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Designing for PET
Professor Karen Cham FRSA
Academic Lead for Connected Futures & Brighton Digital Catapult Centre
University of Brighton
‘PET’ Persuasion Emotion & Trust
Beyond Usability: Designing Web Sites for Persuasion, Emotion, and Trust
“The next wave in Web site design is persuasive design, designing for
persuasion, emotion, and trust. While usability is still a fundamental
requirement for effective Web site design, it is no longer enough…
https://www.uxmatters.com/mt/archives/2009/01/beyond-usability-designing-web-sites-for-persuasion-emotion-and-trust.php
(Schaffer 2009)
How the User Feels
…the future of great Web design is
about creating customer engagement
and commitment in a way that clearly
impacts business results and
measurable goals. Whether a Web
site is e-commerce, informational, or
transactional, it must motivate people
to make decisions online that lead to
conversion of one sort or another”
https://www.uxmatters.com/mt/archives/2009/01/beyond-
usability-designing-web-sites-for-persuasion-emotion-and-
trust.php (Schaffer 2009)
page 4
Non-Conscious
Dominates Perception & Decision Making
Dr. Gerald Zaltman, Harvard University
Executive Committee of Harvard University’s Mind, Brain and Behavior
Interfaculty Initiative
“95% of the consumer’s
decisions are made at the non-
conscious level.”
https://hbr.org/2002/06/hidden-minds
page 5
Emotions Play a Critical Role in Decision Making
“Patients with damage to emotional parts of the
brain cannot make decisions despite having no
change in IQ”.
Antonio Damasio, Professor of Neuroscience, Psychology and Philosophy
University of Southern California
page 6
Cognitive Neuroscience Dual Process Theory
Implicit Explicit
System 1 System 2
Unconscious
Emotion
Conscious
Reason
Limbic
System
Pre-Frontal
Cortex
Associative
Very Fast
Effortless
Involuntary
Here&Now
Non-Conscious
RuleFollowing
Slow
Effortful
Controlled
Future Plans
Conscious
page 7
Simplified Cognitive Timeline
0N 100 200 300 400 500 600 700 800 900 1sec 1.1 1.2
OBSERVATION REACTION EXPRESSION
SYSTEM 1
IMPLICIT
Often referenced as:
Non-Conscious
Non-articulated
Pre-Cognitive
PET
research
needs to
measure here
Traditional Research
measures here
SYSTEM 2
EXPLICIT
Often referenced as:
Conscious
Articulated
Post-Cognitive
Expressed
page 8
Measuring System I Leads to New & Powerful Insights
Neuro
Research
measures here
New biometric -tools
capture responses at the
non-conscious level;
instinctive, innate
reactions, at the root of
perception.
Traditional methods
capture ‘considered’
responses in surveys and
focus groups
the most effective research involves blending System 1 (Biometric) and System 2 (traditional) tools
Neuro Marketing Example
page 10
We we are typically not aware of
non-conscious emotional influences
Thinking about feelings and emotions changes them
Traditional research suffers from a lot of ‘data-noise’ from
differences in people’s ways of expressing themselves
Unavoidably, such responses are filtered and distorted by
the very act of thinking about the response and sharing
them with the facilitator.
New science-led techniques can now measure response
before the brain engages in post-rationalizing and reporting
page 11
Neuro Testing
• Evaluates Emotional, Non-Conscious
response
• Combination with Eye-tracking yields
information on where people look and
how they are reacting
• Records Think and Feel, not just Say
• Quantified data of qualitative responses
• Identifies cause-effect triggers and
potential for activating sensory cues
• Yields fresh, deeper, richer actionable
insights to guide R+D and brand
development
page 12
Integrated Biometric Insights Testing Methods
4 emails 2 TV ads
EEG Data, Eye Tracking & Explicit Response Testing
page 13
EEG: Example Deliverables
0.0
1.0
2.0
3.0
4.0
5.0
6.0
7.0
8.0
9.0
10.0
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29
Ad A: Emotional Engagement
4
5
6
1
2
3
Summary (example)
1. (5 Secs) Emotional disengagement when shot moves to backs of heads. Consider shortening the shot or framing it differently to maintain view of
the viewers’ faces; 2. (9-10 Secs) Higher emotional engagement during this scene, but could be more engaging if shot showed some faces looking
towards the camera; 3. (15 Secs) Good brightness/colour-contrast of the phone in the fairly dark room helps maintain engagement; 4. (21 Secs) As
main character looks down, emotional engagement drops; 5. (22 Secs) reactions of the crowd drive emotional engagement up; 6. (27-28 Secs)
Engagement returns to reasonably high level for end branding
page 14
EEG Example Deliverables
Emails Showing Emotional ‘hot zones’
Overall Score: 73% Overall Score 87%
Blending EEG with Eye-Tracking scores reveals the most emotionally engaging sections of the emails. This then
informs recommendations on how to edit or optimise them, pulling-in findings from previous Neuroscience studies
Neuro Design
‘the new frontier of packaging and product design’
What’s wrong with UGC ?
