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experience
       and emotion

             Alan Dix

   Talis & University of Birmingham

http://www.hcibook.com/e4/chapters/emotion
experience and emotion
 why user experience is important
 the use of emotion
 theories of emotion
 design of experience
 peak experience
 extended episodic experience
why user experience?
emotion matters!

clinical images of technology vs. Facebook?
          1980s phone brick vs. iPhone

      emotion is part of being human
not new?
from early days (inc. iso 9241):

         effectiveness
         efficiency
         satisfactiond
                     o re
                  ign
          often
business value

for employees
          happy users are productive users

for customers
          happy users are buying users!
why UX now?


   service orientation

   never had it so good?
service orientation
internet    =>   service rather than
  product

service     =>   more frequent user choice

more choice =>   usability and UX critical
never had it so good?
Maslow’s hierarchy of needs
                                                            pursue higher needs only
                                 self-                                after
level 5                      actualisation                    lower needs satisfied
                             creativity, autonomy,
                           learning, personal growth


level 4               esteem needs (ego)
                           approval, status, prestige,
                           self-worth, self-confidence


level 3                 love needs (social)
                 to be loved, cared for, friendship. relationships
                      sense of family, tribe, class, territory


level 2             safety needs (security)
                 shelter, protection from harm and from disease


level 1                   physical needs,
          food, water, warmth, immediate escape from danger and pain
... and for user interfaces?


increasing focus on
user experience          user
once ‘lower’          experience
needs are
satisfied
                        usability
?
                      functionality
is this right?

western obsession with slimming?

what if I talk too long and you get hungry?

... Apple strong focus on UX,
                but usability and functionality
   suffer
when feelings matter
emotion in interfaces
primary goal
   – eliciting emotion is the purpose of the product
        e.g. art, games, entertainment

   – may need more functional support
        e.g. efficient TV remote, Flickr image uploader


secondary goal
   – some other primary purpose
   – but emotions help
        e.g. alertness in repetitive job, motivation in learning

N.B. overlap, e.g. online shopping
systems and emotion
input/output
elicit emotion
  – designed to create a feeling
     e.g. dependability for bank, excitement for holiday

detect and respond to emotion affective
                                        g
  – detect emotion               mputin         co
     e.g. physiological sensing, language, facial expressions
  – modify and adapt the system
     e.g. if game player bored increase the difficulty

act as conduit for emotion
  – record or transmit users own emotions
     e.g. emoticons in IM
systems and emotion
input/output
elicit emotion
  – designed to create a feeling
     e.g. dependability for bank, excitement for holiday

detect and respond to emotion affective
                                        g
  – detect emotion               mputin         co
     e.g. physiological sensing, language, facial expressions
  – modify and adapt the system
     e.g. if game player bored increase the difficulty

act as conduit for emotion
  – record or transmit users own emotions
     e.g. emoticons in IM
example application areas



   games, toys and companions,
   education, arts,
   home, intimacy
games
emotion is the primary focus, aim to elicit emotion

Snood
 like bar-game ‘bubbles’
 but the faces make it feel different
education
emotion secondary goal, aim to elicit emotion
• games and edutainment
• extrinsic vs. intrinsic motivation
• persuasive interfaces
the home
emotion is the primary focus, aim to elicit emotion

place of frenzied activity and place of calm

work of living and pleasure of life
  the right colours, the right designs


big consumer area:
  e.g. Philips Ambilight
intimacy
emotion is the primary focus, aim to mediate
emotion
• loved ones far away
  – friends, family, partners
• can technology bring people nearer
  – social networking
  – wearable and ubiquitous technology




             inTouch            Scent Whispers
expressing affect and identity
explicit expression – mediate emotion


• emoticons

• capitalisation

• drawing
expressing affect and identity
expression through action – detect emotion

