January 04, 2009

Intro to Emotion Design- Pleasurability and Emotional Design

Picture1 Here is a recording from a live usability seminar I gave a few weeks ago on the topic of emotion design and pleasurability. (Sign up at the bottom of that page to our usability research newsletter to be alerted to upcoming free usability seminars like this)...

In the age of the iPhone, emotion in design is heating up as a competitive differentiator. Products that deliver a compelling and elegant user experience are characterized by their ability to evoke and sustain emotion from the user.

This 40 minute seminar explores these key questions: What is emotion design?; How does it differ from usability?; and What aspects of emotion or pleasurability can be measured?

The seminar also covers the following questions:

How does emotion factor into user experience?; What is the impact of emotion on product user experience?; How can websites and web applications benefit from the latest insights in emotion design?; Is emotion a separate metric or related to usability?; How are emotional responses best measured?

Intro To Emotion Design- Pleasurability and Emotional Design- Experience Dynamics Web Seminar

Best Wishes,
Frank Spillers, MS





February 02, 2007

"Feature frenzy"- 10 tips to getting feature creep under control

Feature_creep Why the (feature) frenzy?

Historically, marketing says "software sells with more features" (or perceived features). There is a psychology (especially true in the United States) that the more you get when you buy something, the better the purchase decision.

Unfortunately, added 'bells and whistles' might feel like a better deal, but can turn into a nightmare when you (or your user) sit down with the software and use it.

A few words about features

Features. We love them and we hate them. Features you need, enhance your ability to complete tasks, and are easy to love. Features that get in your way or add extra effort, interpretation or exploration, can be a pain.

The field of Usability Engineering has proven that features if integrated tightly into a user's task flow can be powerful. Features born out of marketing or engineering ideas, not validated with user behavior, can end up being adoption blockers.

Oh, sure you need features to market and sell your product. That's where all this feature frenzy stuff started. Software marketers perfected the art of feature-worship back in the 1980's (starting with Apple's Guy Kawasaki, the guy who decided to ship the Apple IIx without a key feature--a floppy disk drive!). Microsoft, has relied on features to market products for years, but with XP shifted to more task-centered marketing strategies (Windows XP stood for x-perience at one time; for the first time menu features took on "task language" in XP). Windows Vista promises better task focus, but the jury is out on whether the new "task grouping" UI in Office 2007 is good or bad.

10 tips to getting feature-creep under control

The best way to tame feature frenzy (before it turns into the dreaded disease "featuritis") is to identify and understand your user's task flow. Here are ten steps that I use regularly to bring some discipline to feature creep when identifying user experience strategy and defining user interfaces.

1. Get task-focused. Conduct field studies, or Task Analysis, where you can get a bird's eye view of what your users are doing. What problems are they trying to solve and what is the context of the task environment (conditions and constraints in which tasks are performed)?

2. Map business requirements to user tasks. Business requirements are only as good as the relevancy features end up having for users. Focus groups and informal requirements gathering is not sufficient for an optimal user experience. Business Analysts need to take the lead from real world user data. If the business wants the user to do XYZ, how does that match to the reality of the tasks currently performed by the user?

3. Talk about user tasks not features.  A common mistake teams make is to get caught up in proposed features and functionality. Keep your language in your meetings task-oriented. When feature discussions are dominating the conversation, can you find a way to turn the conversation toward user tasks?

4. Design for probability not possibility. Engineering requires the mind to think of infinite possibilities in search for "what could go wrong?" or "what is missing?". The reality for the average user, is that what they will probably end up using is a fraction of what you are offering. Now when you use Microsoft Word (or other program), do you use 90% of the features that are available? Did you even know half of them were there?

5. Validate features with user tasks. Features need to be tamed by validating them with real world user input. When you create personas, don't create them in a vacuum- make sure the fake characters are from the real world. Persona research will help identify tasks. How many features are you currently managing in your web application that haven't been validated against user tasks?

6. Map features to tasks. Introducing balance (equal representation of user needs) is the end goal of usability efforts. Once you have your features defined, you will want to do your due diligence and map them to user tasks. When prioritizing your features, do features come first, or tasks?

7. Create a feature-task matrix. Sorting out the features from the tasks can be helpful with a matrix. The more you can transform your features into tasks, the closer your design will reflect true ease of use.  What percentage of your features match the tasks users will most likely perform?

