Emotion and Design

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Emotional response in user experience design refers to feelings, reactions and experiences users have when they interact with a product or service. Designers create interfaces and interactions that evoke specific emotions to make more engaging and meaningful user experiences that consider users’ emotional needs and desires.
Author and Human-Computer Interaction Expert, Professor Alan Dix explains why emotions matter in design:
We are emotional creatures. We're not pure brain. Well, pure logic. But emotion drives so much of our lives. This is very clear in the technology world. You sometimes have images of like silicon wafers that really show the raw technology. Or one of those images of the blue light shining
from the super games computer with multiple video cards. But if you think about... one is the game that's going to be played on that computer with the video cards. Or from a technology point of view, think about social networks and the way you feel as you engage in those. Emotion is a crucial part of the way we engage with technology. It's part of being human and because we're human, it's part of our lives with the technology.
Irrespective of whether that is deliberate, it is always going to be there. This has been true since the very beginning of the use of technology. All technology, but particularly computing technology. Within Human-Computer Interaction, you can see the roots of this in the late eighties. And these three key words came out at this point. *Effectiveness*, which is, does something do the job you want it to do?
Does it satisfy the need? *Efficiency* – does it do it well? So is the user able to execute whatever they need to do using as few actions as possible, as easily as possible, as easy to remember is possible? But then there is a third word, *satisfaction*. Do they actually enjoy doing what they're doing? So these have been around since the late eighties. They found their way into ISO standards, that first emerged in the early nineties and are the existing standards today,
although they've been updated over the years. So very, very early on it was recognized that satisfaction was crucial. However, if you look back for probably the first 20 years of usability, it was often ignored, to the extent that often when people quoted these from the ISO standards, they quoted effectiveness and efficiency but forgot satisfaction.
Now, even if you're taking a very hard-edged business view of computer use, you're going to install something that's going to run in a large office or something like that. For pure business value, if your employees are happy, then they're likely to be productive. If your customers are happy, then they're likely to buy your product. Getting the right emotions is critical for business value
as well as for human value and for actually appreciating our users as whole human beings.
In the realm of user experience (UX) design and user interface (UI) design, emotional response plays a pivotal role. It contributes significantly to the overall user experience. Logic and action aren’t the only factors that drive human users and customers of products and services. The feelings that users respond with to a digital product—such as a website or mobile app—impact several key dimensions. Emotional reactions, and responses, can be profound in such areas as user satisfaction and customer loyalty, and extend to brand perception.
Plutchik’s Wheel of Emotion captures the range and complexity of human emotions.
© PsychCentral, Fair Use
There are many feelings on the wheel of emotions. A positive emotional response can lead to increased product stickiness, higher tolerance for minor usability issues, and improved product adoption. On the other hand, a negative emotional response can drive users away, and result in lost opportunities and lower revenue. If the negative emotions that users experience are bad enough—and enough users experience such negative responses—a brand that doesn’t take corrective action immediately can even suffer marketplace failure.
Feelings are extremely important, although they don’t account for everything. Functionality and usability are also essential in a final product. Accessibility is also a massive consideration for designers to account for in their design work. However, it’s equally critical to design for emotion to create positive and memorable experiences. Users’ emotions, intuition and memories greatly influence their decision-making process throughout the various touchpoints where they encounter brands. Product designers and service designers need to understand how the choices users make to engage with brands tend to hinge on their emotional responses to design solutions.
By nature, it’s challenging to know, and thus, design for how users will respond emotionally to a product. The main challenge is to understand and predict the wide range of emotional responses users may have. Feelings are complex. They can vary greatly from person to person. People can have many different feelings about designs, for instance. These notions can depend on idiosyncrasies and matters that these users might not be able to explain themselves—such as gut reactions. That makes it difficult to create a one-size-fits-all emotional design. Also, cultural, social and other personal factors can influence emotions, which further complicates the design process.
Professor Alan Dix explains the need to consider culture in design:
As you're designing, it's so easy just to design for the people that you know and for the culture that you know. However, cultures differ. Now, that's true of many aspects of the interface; no[t] least, though, the visual layout of an interface and the the visual elements. Some aspects are quite easy just to realize like language, others much, much more subtle.
You might have come across, there's two... well, actually there's three terms because some of these are almost the same thing, but two terms are particularly distinguished. One is localization and globalization. And you hear them used almost interchangeably and probably also with slight differences because different authors and people will use them slightly differently. So one thing is localization or internationalization. Although the latter probably only used in that sense. So localization is about taking an interface and making it appropriate
for a particular place. So you might change the interface style slightly. You certainly might change the language for it; whereas global – being globalized – is about saying, "Can I make something that works for everybody everywhere?" The latter sounds almost bound to fail and often does. But obviously, if you're trying to create something that's used across the whole global market, you have to try and do that. And typically you're doing a bit of each in each space.
You're both trying to design as many elements as possible so that they are globally relevant. They mean the same everywhere, or at least are understood everywhere. And some elements where you do localization, you will try and change them to make them more specific for the place. There's usually elements of both. But remembering that distinction, you need to think about both of those. The most obvious thing to think about here is just changing language. I mean, that's a fairly obvious thing and there's lots of tools to make that easy.
