Emotional Design Review: Part II: Design in Practice

Chap 3: Three Levels of Design: Visceral, Behavioral & Reflective
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For someone to use a product successfully, they must have the same mental model (the user’s model) as that of the designer (the designer’s model). But the designer only talks to the user via the product itself, so the entire communication must take place through the “system image”: the information conveyed by the physical product itself.

Chap 4: Fun & Games
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Google plays with their name and logo in a creative, inspiring way.

Some searches return multiple pages, so Google modifies its logo accordingly: When I performed a search on the phrase “emotion and design” I got 10 pages of results. Google stretched its logo to put 10 “Os” in its name, providing some fun while also being informative and, best of all, non-intrusive. (Courtesy of Google.)

In Designing Pleasurable Products, the human factors expert and designer Patrick Jordan builds on the work of Lionel Tiger to identify four kinds of pleasure as below:
1.    Physio-pleasure. Pleasures of the body. Sights, sounds, smells, taste, and touch.
2.    Socio-pleasure. Social pleasure derived from interaction with others. Socio-pleasure, therefore, combines                                 aspects of both behavioral and reflective design.
3.    Psycho-pleasure. This aspect of pleasure deals with people’s reactions and psychological state during                                        the use of products. Psycho-pleasure resides at the behavioral level.
4.    Ideo-pleasure. Here lies the reflection on the experience. This is where one appreciates the aesthetics, or                               the quality, or perhaps the extent to which a product enhances life and respects the                                         environment. Ideo-pleasure clearly lies at the reflective level.

Chap 5: People, Places & Things
The Role of Design
Technology often forces us into situations where we can’t live without the technology even though we may actively dislike its impact. Or we may love what the technology provides us while hating the frustrations encountered while trying to use it.

Much of modern technology is really the technology of social interaction: it is the technology of trust and emotional bonds. To the technologist, the technology provides a means of communication; for us, however, it provides a means for social interaction.

There is much that can be done to enhance these technologies. We have already seen that lack of trust comes about from lack of understanding, from situations where we feel out of control, unaware of what has happened. A trust that is essential if normal civilization is to exist.

Chap 6: Emotional Machines
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Interacting with Kismet is a rich, engaging experience. It is difficult to believe that Kismet is all emotion, with no understanding.

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When machines display emotions, they provide a rich and satisfying interaction with people, even though most of the richness and satisfaction, most of the interpretation and understanding, comes from within the head of the person, not from the artificial system.

 Chap 7: The Future of Robots
Asimov’s Four Laws of Robotics
Zeroth Law: A robot may not injure humanity, or, through inaction, allow humanity to come to harm.
First law: A robot may not injure a human being, or, through inaction, allow a human being to come to harm,                   unless this would violate the Zeroth Law of Robotics.
Second Law: A robot must obey orders given it by human beings, except where such orders would conflict                            with the Zeroth or First Law.
Third Law: A robot must protect its own existence as long as such protection does not conflict with the Zeroth,                  First, or Second Law.


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