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Hamed Abdi – May 2020
Emotional Design
Design for Everyday Human Activities
Hamed Abdi
Ph.D. in Computational Cognitive Science
Lover of Science, Philosophy, and Art
Passionate about studying and thinking about how
and why people think, feel, behave, and interact in
the real world.
www.habdi.com
2
What is Design?
Question
3
Design is the intentional solution of a problem, by the
creation of plans for a new sort of thing, where the plans
would not be immediately seen, by a reasonable person, as an
inadequate solution.
Glenn Parsons
4
Design
Technology Driven
Aesthetics Driven
Emotional Driven
Bauhaus Movement
5
Design
Technology Driven
Aesthetics Driven
Emotional Driven
Bauhaus Movement
6
What is Emotion?
Question
7
Emotion is a disturbance that occurs in the following order:
• Cognitive evaluation:The individual assesses the event
cognitively, which cues the emotion.
• Physiological changes:The cognitive reaction starts biological
changes such as increased heart rate.
• Action:The individual feels the emotion and chooses how to
react.
Richard Lazarus
8
USERSignals/Inputs
Perception
Simple/Unconscious
Complex/Conscious
Constraints
Technical
Cultural
Emotion/Outputs
A Model of Emotional Design
9
10
11
12
Mapping of Emotional Categories
13
Baron-Cohen’s Cognitive Mental States
Complex
Mental States
Agreeing
Assertive
Committed
Persuaded
Sure
Concentrating
Absorbed
Vigilant
Disagreeing
Disapproving
Discouraging
Disinclined
Interested
Asking
Curious
Impressed
Thinking
Brooding
Choosing
Thoughtful
Unsure
Baffled
Confused
Undecided
14
Kismet
15
Emotion Arousal Paths
16
17
How to measure?
Question
18
Human Processor Model (HPM)
19
Human Processor Model
Parameter Mean Range
Eye movement time 230 ms 70-700 ms
Decay half-life of visual image storage 200 ms 90-1000 ms
Visual Capacity 17 letters 7-17 letters
Decay half-life of auditory storage 1500 ms 90-3500 ms
Auditory Capacity 5 letters 4.4-6.2 letters
Perceptual processor cycle time 100 ms 50-200 ms
Cognitive processor cycle time 70 ms 25-170 ms
Motor processor cycle time 70 ms 30-100 ms
Effective working memory capacity 7 chunks 5-9 chunks
Pure working memory capacity 3 chunks 2.5-4.2 chunks
Decay half-life of working memory 7 sec 5-226 sec
Decay half-life of 1 chunk working memory 73 sec 73-226 sec
Decay half-life of 3 chunks working memory 7 sec 5-34 sec
20
Neuroscientific Methods
Neuronal ActivityWithin The
Brain (CNS)
Electroencephalogram(EEG)
Magnetoencephalography(MEG)
SteadyStateTopography(SST)
FunctionalMagneticResonance
Imaging(fMRI)
Positron-emissionTomography
(PET)
Neuronal Activity of
The Peripheral
Nervous System (NPS)
Electrocardiogram(ECG)
GalvanicSkinResponse(GSR)
FacialCoding(FC)
FacialElectromyography(FEMG)
OtherTechniques
EyeTracking (ET)
StationaryEye-tracker
Eye-trackerGlasses
Eye-trackersinVRGlasses
Eye-trackingThroughWebcams
Implicit
Response
Test (IRT)
SemanticPriming
VisualPriming
Indoor
Positioning
Systems
Beacons(GPSBased)
Video(CameraLocation)
Neckly(GPSBasedonUWB)
21
22
Facial Action Coding System (FACS)
Motion Action Units Description
Happiness 6+12 Cheek Raiser, Lip Corner Puller
Sadness 1+4+15 Inner Brow Raiser, Brow Lowerer, Lip Corner Depressor
Surprise 1+2+5+26
Inner Brow Raiser, Outer Brow Raiser, Upper Lid Raiser, Jaw
Drop
Fear 1+2+4+5+7+20+26
Inner Brow Raiser, Outer Brow Raiser, Brow Lowerer, Upper Lid
Raiser, Lid Tightener, Lip Stretcher, Jaw Drop
Anger 4+5+7+23 Brow Lowerer, Upper Lid Raiser, Lid Tightener, Lip Tightener
Disgust 9+15+16 Nose Wrinkler, Lip Corner Depressor, Lower Lip Depressor
Contempt
12+14
(on one side of the face)
Lip Corner Puller, Dimpler
23
24
25
26
Visual Perception
27
What is the Science of
Cognition?