So if you have... whether it's menu names or labels, you might find this at the design stage or in the implementation technique, there's ways of creating effectively look-up tables that says this menu item instead of being just a name in the implementation, effectively has an idea or a way of representing it. And that can be looked up so that your menus change, your text changes and everything. Now that sounds like, "Yay, that's it!"
So what it is, is that it's not the end of the story, even for text. That's not the end of the story. Visit Finland sometime. If you've never visited Finland, it's a wonderful place to go. The signs are typically in Finnish and in Swedish. Both languages are used. I think almost equal amounts of people using both languages, their first language, and most will know both. But because of this, if you look at those lines, they're in two languages.
The Finnish line is usually about twice as large as the Swedish piece of text. Because Finnish uses a lot of double letters to represent quite subtle differences in sound. Vowels get lengthened by doubling them. Consonants get separated. So I'll probably pronounce this wrong. But R-I-T-T-A, is not "Rita" which would be R-I-T-A . But "Reet-ta". Actually, I overemphasized that, but "Reetta". There's a bit of a stop.
And I said I won't be doing it right. Talk to a Finnish person, they will help put you right on this. But because of this, the text is twice as long. But of course, suddenly the text isn't going to fit in. So it's going to overlap with icons. It's going to scroll when it shouldn't scroll. So even something like the size of the field becomes something that can change. And then, of course, there's things like left-to-right order. Finnish and Swedish both are left-to-right languages. But if you were going to have, switch something say to an Arabic script from a European script,
then you would end up with things going the other way round. So it's more than just changing the names. You have to think much more deeply than that. But again, it's more than the language. There are all sorts of cultural assumptions that we build into things. The majority of interfaces are built... actually the majority are built not even in just one part of the world, but in one country, you know the dominance... I'm not sure what percentage,
but a vast proportion will be built, not just in the USA, but in the West Coast of the USA. Certainly there is a European/US/American centeredness to the way in which things are designed. It's so easy to design things caught in those cultures without realizing that there are other ways of seeing the world. That changes the assumptions, the sort of values that are built into an interaction.
The meanings of symbols, so ticks and crosses, mostly will get understood and I do continue to use them. However, certainly in the UK, but even not universally across Europe. But in the UK, a tick is a positive symbol, means "this is good". A cross is a "blah, that's bad". However, there are lots of parts of the world where both mean the same. They're both a check. And in fact, weirdly, if I vote in the UK,
I put a cross, not against the candidate I don't want but against the candidate I do want. So even in the UK a cross can mean the same as a tick. You know – and colors, I said I do redundantly code often my crosses with red and my ticks with green because red in my culture is negative; I mean, it's not negative; I like red (inaudible) – but it has that sense of being a red mark is a bad mark.
There are many cultures where red is the positive color. And actually it is a positive color in other ways in Western culture. But particularly that idea of the red cross that you get on your schoolwork; this is not the same everywhere. So, you really have to have quite a subtle understanding of these things. Now, the thing is, you probably won't. And so, this is where if you are taking something into a different culture, you almost certainly will need somebody who quite richly understands that culture.
So you design things so that they are possible for somebody to come in and do those adjustments because you probably may well not be in the position to be able to do that yourself.
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Another challenge for designers is how to balance emotional appeal with functionality and usability. While a visually appealing design might evoke positive emotions, it will matter little if it compromises the functionality or usability of the product.
Yet another challenge is to identify the specific emotions that are most relevant to a product or service. Different products and industries may prompt different emotional responses. Some will be clearer than others. For example, a meditation app may aim to evoke feelings of calmness and relaxation. Meanwhile, a fitness app will be more likely to aim for feelings of motivation and empowerment for its users. It’s critical to understand the target audience and their emotional needs, to design for the desired emotional responses.
Aarron Walter, author of Designing for Emotion, represents the pyramid of needs users expect.
© Interaction Design Foundation, CC BY-SA 4.0
Hand in hand with emotional responses is the need to design for context. Consider the emotional situations users can find themselves in when they use—for example—a driving app or GPS. Driving, a potentially stressful and even hazardous activity, tends to call for features that keep users informed well in advance and calm. A digital application needs to prove its designers have empathy with drivers at the level that it accounts for their emotional responses. It also must stay at least a step ahead of the many uncertainties and frustrations that come with road use.
CEO of Experience Dynamics, Frank Spillers explains the value of when designers consider the context of use:
So, you might as well go the extra mile and think about the *context of use*. Where's the user using it? What else is going on? What would be helpful to them? You know, and you gain these insights from user observations and research; going to those places and spaces, you know, being in that place – the airport, the hotel, where someone's trying to log in with their phone,
and going through that experience or having them do it and you observe them; maybe talking to them and seeing what their experiences have been with your domain. If you're designing something for a hospital, go to the hospital, go to the waiting room. If you're designing something for a waiting room experience, I talked to a friend who was designing something for a waiting room experience, and they were trying to gamify so that you know where you are and you're not pushed, so it's almost like a leaderboard – you're next up with the doctor. I was thinking: I was like, in a waiting room; what's in a waiting room?