SenToy




the Splatty
EXERCISE
• individually
  – think of two ‘experiences’ (good or bad)
     • one with technology
     • one without
• in small groups (2-4 people)
  – discuss your experiences with one another:
     • is experience primary or secondary goal?
     • where does the emotion fit in Maslow?
     • (for technology experiences)
       does it elicit, detect or mediate emotion?
theories of emotion,
motivation and experience

   psychology, physiology, sociality
   reason and emotion,
   Maslow’s hierarchy of needs,
   experience and enchantment
kinds of emotion
psychologists distinguish:
 emotion
    – physiological and neurological state of the
      body
 feeling
    – subjective experience
 mood
    – longer term positive or negative feelings
             based on chemical and other factors in the
      body
kinds of emotion (2)

basic emotions
     e.g. fear, anger and happiness
  – shared with many animals
  – limbic system of the brain (aka. ‘reptile’ brain)

complex emotions
     e.g. shame, anxiety, and regret
  – higher parts of the brain
     making sense of lower emotions and influencing them
kinds of emotion (3)

arousal
  – flight or fight response
     heart rate, dilation of blood vessels, adrenaline
  – same physiological state for fear and laughter

valance
  – direction: positive or negative
  – harder to detect from physiological signs
     can use facial expression, voice, vocabulary
      (semantic)
reason and emotion
emotion is essential for reasoning
  – Mr Spock? real case ‘Elliot’ tumour cut off emotion
       IQ perfect, but couldn’t make decisions

  – not just random!
       ‘gut’ feelings are heuristic
                                                 ... but fast!
also regulates
  – motivation and focus
       keeps us on the job
  – boredom
       changing tack when stuck
the happy mean
Yerkes–Dodson curve
 – best performance at medium arousal

                                     optimal
                                   performance
                      High
                                                              overstimulation
                             wakefulness
        Performance




                      Low

                             Low                                 High
                                           Level of Arousal
the happy mean
Yerkes–Dodson curve
                                                                                                                  optimal
                                                                                                               performance




                                                                                         High


                                                                                                                                                overstimulation




                                                                                                 wakefulness




   – best performance at medium arousal




                                                                           Performance
                                                                                           Low




                                                                                                         Low                                                      High




                                                                                                                             Level of Arousal




flow (Csikszentmihalyi)
   – understanding experience
   – between boredom and anxiety




                      http://www.flickr.com/photos/indywriter/339896763/
the happy mean
Yerkes–Dodson curve
                                                                               optimal
                                                                            performance




                                                      High


                                                                                                             overstimulation




                                                              wakefulness




   – best performance at medium arousal




                                        Performance
                                                        Low




                                                                      Low                                                      High




                                                                                          Level of Arousal




flow (Csikszentmihalyi)
   – understanding experience
   – between boredom and anxiety

zone of proximal development       (Vygotsky)

   – education – at the edges of knowledge
experience and enchantment
(McCarthy and Wright)

four threads of experience
  sensual – visual, aural, tactile
  emotional – feelings, relationships
  compositional – integrity, coherence
  spatio-temporal – sense of time and location
experience and enchantment (2)
(McCarthy and Wright)

six processes of sense-making
  anticipating – what is going to happen
  connecting – pre-cognitive sensation
  interpreting – complex emotions
  reflecting – looking back
  appropriating – interweaving into life
  recounting – telling others
EXERCISE
in your groups
  – do any of these theories help you
    to understand/express your experiences
designing experience?


   crackers – a case study
designing experience



• real crackers
  – cheap and cheerful!
  – bad joke, plastic toy, paper hat
  – pull and bang
designing experience



• virtual crackers
  – cheap and cheerful
  – bad joke, web toy, cut-out mask
  – click and bang
designing experience



• virtual crackers
  – cheap and cheerful
  – bad joke, web toy, cut-out mask
  – click and bang
how crackers work
             fill in web form

    sender                                     receive email   recipient
              To: wxv
              From: ..



                                  closed
                                cracker page


                                       open
                                     message
closed cracker page
how crackers work
             fill in web form

    sender                                     receive email      recipient
              To: wxv
              From: ..



                                  closed
                                cracker page


                                       open                    recipient clicks
                                     message                 cracker opens ...
                                                                   very slowly
                                        open
                                     cracker page
                                                     joke
                                                     links


                                                                  web toy
                                         mask
open cracker page
mask page
how crackers work
                fill in web form

    sender                                        receive email      recipient
                 To: wxv
                 From: ..