Question
28
USERSignals/Inputs
Perception
Simple/Unconscious
Complex/Conscious
Constraints
Technical
Cultural
Emotion/Outputs
A Model of Emotional Design
29
Black Box
Self Report
Noise
Input
Output
Behavioral
30
Black Box
Self Report
Noise
Input
Output
Cognitive
Decision Making Memory Learning
Mental Models Attention Language
. . .
31
Stimuli Response
32
33
34
Cortical Homunculus
35
What is Cognetics?
Question
36
37
Cognetics
The ergonomics of the mind
38
What is Ergonomics?
Question
39
Vitruvian Man
Drawing by Leonardo daVinci
Etymology
Ergonomics = ἔργον + νόμος
Work Natural Law
40
Human Factors or Ergonomics is the scientific discipline
concerned with the understanding of interactions among
humans and other elements of a system [humans, services,
processes, things], and the profession that applies theory,
principles, data and methods to design to optimize human
well-being and overall system performance.
International Ergonomics Association
41
Cognetics
Ethnographic analysis
User analysis
System analysis
Task analysis
Meta-analysis
etc.
Attention
Perception
Memory
Reasoning
Decision Making
etc.
Ergonomics
Cognitive
Science
Cognetics
42
What Is the Mind?
Question
43
Conceptual &
Mental Models
USER
44
45
Mental Models
Mental model is knowledge structure that individuals
construct to understand and explain their experiences.
The models are constrained by the individuals’ implicit
theories about these experiences, which can be more or
less accurate.
Johnson-Laird
46
Mental Models
Culture
Assumptions
Personalexperiences
Environments
Religion
Past
Beliefs
Family&Friends
Nation
etc.
47
Brain as
Complex System
Information Processing System
• Brain as Prediction Machine
48
Information Processing System
49
Overload
Cognitive Load
50
Ludwig Mies van der Rohe
51
7±2
52
Cognitive LoadTheory
Cognitive load refers to the total
amount of mental activity imposed on
working memory in any one instant.
Cognitive
Load
Intrinsic Load
• Manage with
good instructional
sequencing
Extraneous
Load
• Reduce with good
instructional
design
Germane Load
• Maximize this
53
Counterfactual
Thinking
The Man in the High Castle
54
CounterfactualThinking
Counterfactual thinking is thinking about a past that did
not happen.This is often the case in “if only…”
situations, where we wish something had or had not
happened.
• Upward vs. Downward
• Additive vs. Subtractive
• Self vs. Other
55
Izabella Godlewska de Aranda's painting Cosmic Joy!
hints at the idea of many universes.
Image: The Bridgeman Art Library
56
CounterfactualThinking
Why do we have counterfactual thoughts?
• Risk Aversion
• Behavior Intention
• Goal-Directed Activity
• Collective Action
• Benefits and Consequences
Change Behavior
57
Behavioral ChangeTheories
Fogg Behavior Model:
B = MAT
• Motivation:
• Pleasure or Pain
• Hope or fear
• Social acceptance or rejection
• Ability
We are fundamentally lazy
• Triggers
58
Scientific Approach
to Aesthetics
Question
59
Gestalt laws
• Law of Proximity
• Law of Similarity
• Law of Figure and Ground
• Law of Continuity
• Law of Closure
• Law of Simplicity
60
Eight Laws of Artistic Experience
1. Peak Shifting
2. Isolation
3. Grouping
4. Contrast
5. Perceptual Problem Solving
6.The GenericViewpoint
7.Visual metaphors
8. Symmetry
61
Laws!
Question
62
01. DohertyThreshold
Productivity soars when a computer and its users
interact at a pace (<400ms) that ensures that neither
has to wait on the other.
• Provide system feedback within 400ms in order to keep users’
attention and increase productivity.
63
02. Fitts’s Law
The time to acquire a target is a function of the
distance to and size of the target.
• Make elements you wish to be easily selectable large and
position them close to users.
• This law especially applies to buttons, which the purpose of
these elements is to be easy to find and select.
64
03. Hick’s Law
The time it takes to make a decision increases with
the number and complexity of choices.
• More choices results in longer to think about these choices
and make a decision.
• Simplify choices for the user to ensure by breaking complex
tasks into smaller steps.
• Avoid overwhelming users by highlighting recommended
options.
