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Theory of Affect
Part One
MS3305
Theory of Affect: Part One
The Theory of Affect
Part One
Not a theory of Effect
• Question:
• What is the difference between
'affect' and 'effect'?
AskOxford.com
• To affect something is to change or influence it
• To effect something is a rather formal way of saying `to make it
happen'.
• Confusingly, either may produce an 'effect' or result. ('An affect'
is a technical term in psychology.)
• The stability of the wall was affected by passing lorries.
The demolition of the wall was effected by the detonation of a
charge of dynamite.
• The dynamite did not just 'affect' (influence) the demolition of
the wall: it caused it.
To Influence?
To Affect?
• What was affected?
• What was influenced?
• Scores go down with sound turned off
The Atmosphere of Affect
Insubstantiality of
affect makes it
difficult to touch. It
has no substance,
but it does have an
influence… a force…
Affect, Communication and the
Senses
Regarded as top
of the hierarchy
of the senses
Pheromones affect behavior or
physiology
Pheromones and Decisions
Firm adds smell to video games
See also Jussi Parikka: Insect Theory of Media: An Archaeology of Animals, Technology and Cultural Theory.
To be published by Minnesota University Press - Posthumanities Series
Usability Studies
• The focusing of
– Attention
– Understanding
– Memory
• Cognitive
framework to
understand decision
making processes
Focus on Usability Studies
User-Centred-Design
Cognition and Reality
Emotional Design
• Still focusing on
decision-making
processes
• But moving
increasingly towards
emotional
experiences
Emotional Design
Norman’s distinction
between (2004 pp. 11-33)
1. Affect (visceral)
2. Cognition
3. Emotion
Affect (visceral)
• Subconscious,
beneath conscious
awareness
• Affect =
– Rapid judgments,
determined by
environmental
pressures
– Safety
– Danger
Gut Feeling
• Queasy, uneasy,
tense, edgy,
shocked, jolted,
• Jump out your skin
= affect
– Muscles tighten
– Gut feelings
– Digestive system
upset
Cognition
• Consciousness,
arrives late, after
affect
• Info processing
• Interpretation
• Making sense of the
world
• Decision-making?
Emotion
• Conscious
experience of affect
– Attribution of cause
and identification of
its object
– Allows decision to be
made
– Anger at a particular
cause = emotion
What might this distinction
(affect, cognition, emotion) tell
us about decision-making
processes?
Affect is not the Opposite of
Cognition
• Affect is not
irrational, but an
alternative way of
thinking about the
world – a different
kind of intelligence
Decision Making
• Norman notes how
cognition and affect can
influence each other,
but that the affective
system is independent
of conscious thought
• Question:
• So how does affect
influence decision
making processes?
How does affect influence
decision making processes?
• Tightrope Walk
– 1ft above the ground
– 3ft above the ground
Affective system is independent
of conscious thought
• The viscera of affect
changes our decision
• How reflection
rationalizes that it’s the
same tightrope –
requiring no more skill
or balance, but the
visceral side (fear of
heights) takes over…
Conscious rationalization comes
after affective system has
released its chemicals of fear
Influence on decision making
processes
• Emotions that follow
affect are judgmental;
prepare a body’s
response to unforeseen
events
• They influence decision
making processes
Emotional Design
• Focus of HCI
• Cognitive attention,
memory and reflection
play an important part
in decision making
processes
• However!
Noncognitive
• The noncognitive
realm of affect
provides a critical
backdrop that
assists decision
making.
What else does affect tell us about
usability & everyday things
• Usability
(consumability) and
aesthetics are related
• Aesthetics – of the
senses
• From the design of
ATMs to wine glasses
Affective Design
• Beauty and function are
related
• Sensory environments
and function are related
• Emotion and
functionality are related
Affective Design
Affect and Ease of Use
Ease of Use
• Cognitive science
argues that when
anxious, scared or
frightened,
cognitive
attention narrows
Affect and Ease of Use
• When people are
relaxed, happy or
aroused, thought
processes expand,
becoming more
creative, imaginative
and likely to have fun
• Funology
Affect and Ease of Use
• Therefore Norman’s
assertion
• Attractive things
make people feel
good and that
heightened
creativity makes it
easier to find
solutions
MS3305
Need to consider affective design in terms
of the module debate
Emotional Design & Brands
• Norman’s Emotional
Design occurs ‘in the
world of products…’
• ‘Brands are all about
emotions’
– They ‘draw the consumer
towards the product’
– Emotional branding is
about building
relationships with users…
(Norman pp. 59-60)
New Media Producer/Consumer
Relation
Nigel Thrift (2008)
• Producers of
commodities and
brands establish
passionate, affective
relationship with
consumers (p. 245).
