Affective (Emotional) Principles Collated by Source [#UX] and a Happy New Year!

As you may know, I’ve been working on my UX notes for the new unit, and as part of this I’ve been collating some principles. Last week we looked at usability, but as it’s New Year, I’m adding those for affective (Emotional) computing just in case they may be of interest.

Happy New Year!You will notice in the table below the left column describes the concept (these are sometimes used interchangeably between the different authors); while on the right side the authors are listed along with a footnote pointing to the text from which the concept is derived. In collating these concepts I have not followed slavishly the nomenclature proposed by each author, but have instead placed them in categories which I believe have the same conceptual value even if the naming of that concept does not follow that in the source it is derived from.
You’ll also notice that I mention “Touch-points”, and by these I mean various human traits you should be aware of when designing for emotional experience. These considerations mainly focus on the kinds of pleasure or dynamics we need to induce in the human for successful emotional engagement.

Concepts Appears in Source
Aesthetic Sharp, Rogers and Preece1; Nielsen2; Norman3.
Emotionally Fulfilling Sharp, Rogers and Preece; Khaslavsky & Shedroff4.
Enjoyable Sharp, Rogers and Preece.
Entertaining Sharp, Rogers and Preece.
Enticing Khaslavsky & Shedroff.
Facilitate Touch-points Reeves & Nass5; Fogg6; Jordan7.
Flow (Enhance) Csikszentmihalyi8.
Form Relationship Khaslavsky & Shedroff.
Fun Sharp, Rogers and Preece; Norman.
Helpful Sharp, Rogers and Preece.
Memory (Evocation) Norman.
Minimalist Design Nielsen.
Motivating Sharp, Rogers and Preece.
Personalisation and Norman.
Pleasing Jordan; Norman.
Rewarding Sharp, Rogers and Preece.
Satisfying Sharp, Rogers and Preece; Norman.
Self-Image Norman.
Supports Creativity Sharp, Rogers and Preece.
  1. H. Sharp, Y. Rogers, and J. Preece. Interaction design: beyond human-computer interaction. Wiley, Chichester, 2nd ed edition, 2007.
  2. J. Nielsen. Usability engineering. Academic Press, Boston, 1993.
  3. D. A. Norman. Emotional design: why we love (or hate) everyday things. Basic Books, New York, 2004.
  4. J. Khaslavsky and N. Shedroff. Understanding the seductive experience. Commun. ACM, 42:45–49, May 1999.
  5. B. Reeves and C. I. Nass. The media equation: how people treat computers, television, and new media like real people and places. CSLI Publications, Stanford, Calif., 1996.
  6. B. J. Fogg. Persuasive technology: using computers to change what we think and do. Morgan Kaufmann Publishers„ Amsterdam, 2003. Touch-points include – Physical, physiological, language, social dynamics, and social roles.
  7. P. W. Jordan. Designing pleasurable products: an introduction to the new human factors. Taylor & Francis e–Library, London, 2003. Touch-points include – physio pleasure, socio-pleasure, psycho pleasure, Ideo pleasure.
  8. M. Csikszentmihalyi. Flow: the psychology of optimal experience. Harper & Row, New York, 1st ed edition, 1990
There’ll be some more on Dynamics / Funology / and Gamification coming next week!

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