65
04. Jakob’s Law
Users spend most of their time on other sites. This
means that users prefer your site to work the same
way as all the other sites they already know.
• You can simplify the learning process for users by providing
familiar design patterns.
66
05. Law of Common Region
Elements tend to be perceived into groups if they are
sharing an area with a clearly defined boundary.
• Adding borders (creating common regions) around an
element or group of elements is an easy way to create
separation from surrounding elements.
67
06. Law of Pragnanz
People will perceive and interpret ambiguous or
complex images as the simplest form possible, because
it is the interpretation that requires the least cognitive
effort of us.
• The human eye likes to find simplicity and order in complex
shapes because it prevents us from becoming overwhelmed
with information.
68
07. Law of Proximity
Objects that are near, or proximate to each other,
tend to be grouped together.
• The law of proximity is useful by allowing users to group
different clusters of content at a glance.
69
08. Law of Similarity
The human eye tends to perceive similar elements in a
design as a complete picture, shape, or group, even if
those elements are separated.
• Ensure that links and navigation systems are visually
differentiated from normal text elements, and are consistently
styled.
70
09. Law of Uniform Connectedness
Elements that are visually connected are perceived as
more related than elements with no connection.
• Group functions of a similar nature so they are visually
connected via colors, lines, frames, or other shapes.
71
10. Miller’s Law
The average person can only keep 7 (plus or minus 2)
items in their working memory.
• Chunking is an effective method of presenting groups of
content in a manageable way. Organize content in groups of 5-
9 items at a time.
72
11. Occam’s Razor
Among competing hypotheses that predict equally
well, the one with the fewest assumptions should be
selected.
• Analyze each element and remove as many as possible,
without compromising the overall function.
73
12. Pareto Principle
The Pareto principle states that, for many events,
roughly 80% of the effects come from 20% of the
causes.
• Focus the majority of effort on the areas that will bring the
largest benefits to the most users.
74
13. Parkinson’s Law
Any task will inflate until all of the available time is
spent.
• Focus the majority of effort on the areas that will bring the
largest benefits to the most users.
75
14. Serial Position Effect
Users have a propensity to best remember the first
and last items in a series.
• Placing the least important items in the middle of lists can be
helpful because these items tend to be stored less frequently
in long-term and working memory.
• Positioning key actions on the far left and right within
elements such as navigation can increase memoriziation.
76
15.Tesler’s Law
Tesler's Law, also known as The Law of Conservation
of Complexity, states that for any system there is a
certain amount of complexity which cannot be
reduced.
77
16.Von Restorff Effect
The Von Restorff effect, also known as The Isolation
Effect, predicts that when multiple similar objects are
present, the one that differs from the rest is most
likely to be remembered.
• Make important information or key actions visually distinctive.
78
17. Zeigarnik Effect
People remember uncompleted or interrupted tasks
better than completed tasks.
• Use progress bars for complex tasks to visually indicate when
a task is incomplete, and thus increase the likelyhood it will be
completed.
79
Thank you for yourAttention

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Emotinal Design

  • 1. Hamed Abdi – May 2020 Emotional Design Design for Everyday Human Activities
  • 2. Hamed Abdi Ph.D. in Computational Cognitive Science Lover of Science, Philosophy, and Art Passionate about studying and thinking about how and why people think, feel, behave, and interact in the real world. www.habdi.com 2
  • 4. Design is the intentional solution of a problem, by the creation of plans for a new sort of thing, where the plans would not be immediately seen, by a reasonable person, as an inadequate solution. Glenn Parsons 4
  • 8. Emotion is a disturbance that occurs in the following order: • Cognitive evaluation:The individual assesses the event cognitively, which cues the emotion. • Physiological changes:The cognitive reaction starts biological changes such as increased heart rate. • Action:The individual feels the emotion and chooses how to react. Richard Lazarus 8
  • 10. 10
  • 11. 11
  • 13. 13 Baron-Cohen’s Cognitive Mental States Complex Mental States Agreeing Assertive Committed Persuaded Sure Concentrating Absorbed Vigilant Disagreeing Disapproving Discouraging Disinclined Interested Asking Curious Impressed Thinking Brooding Choosing Thoughtful Unsure Baffled Confused Undecided