8. Think scenarios first, use cases next. Use cases are good and fine, but they are a deliverable of best practices in programming (UML). Use cases describe system driven scenarios. Task scenarios describe probabilities of user behavior as validated through user observation. Have you ever made the mistake of referring to user tasks as "use cases"?

Footnote: They're not the same thing, but few people realize this- I'll cover this in an upcoming post.

9. Use tasks to test features, and features to test tasks. Having identified your user's tasks, you can use these tasks in your usability tests. Usability testing is essentially a feature audit with the primary question: Is it working the way the user expects it to?

10. Use diary studies to evaluate feature adoption over time. Giving users diaries that they can record their thoughts and experiences can help you capture data easily missed in shorter visits. These diaries or "cultural probes" can be extremely valuable for reporting problems with features or "wish list" items- features users want that are not quite there or not presented in a way that makes sense to them. If you've given your users a survey, what's stopping you from sending them home with a diary that can give you an eye into how your features get actually used over time? 

Conclusion

Task-oriented designs containing task-oriented features make users feel more successful. Take the simple example of playing video on the web...

Case study:

Why is YouTube so popular? For one, they make playing the actual video easy (by using Flash as a platform). Both Microsoft and Apple continue to degrade the user experience with the politics of media player choice: Windows Media Files are annoying to play in Windows Media Player; likewise Apple Quick Time files are annoying to play on a PC (note: I am both a Windows and Mac user). YouTube fills the vacuum in media player politics by playing with Flash (and making the play button a huge arrow over the start of the video file). File format compatibility and interoperability is a huge win for the user experience.

Note: If you are offering video on your site, look to YouTube for emerging standards in user interface design and display. If you are not using Flash for video, you need to provide options- don't assume QuickTime files will play smoothly on a PC- as MarketingSherpa recently did-they don't always. (Link to conference video promo page with video in QuickTime only format!)

Remember how you deploy features in an application must be guided by real world understanding of users and their tasks. Without task validation and prioritization, you can easily fall into "feature frenzy".

Feature creep as a business and development model has outlived it's usefulness with numerous examples in the graveyard of software history. Thankfully, new Web 2.0 designs are inherently trying to be be mindful of the Importance of User Experience (poster).

Best Wishes,
Frank Spillers, MS




September 26, 2006

What is Emotion Design? (A practical definition)

Design_and_emotion_2006_1 Two years ago, after returning from the Design and Emotion conference, I shared an extensive post on Emotion Design, a topic that has a lot of potential to open up new conversations about user experience and usability.  This week, the fifth conference, Design and Emotion 2006 takes place in Göteborg, Sweden. Since I wanted to attend the conference this year but couldn't, here is a practical definition of design and emotion that I hope you will enjoy.

So, what is emotion design?

1. The recognition that a sterile focus on function is not enough anymore in usability (emotion needs to be addressed as well). Here's more on Graphic Design vs. Usability...

2. The advances in neuro-science that keep showing us how emotion plays a crucial role in decision making. This research paper shows "proof" that emotion influences all things cognitive: Integration of emotion and cognition in the lateral prefrontal cortex  [technical PDF]

3. The usability community waking up to emotion as something we can use to design better products, not just an "interesting" data point. We are finally developing a framework to channel emotion based data into the construction and definition of new *user experiences*...

Practical Definitions of Emotion Design:

As a Designer:

Emotion Design is when you take the feelings of delight (satisfaction, gratification, contentment, pleasure) you get from interacting with a design and apply it to your own product! By the way, I think that's what all the new Web 2.0 energy/hype is all about...

Designers (graphic, visual) are very good at getting into the "feel" of a design- that's why we call it the "look and feel". However, emotion design is not about advocating for your own preferences. It's about merging the empathy you have for users (user centered design teaches us to advocate for our user's feelings not our own), and applying those feelings to design decisions.

Some of the greatest designs have been created from doing "deep empathy". I have been seeing a lot of writing (including lately about how they made a girl cry) about Apple's design arrogance and apparently, they do a lot of this internal "deep explore" stuff, over user-centered design. The new i-pod shuffle (little box with wearable clip) seems to have been designed from studying the criticism of this highly insightful analysis (What's wrong with the ipod?).

As a Marketer:

Emotion Design is when you find the core of your product's value proposition, and what differentiates your product from an experiential perspective, and then align everything in your marketing efforts around feelings that help propel the product toward a good user experience (poster with research insights).