Screaming kids, sick kids; you're sick maybe – maybe your arm's broken; sitting in a chair with other people, there's a social pressure in that situation. So, how could you lighten that up? You know – make it a little less tense. How can you make it a little bit more engaging, and therefore make it more pleasurable or more joyful to sort of wait for the doctor and know how long you have to wait? And that thinking is not impossible, but I had to go there in my mind;
I'll go to where the user is in my mind if I'm brainstorming. But usually I don't do this by brainstorming; I do this by going to places and spaces and observing and bringing that back to my design process, and that is the most important thing.
Beyond the personal quirks, preferences and peeves of individuals, the types of emotional responses users are likely to have can vary depending on the context and the specific product or service. They also show how emotional design can significantly impact perception and overall experience with a product or service.
These are typical emotional responses that users experience:
Joy and delight: A well-designed mobile game that brings joy and excitement through engaging gameplay, vibrant visuals and rewarding achievements.
Trust and confidence: A banking app that instills trust and confidence. It does this through secure login processes, clear and transparent communication of financial information, and reliable customer support.
Motivation and empowerment: A fitness app that motivates and empowers users to achieve their health and fitness goals. It does so through personalized workout plans, progress tracking and positive reinforcement.
Frustration and disappointment: A poorly designed e-commerce website that frustrates users with confusing navigation, slow loading times and unclear product descriptions. These lead to a disappointing shopping experience and abandoned carts.
Apple is a notable example of a brand that has incorporated emotional design into their products. From the sleek look and feel of their devices to the intuitive user interfaces, Apple creates an enjoyable experience. Also, they form a strong emotional connection with their customers, many of whom are loyal to the Apple brand. Apple’s products have become synonymous with innovation, quality and reliability. These are attributes that have helped Apple build a loyal and devoted following.
Apple has a strong brand presence to cater to how it appeals to users. Apple’s Mental Wellbeing feature lets users journal their emotions and moods, and facilitates mental health self-assessments.
© Mashable composite; Shutterstock / i_fleur, Fair Use
Amazon is another prominent example of a brand that understands the importance of emotional design. With features such as one-click checkout and personalized product recommendations, Amazon creates an effortless shopping experience. Meanwhile, Amazon also provides their customers with a sense of convenience and satisfaction. Additionally, they offer excellent customer support, which helps build trust and confidence in the brand.
Amazon appeals to a wide range of customers with its signature features such as one-click checkout and personalized sign-in experience.
© Amazon.com, Fair Use
There are various strategies and techniques to create designs that resonate with users on an emotional level.
UX research divides between quantitative research and qualitative research. UX research activities include interviews, surveys and usability testing. From solid research, designers can gain insights into users' emotional needs, preferences and pain points. Designers’ findings help them understand how users currently experience and respond emotionally to the product or service. From there, they can make informed design decisions to construct good user experiences in their UX design work.
UX Strategist and Consultant, William Hudson explains user research in this video:
User research is a crucial part of the design process. It helps to bridge the gap between what we think users need and what users actually need. User research is a systematic process of gathering and analyzing information about the target audience or users of a product, service or system. Researchers use a variety of methods to understand users, including surveys, interviews, observational studies, usability testing, contextual inquiry, card sorting and tree testing, eye tracking
studies, A-B testing, ethnographic research and diary studies. By doing user research from the start, we get a much better product, a product that is useful and sells better. In the product development cycle, at each stage, you’ll different answers from user research. Let's go through the main points. What should we build? Before you even begin to design you need to validate your product idea. Will my users need this? Will they want to use it? If not this, what else should we build?
To answer these basic questions, you need to understand your users everyday lives, their motivations, habits, and environment. That way your design a product relevant to them. The best methods for this stage are qualitative interviews and observations. Your visit users at their homes at work, wherever you plan for them to use your product. Sometimes this stage reveals opportunities no one in the design team would ever have imagined. How should we build this further in the design process?
You will test the usability of your design. Is it easy to use and what can you do to improve it? Is it intuitive or do people struggle to achieve basic tasks? At this stage you'll get to observe people using your product, even if it is still a crude prototype. Start doing this early so your users don't get distracted by the esthetics. Focus on functionality and usability. Did we succeed? Finally, after the product is released, you can evaluate the impact of the design.
How much does it improve the efficiency of your users work? How well does the product sell? Do people like to use it? As you can see, user research is something that design teams must do all the time to create useful, usable and delightful products.
Don Norman—the father of UX design—proposes these principles in his book Emotional Design: Why We Love (or Hate) Everyday Things. Norman suggests that emotional design can fit into three levels: visceral, behavioral and reflective.
Visceral level: This is about designing for immediate, instinctual emotional responses. It focuses on aesthetics, visual appeal and sensory elements that evoke emotional reactions in users. For example, product designers can use vibrant colors, engaging animations and pleasing visual layouts to create a positive visceral response.
Behavioral level: This is about designing for the emotional experience during interaction. When designers work at this level, they consider the users’ goals, motivations and the overall usability of the product. Designers aim to create seamless and enjoyable experiences that align with their users’ emotional needs and expectations.
Reflective level: This is about designing for the emotional impact and meaning that a product or service has on users after the interaction. It considers the users’ reflection, satisfaction and long-term emotional connection with the product. Designers aim to create a lasting positive impression and emotional attachment.
