.


https://thenextweb.com/dd/2014/02/25/importance-em..

 Hartson, R. (2003). Cognitive, physical, sensory, and functional


affordances in interaction design. Behaviour & Information Technology,
22(5), 315-338.

 Oatley, K., & Johnson-Laird, P. N. (1987). Towards a cognitive theory


of emotions. Cognition and emotion, 1(1), 29-50.

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