In fact, marketers, brand strategists and advertisers probably have a long history of valuing consumer emotional responses to product design or product experiences. Focus groups have been used since the 1950's to elicit and understand product appeal.

As a Developer:

Emotion design is when you help develop something that works for the user as they expect it to, and that makes no sense to you.

Developers tend to organize the world differently to end-users. Typically, a good developer will over-ride emotions (after all, coding is the science of "applied abstraction", or mathematics that produces tangible results).

Error messages (error handling is currently cited as in the top 2 user experience problems by Forrester Research) are typically an area where you can see that developers and end-users are from different planets!

A recent set of error messages at Flickr and YouTube utilize "on the fly" emotion design. Beats a lousy 404 error or SQL server DB crash!

View Flickr error message: Download Flickr.jpg (this is real)
 

View YouTube error message: Download youtubedown_1.jpg (this is real too!)

Google's "I'm Feeling Lucky" button is a subtle example of emotion design- or it may just be a developers joke...

As a CEO, VC or Innovator:

Emotion design is when you understand the marketing and business value of positioning a product around the emotional-based elements of product interaction and then empower your marketers, designers and developers to properly research and design for the user experience.

I have been hearing a lot of executives in the US saying "we want to be the Starbucks or Google of...". New innovations require changing unconscious behavior. Unconscious behaviour requires understanding that behavior. In order for a design to have emotional qualities, elicit emotional reactions and utilize the emotions a user has during and with a product interaction (See this technical paper with some thoughts from my five years of deep thinking and research in this area), you need to follow the principles of experiential bonding (free poster with the concepts).

Download Experiential_Bonding.jpg

Emotion adds greater context to the term "User Experience"

Remember, the term "user experience" was coined by Dr. Don Norman at Apple in the early 1990's for the chief reason of expanding awareness and scope of the usability of a thing. He wanted to define usability beyond the functional questions of "Is it easy?; Is it intuitive?". Norman understood that usability touched so many different areas, Sales, Marketing, Business team decision making, cross-channel impressions and events including but not limited to post-product and out-of-box experiences (for tangible products). "User experience" was the term that stuck. (Also called "Customer Experience, evangelized by Mark Hurst but first coined by Lewis Carbone in the 1980's).

Did Don Norman know that his hunch to look beyond ("It works! It's easy to use!") would be the quest that led him to the revelation that:

“Up to recently, however, I could not make the connection between usability and aesthetics - they were distinct spheres of my life. Now, however, I have figured out the relationship” -Don Norman around the time of writing the book Emotional Design.

If you haven't already had it, I think you need to add this epiphany to your to-do list.

Best Wishes,

Frank Spillers

August 04, 2004

Design and Emotion

emotion-design

This is a late post relating to my paper presentation at Design and Emotion 2004 (conference in Ankara, Turkey). The entry contains some new writing cut from the paper due to size constraints.

Related paper: "Emotion as a Cognitive Artifact and the Implications for Products that are Perceived as Pleasurable" by Frank Spillers in the Publish Works section on the Experience Dynamics website.

So, what does emotion have to do with design?

Emotion is one of the strongest differentiators in user experience namely because it triggers unconscious responses to a product, website, environment or interface. Our feelings strongly influence our perceptions and often frame how we think about or refer to our experiences at a later date.

When we think about emotion design and usability, we typically think of it as "keeping the user happy". This includes designing to minimize the common emotions related to poor usability such as frustration, annoyance, anger and confusion.

What emotions are you designing for?

Let's take a quick look at a few different design contexts and research that supports emotional design as we begin to understand how emotion is an essential design requirement.

1. On the web: A well organized website with a professional, "clean look and feel", with intuitive navigation and task-oriented functionality influences the following emotional reactions:

-Perception of credibility
-Trust
-Perception of security
-Overall perceived ease of use(PDF)

(See my previous post on how important graphic design is to a website)

2. For a software application: A software application that is task-centric, contains "just in time" features and performs robustly influences the following emotional reactions:

-Improved user satisfaction(PDF)
-Perceived software quality (user-perceived quality) PDF
-Subjective judgment or product "appealingness" (hedonic quality)


3. With a product or device: A product that carries aesthetic value and performs elegantly can influence the following emotional reactions:

-Deep attachment or bonding with the product (PDF)
-Perception of improved performance (attractive things work better)
-Perception of pleasure(PDF)

4. In a physical environment:
Environments that facilitate the needs of social, physical and group dynamics with aesthetic considerations can have the following emotional reactions:

-Increased loyalty behavior
-Productivity increases

Is Emotion the Holy Grail?
Emotion is not an exclusive factor in defining a successful user experience.  Hekkert et. al. (2003) found that every product feature affects the experience, which can be complex and multi-faceted. Further, emotions are culturally specific and variable (Ratner, 2000), which may explain anomalies Desmet (2002) found in responses to the emotions of ‘desire’ and ‘disappointment’ when testing emotion in Japan, compared to responses found in the USA, Netherlands and Finland.

