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Corporate
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Advice
for communications people
Look them in the eye
Include portraits in statements
Emotional usability
Definition, quantification, design
>>>>>>>>>>>>>>>>>>>>>>>>>
Corporate image management
Concepts and literature overview
Organisational overviews
Organograms work on web sites?
Quick ones
Collected
advice boxes
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What
is it?
In short, you are able to improve the quality of a user interface
by paying attention to how much users like it.
Major news to you? Hopefully not...
But
perhaps the notion of emotional usability is new to you. Whereas
everybody ideally tries to create the very best user interfaces
for their users, it is often done based on a large degree of task-orientation.
There´s
usually plenty of focus on issues like
- Can
the user quickly find what he/she wants?
but
often rather less focus on issues like
- Does
the user like finding what he/she wants, and does he/she like
it when he/she finds it?
Despite
the fact that feelings are subjective, this is actually surprising.
Not that you should stop conducting old school usability
tests, but research shows that you can significantly improve user
preference for your products or services if deliberately targeting
user emotions through your user interface design.
A
realistic design target could be 25% more trustworthy for
a banking or other secure communications user interface. I´ve
tried that target for a re-design, and reached it. And no, the user
interface wasn´t particularly bad before I started.
But
lets´s start at the beginning:
First
I did some research, and I found some interesting articles.
It turned out that focusing on emotional usability when designing
user interfaces can significantly
- make
customers prefer your interfaces to others
- make
your users trust your product or service more than others
- make
users perceive your solution as more enjoyable and fun to work
with
- etc.
In
one article, Hassenzahl et al. (2001) argue that the narrow definition
of usability as merely the complement of utility has strong
limitations, because it allows a product to be usable but not useful
and because it neglects the usage context (tasks, social and psychological
factors, etc.).
But, Hassenzahl claims, even a broader definition of usability as
quality of use may neglect the contribution of perceived
fun and enjoyment to user satisfaction and preferences (Hassenzahl,
2001, p. 2).
Hassenzahl and his partners therefore suggest a model taking
hedonic quality (i.e. non-task-oriented quality aspects such
as innovativeness, originality, etc.) and the subjective nature
of appealingness into account (Hassenzahl, 2001, p.
2).
| Kim
and Moon (1998, p. 4) found that it was especially important
to take the informative function of emotions into account when
designing human-computer interfaces, because the
interface may elicit a variety of emotions, ranging from the
basic affective feelings, such |
|
as
joy or fear, to non-basic feelings, such as trustworthiness
or sophistication.
They found indications that the various types of feelings
all influence decision making, and that therefore,
the feelings evoked by the human-computer interface can also
affect the quality of decision making in using [a] computer
system. |
Fogg
and Tseng (1999) highlight the importance of credibility
in computing products. They define credibility as a perceived
quality, which is why in discussing the credibility
of a computer product, one is always discussing the perception
of credibility. They identify two main components of credibility:
trustworthiness, the dimension capturing the perceived goodness
or morality of the source, and expertise, the dimension capturing
the perceived knowledge and skill of the source (all
p. 80).
| Fogg
and Tseng´s holistic view indicates that when users evaluate
a system they are influenced by tangible system design features,
such as the user interface, as well as by a large number of
psychological factors stemming from their overall interpretation
of the entity behind the computing product, for example through
interaction with source representatives, such as sales organisations
or supporters, past experiences, hearsay, etc. |
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Credibility,
then, is important because the amount of credibility relates to
the amount of trustworthiness and expertise an organisation has.
But
equally important is it that the users get the feeling that the
organisation has employed its trustworthiness and expertise, by
having its user interface designers, its technical writers, its
usability testers, etc. pay close attention to users and users´
contexts and integrate this knowledge in all of their work.
Ask
your marketing department whether they pay any special attention
to maintaining customer relationships. They probably do.
Then ask them if they are willing to go out of their way to make
customers feel they get that little bit extra from your products
or services, compared to the competition´s. They probably
are, because adding value, maintaining relations and exceeding expectations
are essential factors in their world.
There
are many parallels between such relationship marketing and designing
towards emotional usability.

