67e491fc8947a40cfaffd6cc7a511082.ppt
- Количество слайдов: 24
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: – Hedonic Design – Affective Human Factors Design – Human-Centered Design – Empathetic Design • Quick definition: focuses on the influenc 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: – 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: – Information Sciences – Cognitive Science – Computer Science – Artificial Intelligence – Philosophy – Art & Design – Software & Game Development
MOTIONAL DESIG • Introduction • Background • Playtime • 3 Divisions • Design • Usability • H-C Etiquette • Limitations • Hedonism • Culture • Cost-Justifying • Conclusions • Questions 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
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/arb 93 • panic: http: //panic. com/ • Google Maps: http: //tinyurl. com/c 45 rm
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 i. Pod: 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 t 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 al 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 emotion – My purpose is a simple optimization problem: maximize the good, minimize the bad
MOTIONAL DESIG • Introduction • Background • Playtime • 3 Divisions • Design • Usability • H-C Etiquette • Limitations • Hedonism • Culture • Cost-Justifying • Conclusions • Questions 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
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. , i. Pod) • Paying attention to the emotions of executives in your company can better prepare you to make your case for costjustifying 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: – 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 • 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?
67e491fc8947a40cfaffd6cc7a511082.ppt