© Interaction Design Foundation, CC BY-SA 4.0
Designers fine-tine products or services to individual users' preferences and behaviors. They might customize the content, layout or functionality of a product based on the user’s past behavior, preferences or demographic information. Designers can also use storytelling to evoke emotional responses. As they weave a compelling narrative into the design, they can engage users on a deeper emotional level and create a more memorable user experience.
Frank Spillers explains the value of storytelling in this video:
What physics can work with this physical environment and what can work against it to create narrative tension. It's a Friday afternoon and you're taking your daughter, granddaughter, niece to the park and there's a big tree in the park and you're you open up an air app and you want to learn about squirrels and the life of a squirrel. And one of the things, of course, is the squirrels prepare for the winter
by hiding their food, their nuts under the ground in really random odd places. And the squirrels kind of describing to you why it's doing that. And it's working itself up in a little bit of a frenzy, because whenever it talks about hiding those nuts, Right, there's always that pressure of the winter coming. And it's a little educational thing, but there's a game piece to it that you're going to take back home. So say goodbye to the squirrel. You head back home as soon as you get home
to your kitchen or living room, there's a table and chairs. Maybe you pull out the chair and right there in the chair, turn on your air experience, look into the chair, and there's a pile of nuts. And the squirrel appears. The the hologram of the squirrel shows up again. And this time the squirrel is burying the nuts, continuing the story. And he's burying the nuts in real physical places using the physics of your environment.
So story space, right? So underneath your couch, underneath a chair in your kitchen under a rug, and that's your, you know, in the side of a wall. And and the game is for you then to to find those because the squirrels moving really quickly and doing what they do a lot of digging. And then they also actually put the nuts in there. So he's just kind of pouring them in and and and the tension there, if we look at this from a story arc perspective, the narrative tension, so discovery of the nuts on the chair and
we could add some affordances like every time he he digs a hole, it creates like a glowing kind of a blue glowing affordances to help you kind of remember spatially. You know, it's under the couch, it's under the chair and the conflict we could introduce the narrative tension could be like the cold winter wind come in, maybe some snowflakes, the squirrel getting anxious and it kind of jumping up and down. And and then when you help the squirrel and pick up the nuts, it the
the squirrel gets really happy and does like a very happy dance at the end. So that's, that's the the narrative arc or the story arc for that very short tightened up journey.
Here are tips to help designers create experiences that evoke the desired emotional responses and leave a lasting impression on users:
Designers should conduct thorough user research to understand the target audience and their emotional needs. It’s also vital to understand the specific emotions that are most relevant to the product or service throughout the user flow or customer journey as individuals experience the brand.
Designers should pay attention to the visual aesthetics and overall user interface. That way, they can create a positive visceral response from users. Use colors, contrast, typography and imagery that align with the desired emotional tone. For instance, colors can evoke a range of emotions, from calm and trust (blue) to excitement and urgency (red). Similarly, high-contrast designs can grab users' attention and evoke a sense of excitement or urgency.
Colors can symbolize a wide range of emotions, some of which will depend on the context and culture of the users.
© Interaction Design Foundation, CC BY-SA 4.0
Designers must ensure that their designs are not only visually appealing but also usable and functional—and accessible. A seamless and intuitive user experience can evoke positive emotional responses.
Professor Alan Dix explains the interplay between emotion and usability in this video:
So feelings clearly matter in a user interface. That's why we worry about user experience. But depending on the kind of product, the kind of service, the kind of system you're creating, then feelings matter in different ways. So I'm going to distinguish two major ways this can be. So first of all, where emotion is the primary goal of what you're designing.
So eliciting that emotion is the very purpose of the product. So think about art. Think about games, entertainment applications in general. What you're trying to do is create a *sense of emotion* in the person. That's the primary goal. Other things are secondary. Now, in order to satisfy that primary goal, you often need to get *good functionality* and *good usability*.
So when you’re wanting to choose what movie to watch, you want to be able to find, perhaps, the box set that you know is there and the right episode of it as efficiently as possible. So you still have these fundamental usability requirements, even if the primary goal is emotion. But it's often the things that serve that. So think about again, if you're going to share a picture you just taken a picture of, whether it's a meal you're eating
or your cats or whatever else you're wanting to share, the sharing is about the emotional impact that you're wanting to pass on to other people, to your friends, and to your family. However, when you take that photograph, you want a very efficient, slick and easy process to actually get that shared on your social media channels. So, again, although emotion is the primary purpose of what you're doing, you still need the usability and functionality in order to support that process.
Alternatively, emotion might be a secondary goal. So the primary purpose might be something that's more, shall we say, business like. It might be about your work. So like I'm doing now, producing this video, it might be about office work, might be using a spreadsheet, using a database, might be about getting your money from the ATM and get the money out of the hole in the wall.
It might be about paying using your card in a restaurant. But the thing you're trying to do at that point, the primary goal is to get the thing done efficiently and effectively. However, typically, emotions help. They help in the sense that if you're doing, say, a repetitive job, then being alert is important. You know, this is true whether you're a policeman on the beat and watching out, or a soldier in a battlefield situation.
