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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,
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.
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.
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