Quantifying Value Mechanics
where does the established brand value lie
when representing the product ?
Digital Transformation of Value Chains
Measuring the Branded UX
A branded user
experience (UX) can
only be considered as
successful if it meets
or exceeds the brand
values, however
standard usability
research and testing
methods prove
inadequate across
complex multiple
touchpoints
Raida Shakiry, MRes, 2013
Mass Customisation
“BagEngine” - an online co-design tool for
high end fashion accessories
the need to maintain brand value means
brand specific value mechanics and shape
grammars had to be defined, biometric
evaluation of emotional engagement in
aspects of the brand helped define product
semantic ‘memes’ eg for Mulberry, being
invited to ‘queue’
BagServant, CreativeWorks London
Multi Touchpoint UX
.
This framework integrates standard usability testing with biometrics methods and tools, in order to carry out an
effective evaluation of the multichannel branded UX by taking a ‘dual process approach’.
“Perceived needs and emotional responses to brands: A dual-process view“ Journal of Brand Management (2014) 21, 23–42. doi:10.1057/bm.2013.21; published online 1 November 2013
Cognitive UXD Dual Process Testing
Measuring the Immersive UX
6 month research project undertaken by MA UXD
alumni Carl Yates in collaboration with Seren Ltd.
and funded by London Fusion
using MyndPlay Brainband, GSR looking at what
types of bio feedback can help us measure the
emotional interaction experienced in gameplay
and how those measures could inform the
development cycle
Carl found a correlation between peaks and
troughs in attention span and a games meta critic
score
Emotional States & Brainwave Data
Mapping Emotional Interaction (2013)
investigating how biometric data
such as eye tracking, facial
recognition, EEG, EMG, GSR,
might augment evaluating the UX
in dynamic immersive
experiences such as gameplay
Measuring the Cognitive UX
Nudge Architecture
Nudge Interface
Stop Smoking App (2011)
IoT FOG, AR/VR & 5G
Internet/Cloud/Servers
Core
Network/Routers/re
gional
Access Edge Nodes
(neighbourhood)
Gateway CPE
(building street)
Endpoint / Things
What makes sense of all the ‘things’ ?
Internet/Cloud/Servers
Core
Network/Routers/regional
Access Edge Nodes
(neighbourhood)
Gateway CPE
(building street)
Endpoint / Things
INTERFACE
USER
The User
CUX in the FOG/AR/VR
Realtime, Connected
and a Responsive
Feedback loop, driven
by an intelligent
architecture Users Experience
Data Driven Cognitive UX Nudge Architecture
Human Motives
Human Motives
Intelligent
decision architecture
UoB Creative Methods Lab

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Designing for Persuasion, Emotion, and Trust

  • 1. Designing for PET Professor Karen Cham FRSA Academic Lead for Connected Futures & Brighton Digital Catapult Centre University of Brighton
  • 2. ‘PET’ Persuasion Emotion & Trust Beyond Usability: Designing Web Sites for Persuasion, Emotion, and Trust “The next wave in Web site design is persuasive design, designing for persuasion, emotion, and trust. While usability is still a fundamental requirement for effective Web site design, it is no longer enough… https://www.uxmatters.com/mt/archives/2009/01/beyond-usability-designing-web-sites-for-persuasion-emotion-and-trust.php (Schaffer 2009)
  • 3. How the User Feels …the future of great Web design is about creating customer engagement and commitment in a way that clearly impacts business results and measurable goals. Whether a Web site is e-commerce, informational, or transactional, it must motivate people to make decisions online that lead to conversion of one sort or another” https://www.uxmatters.com/mt/archives/2009/01/beyond- usability-designing-web-sites-for-persuasion-emotion-and- trust.php (Schaffer 2009)
  • 4. page 4 Non-Conscious Dominates Perception & Decision Making Dr. Gerald Zaltman, Harvard University Executive Committee of Harvard University’s Mind, Brain and Behavior Interfaculty Initiative “95% of the consumer’s decisions are made at the non- conscious level.” https://hbr.org/2002/06/hidden-minds
  • 5. page 5 Emotions Play a Critical Role in Decision Making “Patients with damage to emotional parts of the brain cannot make decisions despite having no change in IQ”. Antonio Damasio, Professor of Neuroscience, Psychology and Philosophy University of Southern California
  • 6. page 6 Cognitive Neuroscience Dual Process Theory Implicit Explicit System 1 System 2 Unconscious Emotion Conscious Reason Limbic System Pre-Frontal Cortex Associative Very Fast Effortless Involuntary Here&Now Non-Conscious RuleFollowing Slow Effortful Controlled Future Plans Conscious
  • 7. page 7 Simplified Cognitive Timeline 0N 100 200 300 400 500 600 700 800 900 1sec 1.1 1.2 OBSERVATION REACTION EXPRESSION SYSTEM 1 IMPLICIT Often referenced as: Non-Conscious Non-articulated Pre-Cognitive PET research needs to measure here Traditional Research measures here SYSTEM 2 EXPLICIT Often referenced as: Conscious Articulated Post-Cognitive Expressed