Whether you're driving your car and needing to sort of have a little bit of peripheral awareness. So emotion helps you do that. It helps you keep alert so that you're ready for things. So if you think about online shopping. Some of online shopping is about getting the job done and getting the thing purchased. But there's also an aspect of shopping, this is particularly true of offline shopping. Of when you go into a clothes shop where
the actual process of doing the shopping is part of the joy of the shopping. It's harder to do that online, incidentally. But there are some brands where that is the thing you’re trying to do. You're trying to create a sense of identity in the brand, a sense of joy in exploring it. So within the same kind of application area, online shopping, depending on the brand and depending on the person's need at that moment,
you might want to emphasize one or the other.
Bring the experience home to individual users. Provide personalized recommendations, content and interactions. This helps create a sense of connection and emotional engagement. For example, well-crafted microcopy—the small bits of text that guide users through an interface—can inject personality into a design. It can make it feel more human and relatable to users. This can evoke positive emotions. Users will tend to feel valued and understood—vital objectives of a UX design process.
Use small, delightful interactions throughout the user journey. These microinteractions can include animated buttons, subtle sounds and visual feedback that enhance the emotional experience.
Use storytelling techniques to engage users emotionally and create a memorable experience. Craft a narrative that aligns with the user's emotional journey and connects with their values and hopes.
Design with empathy: consider the user's emotions, needs and goals. It’s vital to show understanding and compassion through the design choices, content and interactions. Designers who weave empathy into their design work early on—through user personas, for example—can leverage empathy to great effect and have better results in user tests.
This video explains how valuable empathy is in design:
Do you know this feeling? You have a plane to catch. You arrive at the airport. Well in advance. But you still get stressed. Why is that? Designed with empathy. Bad design versus good design. Let's look into an example of bad design. We can learn from one small screen.
Yes, it's easy to get an overview of one screen, but look close. The screen only shows one out of three schools. That means that the passengers have to wait for up to 4 minutes to find out where to check in. The airport has many small screenings, but they all show the same small bits of information. This is all because of a lack of empathy. Now, let's empathize with all users airport passengers,
their overall need to reach their destination. Their goal? Catch their plane in time. Do they have lots of time when they have a plane to catch? Can they get a quick overview of their flights? Do they feel calm and relaxed while waiting for the information which is relevant to them? And by the way, do they all speak Italian? You guessed it, No. Okay. This may sound hilarious to you, but some designers
actually designed it. Galileo Galilei, because it is the main airport in Tuscany, Italy. They designed an airport where it's difficult to achieve the goal to catch your planes. And it's a stressful experience, isn't it? By default. Stressful to board a plane? No. As a designer, you can empathize with your users needs and the context they're in.
Empathize to understand which goals they want to achieve. Help them achieve them in the best way by using the insights you've gained through empathy. That means that you can help your users airport passengers fulfill their need to travel to their desired destination, obtain their goal to catch their plane on time. They have a lot of steps to go through in order to catch that plane. Design the experience so each step is as quick and smooth as possible
so the passengers stay all become calm and relaxed. The well, the designers did their job in Dubai International Airport, despite being the world's busiest airport. The passenger experience here is miles better than in Galileo Galilei. One big screen gives the passengers instant access to the information they need. Passengers can continue to check in right away. This process is fast and creates a calm experience,
well-organized queues help passengers stay calm and once. Let's see how poorly they designed queues. It's. Dubai airport is efficient and stress free. But can you, as a designer, make it fun and relaxing as well? Yes.
In cheerful airport in Amsterdam, the designers turned parts of the airport into a relaxing living room with sofas and big piano chairs. The designers help passengers attain a calm and happy feeling by adding elements from nature. They give kids the opportunity to play. Adults can get some revitalizing massage. You can go outside to enjoy a bit of real nature.
You can help create green energy while you walk out the door. Charge your mobile, buy your own human power while getting some exercise. Use empathy in your design process to see the world through other people's eyes. To see what they see, feel what they feel and experience things as they do. This is not only about airport design. You can use these insights when you design
apps, websites, services, household machines, or whatever you're designing. Interaction Design Foundation.
It’s important to continuously gather user feedback, to understand how the design resonates emotionally with users. Designers should use this feedback to iterate and improve the emotional experience.
Conduct usability testing and gather feedback throughout the design process. That’s the way to identify any emotional pain points or areas for improvement. It’s important to iterate and refine the design based on user insights.
Designers should use qualitative and quantitative measures to assess their design’s emotional impact. It’s essential to conduct user interviews, surveys and emotional response assessments to gauge user satisfaction and emotional connection.
Remember, emotions are a powerful tool in UX design and a central part of user-centered design. They’re also a vital gauge to estimate user behaviors and reactions. UX and UI designers should harness emotional design with insight and energy to ensure their brands excel at producing the most delightful experiences.
When designers and other members of the design team, such as product managers, understand emotions, they can create user experiences that resonate and win in the marketplace. Also, when designers appreciate the nature and risk of negative emotions in various contexts, they can create products that wisely anticipate how users feel. User-friendly and delightful designs are the result of carefully informed decisions that come through in good visual design, specific features, information architecture and more.
Take our course Emotional Design – How to Make Products People Will Love.
Read our piece on Emotion.
