Design for Emotion
By Trevor van Gorp and Edie Adams
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About this ebook
- Explains the relationship between emotions and product personalities
- Details the most important dimensions of a product's personality
- Examines models for understanding users' relationships with products
- Explores how to intentionally design product personalities
- Provides extensive examples from the worlds of product, web and application design
- Includes a simple and effective model for creating more emotional designs
Trevor van Gorp
Trevor van Gorp has been working in design and visual communication since 1994. He holds a M.E.Des. in Industrial Design and a B.F.A. in Graphic Design. His master’s thesis focused on developing an understanding of how emotion affects and is affected by design. Formerly a user experience consultant at nForm User Experience, a leading Canadian User Experience firm, Trevor created information architecture, performed interaction design and conducted user research and usability evaluations for clients like the City of Edmonton, Comcast, Ancestry.com, and the Government of Alberta. Presently, he helps his clients develop more usable, useful and pleasurable websites, applications and products as the principal of Affective Design Inc., a user experience consultancy. Trevor is the author and editor of affectivedesign.org, a popular blog on the intersection of design and emotion. Other recent works include contributions to Deconstructing Product Design by William Lidwell and articles for Boxes and Arrows, a noted industry web magazine. Trevor has given presentations on the topic of designing for emotion at conferences both in North America and internationally.
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Design for Emotion - Trevor van Gorp
Index
Chapter 1
Why Design for Emotion?
The ever-changing and ephemeral nature of emotions has led many to believe that it’s impossible to consistently trigger emotional responses through design. Over the last three decades, research that examines the relationship between design and emotion has grown steadily. This research has provided new ways to visualize the basic dimensions of emotion, allowing for the creation of models that can help us understand and design for emotional responses. In the upcoming chapters, we’ll be describing a number of ways to model and understand how products affect us on different emotional levels.
By the end of this book, you should have a basic understanding of emotion and why users’ experiences affect the way they make decisions, become motivated (or unmotivated), behave, and perceive personality. You’ll learn when to balance users’ emotions through design and you’ll be able to predict the emotional level at which you should focus your design efforts. Finally, we’ll tie it all together with the A.C.T. framework, along with a set of guidelines for designing more emotional experiences.
Useful, Usable and Desirable
When Trevor was a teenager, he would go to the traveling car shows that would come to the convention center near where he grew up. The shows would feature famous cars from movies and television shows, like the General Lee from the Dukes of Hazzard or the Batmobile from the first Batman movie. Occasionally, they would also have what are called concept cars.
Concept cars aren’t intended for mass production. Instead, their goal is to showcase new design directions and gauge public reaction to new styling and technology.
Trevor remembers strolling through one of the shows and being entranced with the highlights, sleek lines and gleaming chrome that surrounded him. One vehicle caught his eye, mainly because it had gullwing doors like the car in the Back to the Future movies. He remembers thinking how cool
it would be to have a car with doors like that, and saying as much to the attendant, seated nearby.
Looking over at him, the attendant asked, You like this car?
Trevor nodded in the affirmative. Well,
he said, don’t get too excited. It’s not like it moves or anything.
Do you mean,
Trevor asked in slight shock, that it has no engine?
Standing slowly, the attendant walked over to the car and put his hand on the door. The windows were tinted, making it almost impossible to see any detail inside. Opening the door to reveal an interior with a very basic steering column and no dash controls, he exhaled deeply and said, Doesn’t really matter how good it looks, if it doesn’t move.
Fig. 1.1 Time Machine in the Back to the Future Films
Creative Commons
Designers are faced with many (often conflicting) considerations when designing interactive products and services. For a concept car, the most important require-ment is the appearance. From a business standpoint, the concept car needs to be aesthetically pleasing in order to attract public interest. From a viewer or user
standpoint, the fact that the concept car is beautiful triggers pleasure and creates attraction. In a different context, a need, other than attraction, might be a higher priority for either the business or the users. In a production vehicle, for example, the most important needs would be functionality and usability, rather than appear-ance and desirability.
Designers are faced with many considerations when designing interactive products and services.
Liz Sanders described three categories of product requirements: useful, usable, and desirable (Sanders, 1992). These three categories are intended as a blanket description, covering all the aspects of users’ emotional experiences with products.
Useful: Performs the tasks it was designed for
Usable: Easy to use and interact with
Desirable: Provides feelings of pleasure and creates attraction
To satisfy the goals of your clients (i.e., the business
) and the needs of their customers (i.e., the users
), your design must be useful. In other words, it must perform the task it was designed for. It must also be usable, or easy to understand and interact with in a predictable and reliable manner. Usability has become a basic business requirement as well as a user expectation. Finally, in order to attract users, your design must also be desirable. For many types of products, the pleasure provided by beauty has become an expected part of the experience during purchasing, ownership and use.
Sometimes, a product can be immensely useful, but because it’s a new discovery or a new category of products, it’s not yet very usable or aesthetically pleasing. The first computers, for example, were bulky terminals that came with command-line interfaces. As the age of a category of products increases, competitors enter the market with products that offer the same functions. Simple functionality becomes the norm (van Geel,