• The corporate exploitation of
noncognitive and pre-
discursive realm of the user
Thrift
Corporations are in Attempts to
the business of manipulate the
making emotional mood of
consumers
‘hormonal splashes To affect the
through increasing consumer’s senses
contact with
consumers'
Consumer
arousal
The ‘generation of
passions’
Sensory design of The added value of
commodities emotions and affects
Sensory Design
Scented laptops
Norman’s Model of
Experience Processing
Please take notes for seminar activity
Three Levels of Processing
Norman’s Model of
Emotional Design
Visceral (affective)
– Automatic,
unconscious,
prewired – supports
fixed routines
Norman’s Model of
Emotional Design
Behavioural
– Brain process that control
everyday behaviours
– Not conscious
– e.g. Experience of driving a
familiar route in a car
– Learned performance
– Highly skilled (practiced)
players/workers able to
focus on higher level of
play/work
Norman’s Model of
Emotional Design
Reflective
– Contemplative part of the
brain
– Highest level of cognition,
conscious thought
– Learning of new concepts
and generalizations of the
world
Norman’s claim
“You cannot escape affect”
1. All three levels interact with each other
2. Bottom up driven by perception and gut
feelings/reactions
3. Top down driven by thought
4. Everything has a cognitive and affective
component
“You cannot escape affect”
• Cognitive assigns “meaning” –
culturally learned responses
• Affective assigns “value” – changes
how we think
Four HCI Goals in Affective
Computing
1. Reducing user frustration
2. Enabling comfortable communication
of user emotion
3. Developing infrastructure and
applications to handle affective
information
4. Building tools that help develop social-
emotional skills
See Picard’s AFFECTIVE COMPUTING FOR HCI
• Further viewing
• Don Norman - Emotional Design
TRYING (week six)
• ‘Create simulations and prototypes to
help empathize with people and to
evaluate proposed designs.’
Modes of users trying out
1. EMPATHY TOOLS
2. SCENARIOS
3. NEXT YEAR’S HEADLINES
4. INFORMANCE
EMPATHY TOOLS
EMPATHY TOOLS
• Use tools like clouded glasses and
weighted gloves to experience processes
as though you yourself have the abilities
of different users.
• This is an easy way to prompt an
empathic understanding for users with
disabilities or special conditions.
Uses?
• Example Designers wore gloves to help
them evaluate the suitability of cords
and buttons for a home health monitor
designed for people with reduced
dexterity and tactile sensation.
SCENARIOS
http://www.usabilitynet.org/tools/scenarios.htm
SCENARIOS
• Illustrate a character-rich storyline
describing the context of use for a
product or service.
• This process helps to communicate and
test the essence of a design idea within
its probable context of use. It is
especially useful for the evaluation of
service concepts
Uses?
• Example Designing a community Web
site, the team drew up scenarios to
highlight the ways particular design
ideas served different user needs.
NEXT YEAR’S HEADLINES
NEXT YEAR’S HEADLINES
• Invite employees to project their
company into the future, identifying
how they want to develop and sustain
customer relations.
• Based on customer-focused research,
these predictions can help to define
which design issues to pursue for
development.
Uses?
• Example While designing an Intranet
site for information technologists, the
team prompted the client to define and
clarify their business targets for
immediate and future launches.
INFORMANCE
INFORMANCE
• Act out an “informative performance”
scenario by role-playing insights or
behaviours that you have witnessed or
researched.
• This is a good way to communicate an
insight and build a shared
understanding of a concept and its
implications.
Uses?
• Example A performance about a story
of mobile communications shows the
distress of a frustrated user.
Task
• In groups
• Devise a 3 step usability test that considers
the user’s mood during one of the following
user experiences
1. The most frustrating experience with a
computer system ever encountered
2. The most positive learning experience ever
encountered in school
• Use pre- and post-session testing as well as a
usability test.
• Consider the ideas discussed in Emotional
Design?
• Consider three levels of testing…
– Visceral
– Behavioural
– Reflective
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