  • 15. 15
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  • 20. Human Processor Model Parameter Mean Range Eye movement time 230 ms 70-700 ms Decay half-life of visual image storage 200 ms 90-1000 ms Visual Capacity 17 letters 7-17 letters Decay half-life of auditory storage 1500 ms 90-3500 ms Auditory Capacity 5 letters 4.4-6.2 letters Perceptual processor cycle time 100 ms 50-200 ms Cognitive processor cycle time 70 ms 25-170 ms Motor processor cycle time 70 ms 30-100 ms Effective working memory capacity 7 chunks 5-9 chunks Pure working memory capacity 3 chunks 2.5-4.2 chunks Decay half-life of working memory 7 sec 5-226 sec Decay half-life of 1 chunk working memory 73 sec 73-226 sec Decay half-life of 3 chunks working memory 7 sec 5-34 sec 20
  • 21. Neuroscientific Methods Neuronal ActivityWithin The Brain (CNS) Electroencephalogram(EEG) Magnetoencephalography(MEG) SteadyStateTopography(SST) FunctionalMagneticResonance Imaging(fMRI) Positron-emissionTomography (PET) Neuronal Activity of The Peripheral Nervous System (NPS) Electrocardiogram(ECG) GalvanicSkinResponse(GSR) FacialCoding(FC) FacialElectromyography(FEMG) OtherTechniques EyeTracking (ET) StationaryEye-tracker Eye-trackerGlasses Eye-trackersinVRGlasses Eye-trackingThroughWebcams Implicit Response Test (IRT) SemanticPriming VisualPriming Indoor Positioning Systems Beacons(GPSBased) Video(CameraLocation) Neckly(GPSBasedonUWB) 21
  • 22. 22
  • 23. Facial Action Coding System (FACS) Motion Action Units Description Happiness 6+12 Cheek Raiser, Lip Corner Puller Sadness 1+4+15 Inner Brow Raiser, Brow Lowerer, Lip Corner Depressor Surprise 1+2+5+26 Inner Brow Raiser, Outer Brow Raiser, Upper Lid Raiser, Jaw Drop Fear 1+2+4+5+7+20+26 Inner Brow Raiser, Outer Brow Raiser, Brow Lowerer, Upper Lid Raiser, Lid Tightener, Lip Stretcher, Jaw Drop Anger 4+5+7+23 Brow Lowerer, Upper Lid Raiser, Lid Tightener, Lip Tightener Disgust 9+15+16 Nose Wrinkler, Lip Corner Depressor, Lower Lip Depressor Contempt 12+14 (on one side of the face) Lip Corner Puller, Dimpler 23
  • 24. 24
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  • 26. 26
  • 28. What is the Science of Cognition? Question 28
  • 31. Black Box Self Report Noise Input Output Cognitive Decision Making Memory Learning Mental Models Attention Language . . . 31
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  • 34. 34
  • 37. 37
  • 40. Vitruvian Man Drawing by Leonardo daVinci Etymology Ergonomics = ἔργον + νόμος Work Natural Law 40
  • 41. Human Factors or Ergonomics is the scientific discipline concerned with the understanding of interactions among humans and other elements of a system [humans, services, processes, things], and the profession that applies theory, principles, data and methods to design to optimize human well-being and overall system performance. International Ergonomics Association 41
  • 42. Cognetics Ethnographic analysis User analysis System analysis Task analysis Meta-analysis etc. Attention Perception Memory Reasoning Decision Making etc. Ergonomics Cognitive Science Cognetics 42
  • 43. What Is the Mind? Question 43
  • 45. 45
  • 46. Mental Models Mental model is knowledge structure that individuals construct to understand and explain their experiences. The models are constrained by the individuals’ implicit theories about these experiences, which can be more or less accurate. Johnson-Laird 46
  • 48. Brain as Complex System Information Processing System • Brain as Prediction Machine 48
  • 51. Ludwig Mies van der Rohe 51
  • 53. Cognitive LoadTheory Cognitive load refers to the total amount of mental activity imposed on working memory in any one instant. Cognitive Load Intrinsic Load • Manage with good instructional sequencing Extraneous Load • Reduce with good instructional design Germane Load • Maximize this 53
  • 55. CounterfactualThinking Counterfactual thinking is thinking about a past that did not happen.This is often the case in “if only…” situations, where we wish something had or had not happened. • Upward vs. Downward • Additive vs. Subtractive • Self vs. Other 55
  • 56. Izabella Godlewska de Aranda's painting Cosmic Joy! hints at the idea of many universes. Image: The Bridgeman Art Library 56
  • 57. CounterfactualThinking Why do we have counterfactual thoughts? • Risk Aversion • Behavior Intention • Goal-Directed Activity • Collective Action • Benefits and Consequences Change Behavior 57
  • 58. Behavioral ChangeTheories Fogg Behavior Model: B = MAT • Motivation: • Pleasure or Pain • Hope or fear • Social acceptance or rejection • Ability We are fundamentally lazy • Triggers 58
  • 60. Gestalt laws • Law of Proximity • Law of Similarity • Law of Figure and Ground • Law of Continuity • Law of Closure • Law of Simplicity 60