                                     closed
                                   cracker page


                                          open                    recipient clicks
             watches                    message
             progress                                           cracker opens ...
                                                                      very slowly
                                           open
                                        cracker page
    sender                                              joke
                                                        links


                                                                     web toy
                                            mask
The crackers experience
                                              real cracker      virtual cracker

Surface elements
   design             cheap and cheerful      simple page/graphics
   play               plastic toy and joke    web toy and joke
   dressing up        paper hat               mask to cut out
Experienced effects
   shared             offered to another      sent by email message
   co-experience      pulled together         sender can't see content

                                              until opened by recipient
   excitement         cultural connotations   recruited expectation
   hiddenness         contents inside         first page - no contents
   suspense           pulling cracker         slow ... page change
   surprise           bang (when it works)    WAV file (when it works)
EXERCISE
in your groups
  – try to deconstruct the aspects of your non-
    computer experiences from the last exercise
  – use the surface/experienced distinction
  – do you feel you have learnt from this?
  – does it give you ideas how to create a similar
    digital experience?
    ... or maybe inspiration for a novel one.
designing for peak experience


   mars bar vs baked bean design
   why peak experience always wins
   how to design for peak experience
baked bean vs. mars bar design




                  en.wikipedia.org/wiki/Image:MBar_700.jpg




   freefoto.com
baked bean design
  –   things others others choose for us
  –   things we have to share
  –   corporate software – inc. universities!
  –   office systems, government web systems
mars bar design
  – things we choose for ourselves
  – games, entertainment
  – some web services
who wins?

 quality of
experience                             other peak products   good enough
              one peak product                                 product




                                 different users

   good enough products never win
   for any user, some peak product always
     better
how to design for peak
experience
traditional interface design
    user profiles, central personas,
    average and typical,
    process and methods, from need to solution


design for peak experience
    individual user, niches, extreme personas,
    specific and eclectic
    ideas and inspiration, from concept to use
when to seek peak experience

individual choice
user experience central

the long tail
           many applications for smaller
  groups
EXERCISE
in your groups discuss:

  – are your experiences peak experiences?

  – if you were designing technology to emulate or
    support the non-technological experiences,
    can you think how you might seek a peak
    experience product?
extended episodic experience


   going beyond a single ‘experience’
extended episodic experience
basic issue:

 experiences are not singular and
 unrelated
 but instead a flow, a stream, a thread

how to understand this?
 no fixed answer as yet
 but exploring and seeking the right question
understanding user experience
• Csikszentmihalyi – Flow
  – between boredom and anxiety
  – focused attention, immediate feedback, loss of sense of time

• McCarthy and Wright – technology as experience
  – anticipating                            – prospective
  – connecting, interpreting
  – reflecting, appropriating, recounting   – retrospective

• Dix – deconstructing experience
  – analyse experiential elements (deconstruct)
  – reconstruct in new way
but all about
  a single
‘experience’
much of our experience is:
      extended   – happening over protracted periods

but
      episodic   – composed of (linked) discrete events
EXERCISE
in your groups discuss:
  – do the experiences you have discussed fit into
    bigger extended experiences?
  – try to think of as many different kinds of
    extended experiences that you have or know
    about

  – write a list 
moving towards a theory of
extended episodic experience
  interlinked events

  intertwined threads

  significant places
interlinked events




each event is Janus-like
      looks back to past experiences
  (retrospective)
       looks forward to future ones (prospective)
                                        resent
                                            ep
                                living in th , but ...
                                            ood
                                 so unds g
c.f. McCathy & Wright
generosity and reciprocity