Can
you quantify it?
Focusing on emotional usability when designing user interfaces can
make customers prefer your interfaces to others, make your users
feel more comfortable, help raise users´ adoption rates and
flatten their learning curves, etc.
Improved customer preference and user acceptance ought to be good
for your sales, and it just might reduce your support burden too.
| But
abstract, qualitative issues usually don´t go very far
at planning or budget meetings. Concrete, quantifiable issues
usually fare a lot better. So can you quantify the sum of soft
issues that can improve your user interfaces, and thus justify
spending time working on emotional usability? |
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Yes.
Various self-report techniques used in combination with prototypes,
mockups or even just paper sketches are ideal for quantifying emotion.
For example
- the
Differential Emotions Scale, where you measure the intensity of
subjects´ emotions, or
- Semantic
Differential, where you employ polarized pairs of terms describing
emotion and are thus able to measure both the intensity and the
direction of subjects´ emotions.
The
main research objective of Kim and Moon (1998, p. 3) was to formulate
and evaluate a systematic methodology for the design of customer
interfaces that explicitly aim to generate certain target feelings
in the customer while interacting with electronic commerce systems.
Kim
and Moon used the Semantic Differential technique when quantifying
emotional usability in their prototypes for banking software, because
of the technique´s association with the multidimensional
approach to emotions adopted in the design of emotion-generating
interfaces, (p. 5) as had earlier been discovered by kansei
engineers designing commercially successful physical products, such
as cars, pagers, etc.
The
semantic differential method was also applied by Hassenzahl et al.
(2000) when evaluating prototypes at Siemens, although they do recommend
not restricting one´s research to the quantitative methods
presented in their study, but rather complement it by qualitative
approaches.
Fogg
and Tseng (1999) furthermore suggest threshold and spectral evaluation
methods for measuring perceived qualities and user acceptance.
Due to the relative qualitativeness of these methods, in particular
of the spectral method, I find that they may not, if used alone,
yield the amount of hard evidence often required in software development
organisations. But used in conjunction with other more quantitative,
tangible outcome-oriented, methods, they may work well.

Can
you design towards it?
Kim and Moon (1998, p. 22) found through their research that is
was possible to elicit target emotions in a majority of subjects,
thus making it possible to design emotive interfaces for widespread
use. They found that particularly the use (or non-use) of
graphic design elements, colour and contrast had significant effects
on the formation of user perceptions of their banking software prototypes,
and that even slight variations in colour shades evoked noticeably
different emotions.
| Even
though Kim and Moon focused mainly on graphic design elements,
and even though their research should be weighed against their
specific prototypes as well as the cultural background of their
research environment and subjects, their methodology can certainly
be applied in other settings. |
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I believe
you can successfully design towards emotional usability in user
interfaces, and successfully mix the approach with Gestalt grouping
and form perception phenomena (like proximity, similarity, continuity,
closure, area and symmetry) as well as other more task-oriented
usability guidelines.
When
doing a complete re-design of the browser-based user interfaces
of Eicon Network´s Safepipe Virtual Private Networking products
(trusting the system is paramount to users of such systems
and to the decision makers who authorize their acquisition), I used
parts of Kim and Moon´s methodology, including the Semantic
Differential technique, in combination with Gestalt techniques.
Their
methodology, originally developed to investigate the possibility
of inducing target emotions though the design of banking interfaces,
suited my needs well as it particularly focused on determining and
designing towards factors that would create the feeling of system
trustworthiness among users. I achieved some really good results.

Selected
article references
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Fogg,
B.J . and Tseng, H. (1999): The Elements of Computer Credibility.
IN Proceedings of ACM CHI 99 Conference on Human Factors in
Computing Systems 1, pp. 80-87. New York: ACM Press.
PDF
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Hassenzahl,
M. (2001): The effect of perceived hedonic quality on product
appealingness. International Journal of Human-Computer Interaction
(13), no. 4, pp. 481-499.
PDF
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Hassenzahl,
M. et al. (2000): Hedonic and ergonomic quality aspects
determine a software´s appeal. IN Proceedings of the CHI
2000 Conference on Human Factors in Computing Systems, pp. 201-208.
New York: ACM Press, Addison-Wesley.
PDF
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Hassenzahl,
M. et al. (2001): Usability Engineering: quality doesn’t
happen by accident. IN Proceedings of the International Status
Conference of the Lead Projects Human-Computer Interaction,
Saarbrücken, Germany, p. 99-103.
PDF
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Khaslavsky,
J. and Shedroff, N. (1999): Understanding the seductive
experience. Communications of the ACM (42), no. 5, pp. 45-49.
PDF
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Kim,
J. and Moon, J.Y. (1998): Designing towards emotional
usability in customer interfaces — trustworthiness of cyber-banking
system interfaces. Interacting with Computers, vol 10, pp.
1-29.

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