  • 61. Eight Laws of Artistic Experience 1. Peak Shifting 2. Isolation 3. Grouping 4. Contrast 5. Perceptual Problem Solving 6.The GenericViewpoint 7.Visual metaphors 8. Symmetry 61
  • 63. 01. DohertyThreshold Productivity soars when a computer and its users interact at a pace (<400ms) that ensures that neither has to wait on the other. • Provide system feedback within 400ms in order to keep users’ attention and increase productivity. 63
  • 64. 02. Fitts’s Law The time to acquire a target is a function of the distance to and size of the target. • Make elements you wish to be easily selectable large and position them close to users. • This law especially applies to buttons, which the purpose of these elements is to be easy to find and select. 64
  • 65. 03. Hick’s Law The time it takes to make a decision increases with the number and complexity of choices. • More choices results in longer to think about these choices and make a decision. • Simplify choices for the user to ensure by breaking complex tasks into smaller steps. • Avoid overwhelming users by highlighting recommended options. 65
  • 66. 04. Jakob’s Law Users spend most of their time on other sites. This means that users prefer your site to work the same way as all the other sites they already know. • You can simplify the learning process for users by providing familiar design patterns. 66
  • 67. 05. Law of Common Region Elements tend to be perceived into groups if they are sharing an area with a clearly defined boundary. • Adding borders (creating common regions) around an element or group of elements is an easy way to create separation from surrounding elements. 67
  • 68. 06. Law of Pragnanz People will perceive and interpret ambiguous or complex images as the simplest form possible, because it is the interpretation that requires the least cognitive effort of us. • The human eye likes to find simplicity and order in complex shapes because it prevents us from becoming overwhelmed with information. 68
  • 69. 07. Law of Proximity Objects that are near, or proximate to each other, tend to be grouped together. • The law of proximity is useful by allowing users to group different clusters of content at a glance. 69
  • 70. 08. Law of Similarity The human eye tends to perceive similar elements in a design as a complete picture, shape, or group, even if those elements are separated. • Ensure that links and navigation systems are visually differentiated from normal text elements, and are consistently styled. 70
  • 71. 09. Law of Uniform Connectedness Elements that are visually connected are perceived as more related than elements with no connection. • Group functions of a similar nature so they are visually connected via colors, lines, frames, or other shapes. 71
  • 72. 10. Miller’s Law The average person can only keep 7 (plus or minus 2) items in their working memory. • Chunking is an effective method of presenting groups of content in a manageable way. Organize content in groups of 5- 9 items at a time. 72
  • 73. 11. Occam’s Razor Among competing hypotheses that predict equally well, the one with the fewest assumptions should be selected. • Analyze each element and remove as many as possible, without compromising the overall function. 73
  • 74. 12. Pareto Principle The Pareto principle states that, for many events, roughly 80% of the effects come from 20% of the causes. • Focus the majority of effort on the areas that will bring the largest benefits to the most users. 74
  • 75. 13. Parkinson’s Law Any task will inflate until all of the available time is spent. • Focus the majority of effort on the areas that will bring the largest benefits to the most users. 75
  • 76. 14. Serial Position Effect Users have a propensity to best remember the first and last items in a series. • Placing the least important items in the middle of lists can be helpful because these items tend to be stored less frequently in long-term and working memory. • Positioning key actions on the far left and right within elements such as navigation can increase memoriziation. 76
  • 77. 15.Tesler’s Law Tesler's Law, also known as The Law of Conservation of Complexity, states that for any system there is a certain amount of complexity which cannot be reduced. 77
  • 78. 16.Von Restorff Effect The Von Restorff effect, also known as The Isolation Effect, predicts that when multiple similar objects are present, the one that differs from the rest is most likely to be remembered. • Make important information or key actions visually distinctive. 78
  • 79. 17. Zeigarnik Effect People remember uncompleted or interrupted tasks better than completed tasks. • Use progress bars for complex tasks to visually indicate when a task is incomplete, and thus increase the likelyhood it will be completed. 79
  • 80. Thank you for yourAttention