Take our Masterclass Emotional Design: Evoke Emotional Responses Through Design with Susan Weinschenk, Chief Behavioral Scientist and CEO, The Team W, Inc., and Guthrie Weinschenk, Guthrie Weinschenk is a Behavioral Economist and the COO of The Team W, Inc.
Find further tips and insights in The Art of Emotion — Norman’s 3 Levels of Emotional Design by Justin Baker.
Read Understanding Emotional Design by Kyrylo Lazariev for additional information.
Consult Design for Emotion: Expert Tips by Aarron Walter by tubik for further insights.
Designers can measure emotional responses to their designs. They use methods such as surveys, interviews, and physiological measures like heart rate or skin conductance to understand how people feel about a design. Eye tracking technology also offers insights into which elements capture attention and potentially evoke emotions. By combining these methods, designers gain valuable feedback that helps them create more engaging and effective designs. This approach ensures that designs not only look good but also connect with users on an emotional level, and enhance user experience and satisfaction.
Take our Master Class Emotional Design: Evoke Emotional Responses Through Design with Susan Weinschenk, Chief Behavioral Scientist and CEO, The Team W, Inc., and Guthrie Weinschenk, COO, The Team W, Inc.
Color psychology significantly influences emotional responses in design. Different colors can evoke specific emotions and behaviors. For example, blue often creates a sense of calm and trust, making it a favorite for healthcare and finance industries. Red, known for its intensity, can trigger excitement or urgency, which is why sale signs often use it.
When designers understand color psychology, they can craft designs that not only attract attention but also resonate emotionally with the audience. This strategic use of color enhances user engagement, improves brand perception, and can even influence decision-making processes. When designers apply color psychology thoughtfully, they ensure their work not only stands out visually but also connects with viewers on an emotional level, and makes the design more effective and memorable.
Take our Master Class How To Use Color Theory To Enhance Your Designs with Arielle Eckstut, Author and Co-Founder of The Book Doctors and LittleMissMatched, and Joann Eckstut, Color Consultant and Founder of The Roomworks.
Typography can deeply affect a user's emotional response in several ways. First, the choice of font can convey a specific mood or feeling. For example, serif fonts often appear more traditional or formal, and evoke a sense of reliability. Meanwhile, sans-serif fonts might feel modern and approachable, and create a more relaxed atmosphere. Second, the size, spacing, and layout of text can impact readability and influence how comfortable users feel while reading. Comfortable reading experiences tend to foster positive emotions, whereas difficult or strained reading can lead to frustration. Third, the color of typography not only affects readability but can also carry emotional weight, similar to the broader impacts of color psychology in design. When designers consider these aspects, they can use typography to subtly guide users' emotional reactions, enhancing the overall effectiveness and user engagement of a design.
Take our Master Class How To Communicate With Typography with Ellen Lupton, Writer, Designer, Curator and Educator.
A/B testing strategies incorporate emotional response analysis by comparing two versions of a design to see which one elicits a more positive emotional reaction from users. Designers create two variants (A and B) with different emotional triggers, such as color schemes, imagery or messaging. They then measure users' reactions to each version using metrics like engagement rates, conversion rates and direct feedback through surveys or interviews. This process helps identify which elements contribute to a stronger emotional connection with the audience. By analyzing the emotional responses to each variant, designers gain insights into user preferences and behaviors. This allows them to refine their designs in a way that resonates more deeply with their target audience. This approach not only enhances user experience but also improves design effectiveness by aligning more closely with users' emotional needs and expectations.
Take our Master Class Design with Data: A Guide to A/B Testing with Zoltan Kollin, Design Principal at IBM.
Storytelling plays a crucial role in enhancing emotional responses in design. It does so by creating a narrative that users can connect with on a personal level. When designers incorporate storytelling into their work, they invite users into a story, making the experience more memorable and engaging. This connection can evoke a wide range of emotions, from happiness and excitement to empathy and trust, depending on the story being told. Storytelling also helps in building a stronger relationship between the user and the brand, as it often conveys the brand's values and mission in a relatable way. By weaving storytelling into design, designers can transform a simple interaction into a compelling experience that resonates emotionally, and encourage deeper engagement and loyalty.
Take our Master Class The Power of Storytelling in UX with Fernando Marcelo Hereñu, Product and Design Manager at The Walt Disney Company.
To increase emotional resonance through UX design, designers employ several techniques. First, they use personalized content to make the user feel seen and understood. This includes tailored recommendations or greetings that use the user’s name. Second, designers create interactive elements that delight users, such as animations or micro-interactions, which make the experience feel alive and engaging. Third, storytelling elements are woven into the design to build a narrative that users can connect with emotionally. This could be through the use of visuals, text, or the overall layout that tells a story. Fourth, incorporating feedback loops, such as reactions or comments, allows users to share their feelings, making the experience more interactive and personal. Lastly, empathy mapping is a tool designers use to understand and address the emotional needs of their users better. By focusing on these techniques, designers can create more emotionally resonant UX designs that foster a deeper connection with users.
Take our Master Class How To Design UX That Users Love To Convert Through with Talia Wolf, Founder, GetUplift.