 “…I bothered to link them; they should
 bother to link me. It’s like Friendster, we
 put testimony, and they have to put
 testimony. If this person didn’t link me, it’s
 like she is being choosy of friends…”

                     quote from Haliyana Khalid, PhD Thesis
eee & model of mind
first order     – direct
   enjoying a picture during browsing

second order –                    reflective
   both prospective “will she feel happy to see this picture?”
     and retrospective “why did he write that narrative”

higher order – reflexive
   “how will others view my actions/intentions now”
     one participant regarded others’ posts as self-exhibitionist
     (retrospective)
     and so worried that she might be seen so (prospective)
intertwined threads

threads of communication with people
repeated visits to places

crossing media
meeting one another
intermixing contexts
    N.B. body chemistry shifts slowly
significant places / people

place or space?
  Harrison and Dourish
  Augé: non-places and supermodernity
     shopping malls, airports, ...

spaces of experience become places of
  significance
  walking to work through the park each morning
  viewing friends’ status on Facebook each day
  Brief Encounter

... also ongoing experience with people
EXERCISE
in your groups:

  – analyse your extended experiences using the
    concepts above

  – do they help explain them?

  – what do they miss out?
THE END
you have
  – seen why user experience is important
  – thought about some theories of emotion
  – deconstructed an experience
  – looked at peak experience
  – and extended episodic experience


