This chapter discusses the affective or emotional aspects of design. It discusses the various places users encounter messages that can be designed in ways to minimize user unhappiness or frustration. One of the examples mentioned is the use of the 'men at work' sign for websites under construction. The author says the use of this is gimmicky and increases user frustration. I have never experienced that feeling in relation to that particular message. To me it's just an icon, communicating to me that the website is not yet complete. The author also talks about error messages, and how good error messages provide a clear solution or next step to the problem. One good affective error message in common use is the "Fail Whale" on Twitter. It pops up when too many users are on the system and it can't function. The picture is of a whale with birds trying to lift it. Some people almost enjoy getting a "fail whale" as long as it doesn't happen too often. It is cutesy, but I've never heard any complaints about it. In fact it makes things more anticipated and exciting because usually when the system is overburdened like that, it means there is something going on in the twitter community and you get excited to hear the news. There is also the "Blue Screen of Death" that every computer user fears. Definitely an affective response.
The author says that anthropomorphism in design contributes to affect and discusses Norman's theories of emotional design. According to Norman's model people are more likely to be creative and overlook faulty details when they're happy. They are more likely to nitpick if they are unhappy. Does this mean that when you want people to pay attention to details, such as in a classroom or work setting they should be made unhappy? That doesn't seem quite right.
The author claims that creating software with an adaptive approach to people's emotions is impossible since they shift so rapidly. I disagree, actually that is one of my recent interaction ideas. To create a program that responds to people's emotions and changes based on that input. The science of facial expression and heart rate monitoring could certainly be combined to detect at least strong emotions and an interface could respond accordingly. For example, a music player could provide up tempo or soft music depending on the user's mood.
Norman's emotional model includes visceral behavioral and reflective levels of emotional design. The author disagrees with Norman's quote "things intended to be used under stressful situations require a lot more care, with much more attention to detail." The author says that equally good design should be provided for pleasurable tasks. I agree with this, however I don't believe the author properly understood Norman. I believe Norman was saying something like more details should be provided for designs where the user will be under stress. More, clear feedback is important in emergency situations. In contrast people don't care as much about the details when they're just having fun, so they don't need to have as much provided. Everything should still be clear and well designed. I can't imagine that Norman would mean what the author interprets.
When discussing the model put forth by Patrick Jordan i. physio-pleasure ii. socio-pleasure iii. psycho-pleasure and iv. ideo-pleasure (cognitive) the author says that it might be appropriate to take all of these into account when designing for one group, such as cell phones for teens, and take only some when into account for others, such as landline phones for operators. It seems like this is the same thing Norman said earlier about paying more or less attention to certain details, but now the author is contradicting their earlier statement. Why shouldn't call center people have well designed and positive affect built into something an operator might have to use every day. Perhaps it would increase productivity and help a company's bottom line.
I use a back of house reservation system at work, called "Vista" this reservation system is unattractive and redundant. Very poorly designed. I know that completing reservations is something everyone in the office dreads being tasked with. I believe if the system were more user friendly the job wouldn't be avoided by so many people.
Good design is important everywhere and good affect can always be helpful, unless it is true that people pay less attention to detail if they're happy. I would like to see some scientific proof of this first.
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