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Emotion and usability

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UX Sofia 2015
www.uxsofia.com

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Emotion and usability

  1. 1. Infragistics Propietary1 Emotion & Usability
  2. 2. Infragistics Propietary2 Hi  I’m Stefan  UX Architect at Infragistics  IDF local leader
  3. 3. Infragistics Propietary3 HIGH FIVE
  4. 4. Infragistics Propietary4 What makes us human?
  5. 5. Infragistics Propietary5 React
  6. 6. Infragistics Propietary6 Envision
  7. 7. Infragistics Propietary7  For us humans they work together Two types of information processing  Affective processing  Cognitive processing  Stimulus Stimulus  Perceive  React  Relate  Imagine
  8. 8. Infragistics Propietary8 Norman’s three levels of design  Visceral – unconscious perception of appeal  Behavioral  Reflective
  9. 9. Infragistics Propietary9 Norman’s three levels of design  Visceral  Behavioral – unconscious perception of task appropriateness  Reflective
  10. 10. Infragistics Propietary10 Mental model  The model each user creates for the utilization of the product Mental modelConceptual model Product appearance
  11. 11. Infragistics Propietary11 Norman’s three levels of design  Visceral  Behavioral  Reflective – conscious envisioning thinking
  12. 12. Infragistics Propietary12 Illustrating the levels when buying shoes  Visceral  Behavioral  Reflective
  13. 13. Infragistics Propietary13 Illustrating the levels with a smartphone purchase  Visceral  Behavioral  Reflective
  14. 14. Infragistics Propietary14 Emotion  Distinct and subjective feeling state in response to external stimuli or a mental process
  15. 15. Infragistics Propietary16
  16. 16. Infragistics Propietary17
  17. 17. Infragistics Propietary18 Experience over and over again
  18. 18. Infragistics Propietary19 Emotions stick
  19. 19. Infragistics Propietary20 Emotion in UIs  Elicit  Detect  Transfer
  20. 20. Infragistics Propietary21 Emotion in UIs  As a primary or a secondary expression tool
  21. 21. Infragistics Propietary22 Emotion in UIs  As a primary or a secondary expression tool
  22. 22. Infragistics Propietary23 Emotion in UIs  As a primary or a secondary expression tool
  23. 23. Infragistics Propietary24 Emotion in UIs  Positive and negative emotions depend on context
  24. 24. Infragistics Propietary25 Emotion in UIs  Positive and negative emotions depend on context
  25. 25. Infragistics Propietary26 Microsoft create a sense of stability and security with a pleasant snap at the end after gradually slowing down. Anemotions Image credits: http://www.davidmcgavern.com/ company-animation-styles/
  26. 26. Infragistics Propietary27 Disney offers squeeze, stretch and bouncing to convey playfulness and give life to objects. Anemotions Image credits: http://www.davidmcgavern.com/ company-animation-styles/
  27. 27. Infragistics Propietary28 Facebook uses the spring at the end to give comfort and predictability but at the same time playfulness. Anemotions Image credits: http://www.davidmcgavern.com/ company-animation-styles/
  28. 28. Infragistics Propietary29 Google use slight easing at the end but moves faster to give a sense of speed. Anemotions Image credits: http://www.davidmcgavern.com/ company-animation-styles/
  29. 29. Infragistics Propietary30 Looney Tunes gives a sense of familiarity and joy by replicating behaviors of specific cartoon characters. Anemotions Image credits: http://www.davidmcgavern.com/ company-animation-styles/
  30. 30. Infragistics Propietary31 Apple offers calmness and predictability by mimicking acceleration and deceleration as in nature. Anemotions Image credits: http://www.davidmcgavern.com/ company-animation-styles/
  31. 31. Infragistics Propietary32 In short  Information processing  Norman’s three levels of design  Emotion  Emotion in digital products  Anemotions
  32. 32. Infragistics Propietary33  sivanov@infragistics.com stefanivanovux

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