and I hope .... had fun 

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Emotion

  • 1. experience and emotion Alan Dix Talis & University of Birmingham http://www.hcibook.com/e4/chapters/emotion
  • 2. experience and emotion why user experience is important the use of emotion theories of emotion design of experience peak experience extended episodic experience
  • 4. emotion matters! clinical images of technology vs. Facebook? 1980s phone brick vs. iPhone emotion is part of being human
  • 5. not new? from early days (inc. iso 9241): effectiveness efficiency satisfactiond o re ign often
  • 6. business value for employees happy users are productive users for customers happy users are buying users!
  • 7. why UX now? service orientation never had it so good?
  • 9. internet => service rather than product service => more frequent user choice more choice => usability and UX critical
  • 10. never had it so good?
  • 11. Maslow’s hierarchy of needs pursue higher needs only self- after level 5 actualisation lower needs satisfied creativity, autonomy, learning, personal growth level 4 esteem needs (ego) approval, status, prestige, self-worth, self-confidence level 3 love needs (social) to be loved, cared for, friendship. relationships sense of family, tribe, class, territory level 2 safety needs (security) shelter, protection from harm and from disease level 1 physical needs, food, water, warmth, immediate escape from danger and pain
  • 12. ... and for user interfaces? increasing focus on user experience user once ‘lower’ experience needs are satisfied usability ? functionality
  • 13. is this right? western obsession with slimming? what if I talk too long and you get hungry? ... Apple strong focus on UX, but usability and functionality suffer
  • 15. emotion in interfaces primary goal – eliciting emotion is the purpose of the product e.g. art, games, entertainment – may need more functional support e.g. efficient TV remote, Flickr image uploader secondary goal – some other primary purpose – but emotions help e.g. alertness in repetitive job, motivation in learning N.B. overlap, e.g. online shopping
  • 16. systems and emotion input/output elicit emotion – designed to create a feeling e.g. dependability for bank, excitement for holiday detect and respond to emotion affective g – detect emotion mputin co e.g. physiological sensing, language, facial expressions – modify and adapt the system e.g. if game player bored increase the difficulty act as conduit for emotion – record or transmit users own emotions e.g. emoticons in IM
  • 17. systems and emotion input/output elicit emotion – designed to create a feeling e.g. dependability for bank, excitement for holiday detect and respond to emotion affective g – detect emotion mputin co e.g. physiological sensing, language, facial expressions – modify and adapt the system e.g. if game player bored increase the difficulty act as conduit for emotion – record or transmit users own emotions e.g. emoticons in IM
  • 18. example application areas games, toys and companions, education, arts, home, intimacy
  • 19. games emotion is the primary focus, aim to elicit emotion Snood like bar-game ‘bubbles’ but the faces make it feel different
  • 20. education emotion secondary goal, aim to elicit emotion • games and edutainment • extrinsic vs. intrinsic motivation • persuasive interfaces
  • 21. the home emotion is the primary focus, aim to elicit emotion place of frenzied activity and place of calm work of living and pleasure of life the right colours, the right designs big consumer area: e.g. Philips Ambilight
  • 22. intimacy emotion is the primary focus, aim to mediate emotion • loved ones far away – friends, family, partners • can technology bring people nearer – social networking – wearable and ubiquitous technology inTouch Scent Whispers
  • 23. expressing affect and identity explicit expression – mediate emotion • emoticons • capitalisation • drawing
  • 24. expressing affect and identity expression through action – detect emotion SenToy the Splatty
  • 25. EXERCISE • individually – think of two ‘experiences’ (good or bad) • one with technology • one without • in small groups (2-4 people) – discuss your experiences with one another: • is experience primary or secondary goal? • where does the emotion fit in Maslow? • (for technology experiences) does it elicit, detect or mediate emotion?
  • 26. theories of emotion, motivation and experience psychology, physiology, sociality reason and emotion, Maslow’s hierarchy of needs, experience and enchantment
  • 27. kinds of emotion psychologists distinguish: emotion – physiological and neurological state of the body feeling – subjective experience mood – longer term positive or negative feelings based on chemical and other factors in the body
  • 28. kinds of emotion (2) basic emotions e.g. fear, anger and happiness – shared with many animals – limbic system of the brain (aka. ‘reptile’ brain) complex emotions e.g. shame, anxiety, and regret – higher parts of the brain making sense of lower emotions and influencing them
  • 29. kinds of emotion (3) arousal – flight or fight response heart rate, dilation of blood vessels, adrenaline – same physiological state for fear and laughter valance – direction: positive or negative – harder to detect from physiological signs can use facial expression, voice, vocabulary (semantic)
  • 30. reason and emotion emotion is essential for reasoning – Mr Spock? real case ‘Elliot’ tumour cut off emotion IQ perfect, but couldn’t make decisions – not just random! ‘gut’ feelings are heuristic ... but fast! also regulates – motivation and focus keeps us on the job – boredom changing tack when stuck
  • 31. the happy mean Yerkes–Dodson curve – best performance at medium arousal optimal performance High overstimulation wakefulness Performance Low Low High Level of Arousal
  • 32. the happy mean Yerkes–Dodson curve optimal performance High overstimulation wakefulness – best performance at medium arousal Performance Low Low High Level of Arousal flow (Csikszentmihalyi) – understanding experience – between boredom and anxiety http://www.flickr.com/photos/indywriter/339896763/
  • 33. the happy mean Yerkes–Dodson curve optimal performance High overstimulation wakefulness – best performance at medium arousal Performance Low Low High Level of Arousal flow (Csikszentmihalyi) – understanding experience – between boredom and anxiety zone of proximal development (Vygotsky) – education – at the edges of knowledge
  • 34. experience and enchantment (McCarthy and Wright) four threads of experience sensual – visual, aural, tactile emotional – feelings, relationships compositional – integrity, coherence spatio-temporal – sense of time and location
