Designing and testing for emotion
Lesson Learnt
- High levels of informational load for users triggers subjective evaluations, which are like to be the feelings of agitation or embarrassment rather than the feeling of calmness. Decide which you are designing for and adjust the information load accordingly.
- When users consciously alter their emotions, especially during a think aloud, it gives them leverage over problem solving and aids task completion. For example, "in order to try and understand whether the interface contained a specific feature, one user articulated confusion and annoyance."
- Cognitive artifacts augment the performance of our minds for certain tasks. Similarly, affective artifacts are artifacts which represent or elicit emotions that assist with product interaction. For example, is a user's concern about his new phone is that "It takes so long to find a number, the phone is humiliating to use", then the affective artifact is competitive pride. Performing regular social tasks should be elegant.
- Designing for envy involves giving your interface sleek non-obvious controls, that are also so simple they are impossible to forget. This gives the owner control and know-how that the other stake holders don't have, but wish they did.
- If designing for control and power, is desirable, it can be done by replicating the interaction between sliding a battery pack in a power drill, or sliding a clip into a handgun.
- Discovering the emotional context that a product is designed can lead to insights. For example, if you are designing a music player to be used while exercise, the user's focus is on their body. Therefor, make the interface tightly coupled with the body, installing it in the clothes and using gestures for control.
- We are, as designers, pieces of the knowledge creation process. Other pieces of this process are the designs we create and the communication we exchange. The better an organization uses its designers depends on the efficiency, the effectiveness and the competence of the designers.
Bibliography with Summaries
Essay |
Summary |
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Zimmerman, John. Exploring the Role of Emotion in the Interaction Design of Digital Music Players , Designing Pleasurable Products and Interfaces, 2003 |
This paper describes an exercise conducted with three separate teams of student's build three different types of digital music players. One of the stereos was a digital player design to "envoke envy" to one the stereo's they designed, by making the controls non obvious so the user feels in control. Another handheld digital player, works with special hardware. It uses is rod shaped memory cartridges that the user must slide into the player, like inserting a battery into a driver drill, giving the user the feeling of power and control. |
Oh, W. and Khong, P. W. Competitive Advantage through Pleasurable Products , Designing Pleasurable Products And Interfaces, 2003 |
Designing pleasurable products not only creates products with a high market demand, but also, by the very structure of the designing for human factors, increases working productivity and satisfaction. This paper explains how the knowledge creation process creates more satisfactory roles for workers and how introducing pleasurable products into the design process affects better design. |
Spillers, F. Emotion as a Cognitive Artifact and the Design Implications for Products that are Perceived as Pleasurable , Design and Pleasure, 2004 |
Spiller observes the way that emotions manifest themselves in users and their environments. These manifestations of emotions are what he calls emotional artifacts. Through observing these emotional artifacts, designers can discover indications about the reception and potential success of their design. |
Katov, M., Nomura, N. and Kuniaki, I. The Visual Information Load as a Parameter for Designing Pleasurable Environment , Designing Pleasurable Products And Interfaces, 2003 |
Information load parameter, which is proposed in this paper, measure of how much meaning is represented by the pixels in the photograph. They generate artificial photographs of a room and adjust the number of sofas, rug patterns, etc. to create pictures of scenes with different information loads. Then they ask, "Which interior is more interesting? Which interior is more comfortable? Which interior is more relaxing?" The interiors in the middle were the most calming. |
De Lera, E., Garreta, M. Ten Emotion Heuristics: Guidelines for assessing the user's affective dimension easily and cost-effectively , 2007. |
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