Yes, there are specific metrics to track emotional engagement in digital products. One key metric is user satisfaction, often measured through surveys like Net Promoter Score (NPS), which asks users how likely they are to recommend the product to others. Another metric is engagement rate, which looks at how actively users interact with the product, including time spent, clicks, and completion of key actions. Emotional engagement is also measurable through user feedback, collected via reviews, comments or direct feedback tools. Additionally, conversion rates can reflect emotional engagement by showing how effectively the product meets users’ needs and motivates them to take action. Finally, drop-off rates during the onboarding process or at specific features can indicate areas where the product fails to emotionally connect with users, guiding designers on where to make improvements.
UX Strategist and Consultant, William Hudson explains why and when to use surveys, in this video:
Looking at when to use surveys relative to the product or service lifecycle? Well, you might have an existing solution and for that you may well want to consider a survey after every *major release*; or perhaps on a *calendar basis*, every quarter you might run a customer satisfaction or a user satisfaction survey. And that allows you to keep a pulse on things to know how your offerings are faring
in your users' or customers' eyes. If you have specific ideas for improvements, you can also ask users about that, ask customers to tell you the sorts of things your competitors are doing that they like or perhaps ask them about *sticking points* in your current solutions: what is it that they find problematic, where would they like to see improvements? And, of course, in those kinds of areas, you are talking more about open-ended. But certainly, if you've got a list of things that your competitors are doing, it's very easy to ask people
whether they would be interested or would find those particular features useful. For new solutions, you often end up using quantitative research, which is what a survey is, to what we call "triangulate" – get extra data about – back up – qualitative research that you've done. So, you might have gone out and done some contextual inquiry and you might have some really exciting ideas about new product directions, and you want to make sure that that makes sense for the majority of your customer base.
You wouldn't just go out on the strength of a dozen interviews and launch a new product or major revisions to a product or service. So, the use of a survey is really almost essential in those kinds of cases. *Alternatives* – I mentioned contextual inquiry. The great thing about contextual inquiry is that it's grounded. We go out and speak to real people about real situations in a fairly – what's called – *ethnographic way*.
So, we're trying to do it in their own settings, where they would be using this product or service. And a contextual inquiry is *extremely exploratory*. So, if you start hearing about certain ideas on a regular basis, you can start asking *more* about that and try to expand the scope of your inquiries to cover these new concepts and find out a lot more about the product or service that you should be providing, as opposed to the one that you perhaps currently are or were planning to.
*Semi-structured interviews* – well, these are a really important part of most qualitative research and, in fact, is used in contextual inquiry as well, but they aren't necessarily as well grounded. We don't necessarily go out into the user's environment to do those, but one of the attractions there is that we can start off in both of these examples – contextual inquiry and semi-structured interviews – start off with a collection of initial questions and then explore from those.
So, we might have only a short list of topics that we definitely wanted to cover and we'll let the conversation ramble into interesting connected areas – not just ramble in general, by the way; "interesting connected areas" is an important part of that. You want to make sure that you're still within the focus of your inquiry, of your research. *Card sorting* – it's really good for early research for finding the relationships between concepts. We've got concepts on cards, and we ask people to sort those cards
into groups, either of their own creation, so they're allowed to make the groups up themselves – that's called an *open sort* – or a *closed sort*, where we provide the groups and we want to see if people agree with where they're putting things; and in between, of course, those two is something that I call a *hybrid sort*. It has different names. And there are other early-testing tools, which we do talk about elsewhere. Those are, I should say, *tree sorting* or *tree testing* and *first-click testing*, where we're trying out very specific things; we give users a goal, and we try to see how they
address that goal with the solutions that we're thinking of providing. So, in the case of tree sorting, it's actually *menu testing*. So, the tree is the menu, and we say, "Where would you find this?" / "How would you do this on this site?" and you show them the menus a step at a time. And there is no site yet. There's just a listing of the menu items in a step-by-step progression. So, they're shown the top-level menus, they're shown the second-level menus, etc., as they navigate through.
So, it's really easy to do and you get some really good hard data out of that. And, similarly, with first-click testing, you might have just wireframes or really early prototypes; it can even be sketchings and you ask people to try to achieve a goal with these designs. You record where they click and how they try to achieve that. So, it's actually first-click testing is the most interesting part of that: Where do they focus their attention initially when trying to achieve those goals? So, these are all alternatives to asking people about things.
And, of course, in these latter cases we're talking about seeing people do things rather than asking them their opinions, which is a much more reliable way of getting data – not that surveys are entirely unreliable; that's not the case – but first-hand information about what people do rather than what they talk about doing is much safer. And this is a pretty typical field-working experience. The guy on the right has a PDA or phone.
Hopefully, it's a multiple-choice questionnaire he's asking because it's really very hard to make notes on a device like that, but this is the kind of situation where you can direct the questioning according to how the participant is answering. So, this is an alternative to surveys.
Take our Master Class Emotional Design: Evoke Emotional Responses Through Design with Susan Weinschenk, Chief Behavioral Scientist and CEO, The Team W, Inc., and Guthrie Weinschenk, COO, The Team W, Inc.
