Designing interactions with emotion
Guest lecture at School of Art and Design, Aalto university on October 11th, 2010


Mi...
1)    Introduction to interaction design
2)    Understanding emotion
3)    Case study 1: Emotional communication
4)    Cas...
What is interaction design?
What is IxD?

“The art of facilitating interactions between humans
through products and services.”

Designing for interact...
What is IxD?

                Form                      Content
         Industrial designers      Information architects
...
What is IxD?




         Designing Interactions, Bill Moggridge
What is IxD?
           Web as software interface   Web as hyper text system




   The Elements of User Experience, Jesse...
What is IxD?

“It is about shaping our everyday life through digital
artifacts – for work, for play, and for entertainment...
How do designers define behaviors and
shape everyday life?


Prototypes
Let us shape your life by prototyping"

Designing a bathroom
Let us shape your life by prototyping"



A very ordinary bathroom.
Let us shape your life by prototyping"




What kind of room is this?"
How do you feel then?
2) Understanding emotion

(work in progress)
Understanding emotion

Visceral level people will be strongly biased toward
appearance, behavioral people towards function...
Understanding emotion

The four pleasures
Physio-pleasure is to do with the body and with pleasures
derived from the senso...
Understanding emotion

Other psychologically motivated metrics have been promoted
to estimate the optimal usability of an ...
Understanding emotion

With living object the sense of attachment grows over time
and is strengthened, as in real human re...
3) Case study 1

Emotional communication: products that
connect family and friends
Imagine that you travel to Japan for the first
time and you see a Japanese person like me on
the street,
Wearing a Jussi paita.
Common objects and interests can connect
people and even encourage their
communication.
Demo videos

Talking glass
http://michihito.com/11talkingglass_mov1.html

Sharing the moment
http://michihito.com/11sharin...
3) Case study 2

Design for seductive user experiences
The most typical design method:
Interaction design provides solutions suitable
to the context and environment where the us...
Mugen toy
(Ever-lasting toy)
Coverflow                    Live wallpaper




www.youtube.com/watch?v=afy5BEdRz8A


                                  ww...
These examples are more seductive even
if it’s less functional.
Demo on Nokia N900




             Slide the keyboard in and out!
                     www.vimeo.com/15763921
When did you spin the device?
When did you spin a bottle?
Design guidelines

 Think of the simplest interactions in everyday life e.g. turn pages on a book.

 Think of interactions...
4) Group work

Design seductive user experience with
everyday object
Group work / presentations

Group work ( - 16:00)
Make groups with 3 people.
Create one idea on seductive user experience....
Thank you
Designing Interaction with emotion
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Designing Interaction with emotion

  1. 1. Designing interactions with emotion Guest lecture at School of Art and Design, Aalto university on October 11th, 2010 Michihito Mizutani Interaction Designer MeeGo Computers UX team | Nokia
  2. 2. 1)  Introduction to interaction design 2)  Understanding emotion 3)  Case study 1: Emotional communication 4)  Case study 2: Seductive user experience 5)  Group work 6)  Presentations
  3. 3. What is interaction design?
  4. 4. What is IxD? “The art of facilitating interactions between humans through products and services.” Designing for interaction, Dan Saffer
  5. 5. What is IxD? Form Content Industrial designers Information architects Graphic designers Copywriters Animators Sound designers Behavior Interaction designers About Face: The Essentials of Interaction Design Alan Cooper, Robert Reimann, and David Cronin
  6. 6. What is IxD? Designing Interactions, Bill Moggridge
  7. 7. What is IxD? Web as software interface Web as hyper text system The Elements of User Experience, Jesse James Garrett
  8. 8. What is IxD? “It is about shaping our everyday life through digital artifacts – for work, for play, and for entertainment.” Interview with Gillian Crampton Smith Designing Interactions, Bill Moggridge
  9. 9. How do designers define behaviors and shape everyday life? Prototypes
  10. 10. Let us shape your life by prototyping" Designing a bathroom
  11. 11. Let us shape your life by prototyping" A very ordinary bathroom.
  12. 12. Let us shape your life by prototyping" What kind of room is this?" How do you feel then?
  13. 13. 2) Understanding emotion (work in progress)
  14. 14. Understanding emotion Visceral level people will be strongly biased toward appearance, behavioral people towards function, usability, and how much they feel in control during use. And Reflective level people (who would seldom admit to be one), are heavily biased by brand name, by prestige, and by the value a product brings to their self-image – hence the sale of high-priced whiskey, watches,, automobiles, and home furnishings. Emotional Design, Donald A. Norman
  15. 15. Understanding emotion The four pleasures Physio-pleasure is to do with the body and with pleasures derived from the sensory organs. Socio-pleasure is the enjoyment derived from relationship with others. Psycho-pleasure pertains to people’s cognitive and emotional reactions. Ideo-pleasure pertains to people’s values. Tiger (1992) reefers to the pleasures derived from ‘theoretical’ entities such as books, music and art. Designing Pleasurable products, Patrick W. Jordan
  16. 16. Understanding emotion Other psychologically motivated metrics have been promoted to estimate the optimal usability of an interface, with cognitive viscosity being one of these factors( Green , 1989). Viscosity in its conventional sense is a highly tactile term, synonymous with stickiness The antiusability Manifesto, John Lenarcic
  17. 17. Understanding emotion With living object the sense of attachment grows over time and is strengthened, as in real human relationships, by effort and engagement, but eventually will also fade with changes in life. Living objects are generally irreplaceable. Meaningful relationships with products Katja Battarbee and Tuuli Mattelmäki
  18. 18. 3) Case study 1 Emotional communication: products that connect family and friends
  19. 19. Imagine that you travel to Japan for the first time and you see a Japanese person like me on the street,
  20. 20. Wearing a Jussi paita.
  21. 21. Common objects and interests can connect people and even encourage their communication.
  22. 22. Demo videos Talking glass http://michihito.com/11talkingglass_mov1.html Sharing the moment http://michihito.com/11sharingmoment_mov1.html Narrowcasting TV http://michihito.com/11narrowcastingtv_mov1.html
  23. 23. 3) Case study 2 Design for seductive user experiences
  24. 24. The most typical design method: Interaction design provides solutions suitable to the context and environment where the user is situated. But here is another method: Interaction design can also recall certain contexts and environments that the users have experienced in the past.
  25. 25. Mugen toy (Ever-lasting toy)
  26. 26. Coverflow Live wallpaper www.youtube.com/watch?v=afy5BEdRz8A www.youtube.com/watch?v=AEsZXHS7J0I
  27. 27. These examples are more seductive even if it’s less functional.
  28. 28. Demo on Nokia N900 Slide the keyboard in and out! www.vimeo.com/15763921
  29. 29. When did you spin the device?
  30. 30. When did you spin a bottle?
  31. 31. Design guidelines Think of the simplest interactions in everyday life e.g. turn pages on a book. Think of interactions that don’t trigger functions. Prototype to illustrate expected experiences. Make a few iterations. Thinking one more unique value after first successful prototype. Do not expect WOW experience, search for GRIN experience.
  32. 32. 4) Group work Design seductive user experience with everyday object
  33. 33. Group work / presentations Group work ( - 16:00) Make groups with 3 people. Create one idea on seductive user experience. Presentations (16:00 – 17:00) Each group has 3 min. Example everyday objects - Umbrella - Chair - Wallet - Cloth - Keys - Watch - Mobile phone - Cups - Pens - Notes - Ring
  34. 34. Thank you

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