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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
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
What is interaction design?
What is IxD?

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

Designing for interaction, Dan Saffer
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
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 James Garrett
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
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, 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
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
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
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
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/11sharingmoment_mov1.html

Narrowcasting TV
http://michihito.com/11narrowcastingtv_mov1.html
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 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.
Mugen toy
(Ever-lasting toy)
Coverflow                    Live wallpaper




www.youtube.com/watch?v=afy5BEdRz8A


                                  www.youtube.com/watch?v=AEsZXHS7J0I
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 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.
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.

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
Thank you

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Designing Interaction with emotion

  • 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. 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
  • 4. What is IxD? “The art of facilitating interactions between humans through products and services.” Designing for interaction, Dan Saffer
  • 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. What is IxD? Designing Interactions, Bill Moggridge
  • 7. What is IxD? Web as software interface Web as hyper text system The Elements of User Experience, Jesse James Garrett
  • 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. How do designers define behaviors and shape everyday life? Prototypes
  • 10. Let us shape your life by prototyping" Designing a bathroom
  • 11. Let us shape your life by prototyping" A very ordinary bathroom.
  • 12. Let us shape your life by prototyping" What kind of room is this?" How do you feel then?
  • 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. 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. 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. 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.
  • 19. 3) Case study 1 Emotional communication: products that connect family and friends
  • 20. Imagine that you travel to Japan for the first time and you see a Japanese person like me on the street,
  • 21. Wearing a Jussi paita.
  • 22. Common objects and interests can connect people and even encourage their communication.
  • 23. 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
  • 24. 3) Case study 2 Design for seductive user experiences
  • 25. 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.
  • 27. Coverflow Live wallpaper www.youtube.com/watch?v=afy5BEdRz8A www.youtube.com/watch?v=AEsZXHS7J0I
  • 28. These examples are more seductive even if it’s less functional.
  • 29. Demo on Nokia N900 Slide the keyboard in and out! www.vimeo.com/15763921
  • 30. When did you spin the device?
  • 31. When did you spin a bottle?
  • 32. 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.
  • 33. 4) Group work Design seductive user experience with everyday object
  • 34. 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