Intensity of emotional expression in product design is also highly dependent on the personal goals, attitudes and expectations the user brings to the product (Van Hout, 2004).

Time for a Paradigm Shift: Integrating Emotion and Cognition in Human Information Processing
Emotion plays a powerful role in our lives (Golman, 1997) and has gained significant attention as a priority area of study in interaction design (Jordan, 2002). Get Pat Jordan's book- previous link goes to Amazon- if you are interested in this topic or area of the field :-)

Traditionally, the field of Human Computer Interaction has distanced usability research from emotion. This practice is reflected by the field of Cognitive Science which, until recently, studied emotion as a separate, distinct facet of human cognition. Ratner (2000) noted that emotions and thinking seem so different, that we classify them as different kinds of phenomena:

“Emotions appear so antithetical to thinking that they are said to interfere with it. Clear thinking supposedly requires eliminating emotions”.

Cognitive research has tended to emphasize humans as problem solvers using the paradigm of a computer to describe human information processing. The notion that typical cognitive functions, such as thinking, rise above emotional processing, is a historic relic of the research practice of separating emotion from cognition. The current equivalent in usability research is the practice of separating aesthetics from interaction. For example, it is typical for usability practitioners to delay aesthetics until later and present “wire-frame” user interface specifications to clients without graphical treatment and to use “Latin” or “Greek” as placeholder content for prototypes.

Vygotsky (1962) and LeDoux (1996) believed that separating affect from cognition was a major weakness in the field of psychology and cognitive science. According to Davidson (2003), the perception that affect and cognition are independent, separate information processing systems is flawed. New breakthroughs in neuroscience using functional Magnetic Resonance Imaging (fMRI) have validated the assertions that cognition and emotion are a unified process. Gray et. al (2002) found that emotion and cognition ‘conjointly and equally contribute to the control of thought and behavior’. Not only does emotion contribute to the regulation of thought and behavior, but also cognition contributes to the regulation of emotion.

Contemporary views in Artificial Intelligence, are also embracing an integrated view of emotion and cognition. In discussing his book the Emotion Machine, Minsky (Steinert-Threlkeld, 2001) stated:

“Our traditional idea is that there is something called 'thinking' and that it is contaminated, modulated or affected by emotions. What I am saying is that emotions aren't separate".

What does all this mean?
For those practicing usability engineering, or responsible for ensuring a successful user experience, it means that you have probably trained yourself to focus on the critical, functional flaws of a design while underplaying the role of emotion. After all, usability is about the functional aspects of a design: Does it work?; Is it easy to use?; Is it easy to understand?; Is it intuitive?

Jakob Nielsen rarely celebrates the aesthetic value of design. On the other hand, his business partner Donald Norman, has transformed his tone to be less critical and more balanced in terms of recognizing emotional factors in design. In a reference to his article (2002) on his website (www.jnd.org), Norman stated:

“Up to recently, however, I could not make the connection between usability and aesthetics - they were distinct spheres of my life. Now, however, I have figured out the relationship”.

Keep the Emotional Data in your Design Decisions
Separating emotion from cognitive functions does not seem helpful from a research or design perspective. Instead, an integrated view of emotion and cognition appears to be taking hold, not only in neuroscience and artificial intelligence but also in interaction design corridors as well. I recently gave a small talk on the subject of Emotion Design at the Art Institute of Portland (Oregon, USA) where I teach a class on usability strategy, that was attended by 40 people from some of the largest corporations in the United States.

Take-away: 1) Create designs that look cool (aesthetic factor) and make your customers look cool (social factor) as well as usable,  2) Just because emotion does not seem quantifiable does not mean that it isn't (see research links in the first section of this article); 3)  Emotion design is a bottom line issue because, after all, customers make decisions based on feelings, perceptions, values and reflections that usual come from gut feelings (not logical, rational arguments).

Best Wishes,
Frank Spillers