Chapter 5

EMOTIONAL INTERACTION

  • 5.1 Introduction
  • 5.2 Emotions and the User Experience
  • 5.3 Expressive Interfaces
  • 5.4 Frustrating Interfaces
  • 5.5 Persuasive Technologies and Behavioral Change
  • 5.6 Anthropomorphism and Zoomorphism
  • 5.7 Models of Emotion

Objectives

The main aims of this chapter are to:

  • Cover how emotions relate to the user experience.
  • Provide examples of interfaces that are both pleasurable and usable.
  • Explain what expressive interfaces are and the effects they can have on people.
  • Describe how technologies can be designed to change people's attitudes and behavior.
  • Give an overview on how anthropomorphism has been applied in interaction design.
  • Present well-known models and frameworks of emotion and pleasure.
  • Enable you to critique the persuasive impact of an online agent on customers.

5.1 Introduction

An overarching goal of interaction design is to develop products that elicit positive responses from users, such as feeling at ease, being comfortable, and enjoying the experience of using them – be it a washing machine or a flight deck. Designers are also concerned with how to create interactive products that elicit specific kinds of emotional responses in users, such as motivating them to learn, play, or be creative or social. There has also been much interest in designing websites that people can trust, and that make them feel comfortable about divulging personal information when making a purchase.

Taken together, we refer to this emerging area as emotional interaction ...

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