  • 8. page 8 Measuring System I Leads to New & Powerful Insights Neuro Research measures here New biometric -tools capture responses at the non-conscious level; instinctive, innate reactions, at the root of perception. Traditional methods capture ‘considered’ responses in surveys and focus groups the most effective research involves blending System 1 (Biometric) and System 2 (traditional) tools
  • 10. page 10 We we are typically not aware of non-conscious emotional influences Thinking about feelings and emotions changes them Traditional research suffers from a lot of ‘data-noise’ from differences in people’s ways of expressing themselves Unavoidably, such responses are filtered and distorted by the very act of thinking about the response and sharing them with the facilitator. New science-led techniques can now measure response before the brain engages in post-rationalizing and reporting
  • 11. page 11 Neuro Testing • Evaluates Emotional, Non-Conscious response • Combination with Eye-tracking yields information on where people look and how they are reacting • Records Think and Feel, not just Say • Quantified data of qualitative responses • Identifies cause-effect triggers and potential for activating sensory cues • Yields fresh, deeper, richer actionable insights to guide R+D and brand development
  • 12. page 12 Integrated Biometric Insights Testing Methods 4 emails 2 TV ads EEG Data, Eye Tracking & Explicit Response Testing
  • 13. page 13 EEG: Example Deliverables 0.0 1.0 2.0 3.0 4.0 5.0 6.0 7.0 8.0 9.0 10.0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 Ad A: Emotional Engagement 4 5 6 1 2 3 Summary (example) 1. (5 Secs) Emotional disengagement when shot moves to backs of heads. Consider shortening the shot or framing it differently to maintain view of the viewers’ faces; 2. (9-10 Secs) Higher emotional engagement during this scene, but could be more engaging if shot showed some faces looking towards the camera; 3. (15 Secs) Good brightness/colour-contrast of the phone in the fairly dark room helps maintain engagement; 4. (21 Secs) As main character looks down, emotional engagement drops; 5. (22 Secs) reactions of the crowd drive emotional engagement up; 6. (27-28 Secs) Engagement returns to reasonably high level for end branding
  • 14. page 14 EEG Example Deliverables Emails Showing Emotional ‘hot zones’ Overall Score: 73% Overall Score 87% Blending EEG with Eye-Tracking scores reveals the most emotionally engaging sections of the emails. This then informs recommendations on how to edit or optimise them, pulling-in findings from previous Neuroscience studies
  • 15. Neuro Design ‘the new frontier of packaging and product design’
  • 16. What’s wrong with UGC ? Quantifying Value Mechanics
  • 17. where does the established brand value lie when representing the product ?
  • 19. Measuring the Branded UX A branded user experience (UX) can only be considered as successful if it meets or exceeds the brand values, however standard usability research and testing methods prove inadequate across complex multiple touchpoints Raida Shakiry, MRes, 2013
  • 20. Mass Customisation “BagEngine” - an online co-design tool for high end fashion accessories the need to maintain brand value means brand specific value mechanics and shape grammars had to be defined, biometric evaluation of emotional engagement in aspects of the brand helped define product semantic ‘memes’ eg for Mulberry, being invited to ‘queue’ BagServant, CreativeWorks London
  • 22. . This framework integrates standard usability testing with biometrics methods and tools, in order to carry out an effective evaluation of the multichannel branded UX by taking a ‘dual process approach’. “Perceived needs and emotional responses to brands: A dual-process view“ Journal of Brand Management (2014) 21, 23–42. doi:10.1057/bm.2013.21; published online 1 November 2013 Cognitive UXD Dual Process Testing
  • 23. Measuring the Immersive UX 6 month research project undertaken by MA UXD alumni Carl Yates in collaboration with Seren Ltd. and funded by London Fusion using MyndPlay Brainband, GSR looking at what types of bio feedback can help us measure the emotional interaction experienced in gameplay and how those measures could inform the development cycle Carl found a correlation between peaks and troughs in attention span and a games meta critic score
  • 24. Emotional States & Brainwave Data
  • 25. Mapping Emotional Interaction (2013) investigating how biometric data such as eye tracking, facial recognition, EEG, EMG, GSR, might augment evaluating the UX in dynamic immersive experiences such as gameplay
  • 30. IoT FOG, AR/VR & 5G Internet/Cloud/Servers Core Network/Routers/re gional Access Edge Nodes (neighbourhood) Gateway CPE (building street) Endpoint / Things What makes sense of all the ‘things’ ?
  • 31. Internet/Cloud/Servers Core Network/Routers/regional Access Edge Nodes (neighbourhood) Gateway CPE (building street) Endpoint / Things INTERFACE USER The User
  • 32. CUX in the FOG/AR/VR Realtime, Connected and a Responsive Feedback loop, driven by an intelligent architecture Users Experience
  • 33. Data Driven Cognitive UX Nudge Architecture Human Motives Human Motives Intelligent decision architecture