  • 35. experience and enchantment (2) (McCarthy and Wright) six processes of sense-making anticipating – what is going to happen connecting – pre-cognitive sensation interpreting – complex emotions reflecting – looking back appropriating – interweaving into life recounting – telling others
  • 36. EXERCISE in your groups – do any of these theories help you to understand/express your experiences
  • 37. designing experience? crackers – a case study
  • 38. designing experience • real crackers – cheap and cheerful! – bad joke, plastic toy, paper hat – pull and bang
  • 39. designing experience • virtual crackers – cheap and cheerful – bad joke, web toy, cut-out mask – click and bang
  • 40. designing experience • virtual crackers – cheap and cheerful – bad joke, web toy, cut-out mask – click and bang
  • 41. how crackers work fill in web form sender receive email recipient To: wxv From: .. closed cracker page open message
  • 43. how crackers work fill in web form sender receive email recipient To: wxv From: .. closed cracker page open recipient clicks message cracker opens ... very slowly open cracker page joke links web toy mask
  • 46. how crackers work fill in web form sender receive email recipient To: wxv From: .. closed cracker page open recipient clicks watches message progress cracker opens ... very slowly open cracker page sender joke links web toy mask
  • 47. The crackers experience real cracker virtual cracker Surface elements design cheap and cheerful simple page/graphics play plastic toy and joke web toy and joke dressing up paper hat mask to cut out Experienced effects shared offered to another sent by email message co-experience pulled together sender can't see content until opened by recipient excitement cultural connotations recruited expectation hiddenness contents inside first page - no contents suspense pulling cracker slow ... page change surprise bang (when it works) WAV file (when it works)
  • 48. EXERCISE in your groups – try to deconstruct the aspects of your non- computer experiences from the last exercise – use the surface/experienced distinction – do you feel you have learnt from this? – does it give you ideas how to create a similar digital experience? ... or maybe inspiration for a novel one.
  • 49. designing for peak experience mars bar vs baked bean design why peak experience always wins how to design for peak experience
  • 50. baked bean vs. mars bar design en.wikipedia.org/wiki/Image:MBar_700.jpg freefoto.com
  • 51. baked bean design – things others others choose for us – things we have to share – corporate software – inc. universities! – office systems, government web systems mars bar design – things we choose for ourselves – games, entertainment – some web services
  • 52. who wins? quality of experience other peak products good enough one peak product product different users good enough products never win for any user, some peak product always better
  • 53. how to design for peak experience traditional interface design user profiles, central personas, average and typical, process and methods, from need to solution design for peak experience individual user, niches, extreme personas, specific and eclectic ideas and inspiration, from concept to use
  • 54. when to seek peak experience individual choice user experience central the long tail many applications for smaller groups
  • 55. EXERCISE in your groups discuss: – are your experiences peak experiences? – if you were designing technology to emulate or support the non-technological experiences, can you think how you might seek a peak experience product?
  • 56. extended episodic experience going beyond a single ‘experience’
  • 57. extended episodic experience basic issue: experiences are not singular and unrelated but instead a flow, a stream, a thread how to understand this? no fixed answer as yet but exploring and seeking the right question
  • 58. understanding user experience • Csikszentmihalyi – Flow – between boredom and anxiety – focused attention, immediate feedback, loss of sense of time • McCarthy and Wright – technology as experience – anticipating – prospective – connecting, interpreting – reflecting, appropriating, recounting – retrospective • Dix – deconstructing experience – analyse experiential elements (deconstruct) – reconstruct in new way
  • 59. but all about a single ‘experience’
  • 60. much of our experience is: extended – happening over protracted periods but episodic – composed of (linked) discrete events
  • 61. EXERCISE in your groups discuss: – do the experiences you have discussed fit into bigger extended experiences? – try to think of as many different kinds of extended experiences that you have or know about – write a list 
  • 62. moving towards a theory of extended episodic experience interlinked events intertwined threads significant places
  • 63. interlinked events each event is Janus-like looks back to past experiences (retrospective) looks forward to future ones (prospective) resent ep living in th , but ... ood so unds g c.f. McCathy & Wright
  • 64. generosity and reciprocity “…I bothered to link them; they should bother to link me. It’s like Friendster, we put testimony, and they have to put testimony. If this person didn’t link me, it’s like she is being choosy of friends…” quote from Haliyana Khalid, PhD Thesis
  • 65. eee & model of mind first order – direct enjoying a picture during browsing second order – reflective both prospective “will she feel happy to see this picture?” and retrospective “why did he write that narrative” higher order – reflexive “how will others view my actions/intentions now” one participant regarded others’ posts as self-exhibitionist (retrospective) and so worried that she might be seen so (prospective)
  • 66. intertwined threads threads of communication with people repeated visits to places crossing media meeting one another intermixing contexts N.B. body chemistry shifts slowly
  • 67. significant places / people place or space? Harrison and Dourish Augé: non-places and supermodernity shopping malls, airports, ... spaces of experience become places of significance walking to work through the park each morning viewing friends’ status on Facebook each day Brief Encounter ... also ongoing experience with people
  • 68. EXERCISE in your groups: – analyse your extended experiences using the concepts above – do they help explain them? – what do they miss out?
  • 69. THE END you have – seen why user experience is important – thought about some theories of emotion – deconstructed an experience – looked at peak experience – and extended episodic experience and I hope .... had fun 