Virtual Reality (VR) enhances emotional engagement in design by creating immersive experiences that can evoke strong emotions. As it places users inside a simulated environment, VR allows them to interact with the design in a more personal and direct way. This immersion leads to a heightened sense of presence, and makes the experience feel more real and impactful. For example, VR can simulate environments or situations that trigger empathy, excitement or curiosity, and so deepens the emotional connection to the content. Additionally, VR's interactive nature encourages active participation, which further strengthens this emotional bond. If designers leverage VR, they can craft experiences that not only capture users' attention but also resonate with them on an emotional level, and so significantly enhance the overall impact of the design.
Take our course UX Design for Virtual Reality.
Cultural differences play a significant role in how design evokes emotional responses. What resonates emotionally in one culture might not have the same effect in another. For instance, colors carry different meanings across cultures; red signifies good luck in China, but it can represent danger or love in Western cultures. Similarly, symbolism and imagery that evoke positive emotions in one cultural context might be neutral or even negative in another. This extends to typography, where the aesthetic appeal and legibility of certain fonts can vary significantly based on cultural familiarity and associations. Designers need to understand these cultural nuances to create designs that elicit the intended emotional responses from a diverse audience. When designers consider cultural differences, they can craft more inclusive and resonant experiences for users worldwide.
Professor Alan Dix explains why it’s important to design with the users’ culture in mind:
As you're designing, it's so easy just to design for the people that you know and for the culture that you know. However, cultures differ. Now, that's true of many aspects of the interface; no[t] least, though, the visual layout of an interface and the the visual elements. Some aspects are quite easy just to realize like language, others much, much more subtle.
You might have come across, there's two... well, actually there's three terms because some of these are almost the same thing, but two terms are particularly distinguished. One is localization and globalization. And you hear them used almost interchangeably and probably also with slight differences because different authors and people will use them slightly differently. So one thing is localization or internationalization. Although the latter probably only used in that sense. So localization is about taking an interface and making it appropriate
for a particular place. So you might change the interface style slightly. You certainly might change the language for it; whereas global – being globalized – is about saying, "Can I make something that works for everybody everywhere?" The latter sounds almost bound to fail and often does. But obviously, if you're trying to create something that's used across the whole global market, you have to try and do that. And typically you're doing a bit of each in each space.
You're both trying to design as many elements as possible so that they are globally relevant. They mean the same everywhere, or at least are understood everywhere. And some elements where you do localization, you will try and change them to make them more specific for the place. There's usually elements of both. But remembering that distinction, you need to think about both of those. The most obvious thing to think about here is just changing language. I mean, that's a fairly obvious thing and there's lots of tools to make that easy.
So if you have... whether it's menu names or labels, you might find this at the design stage or in the implementation technique, there's ways of creating effectively look-up tables that says this menu item instead of being just a name in the implementation, effectively has an idea or a way of representing it. And that can be looked up so that your menus change, your text changes and everything. Now that sounds like, "Yay, that's it!"
So what it is, is that it's not the end of the story, even for text. That's not the end of the story. Visit Finland sometime. If you've never visited Finland, it's a wonderful place to go. The signs are typically in Finnish and in Swedish. Both languages are used. I think almost equal amounts of people using both languages, their first language, and most will know both. But because of this, if you look at those lines, they're in two languages.
The Finnish line is usually about twice as large as the Swedish piece of text. Because Finnish uses a lot of double letters to represent quite subtle differences in sound. Vowels get lengthened by doubling them. Consonants get separated. So I'll probably pronounce this wrong. But R-I-T-T-A, is not "Rita" which would be R-I-T-A . But "Reet-ta". Actually, I overemphasized that, but "Reetta". There's a bit of a stop.
And I said I won't be doing it right. Talk to a Finnish person, they will help put you right on this. But because of this, the text is twice as long. But of course, suddenly the text isn't going to fit in. So it's going to overlap with icons. It's going to scroll when it shouldn't scroll. So even something like the size of the field becomes something that can change. And then, of course, there's things like left-to-right order. Finnish and Swedish both are left-to-right languages. But if you were going to have, switch something say to an Arabic script from a European script,
then you would end up with things going the other way round. So it's more than just changing the names. You have to think much more deeply than that. But again, it's more than the language. There are all sorts of cultural assumptions that we build into things. The majority of interfaces are built... actually the majority are built not even in just one part of the world, but in one country, you know the dominance... I'm not sure what percentage,
but a vast proportion will be built, not just in the USA, but in the West Coast of the USA. Certainly there is a European/US/American centeredness to the way in which things are designed. It's so easy to design things caught in those cultures without realizing that there are other ways of seeing the world. That changes the assumptions, the sort of values that are built into an interaction.
The meanings of symbols, so ticks and crosses, mostly will get understood and I do continue to use them. However, certainly in the UK, but even not universally across Europe. But in the UK, a tick is a positive symbol, means "this is good". A cross is a "blah, that's bad". However, there are lots of parts of the world where both mean the same. They're both a check. And in fact, weirdly, if I vote in the UK,
I put a cross, not against the candidate I don't want but against the candidate I do want. So even in the UK a cross can mean the same as a tick. You know – and colors, I said I do redundantly code often my crosses with red and my ticks with green because red in my culture is negative; I mean, it's not negative; I like red (inaudible) – but it has that sense of being a red mark is a bad mark.
There are many cultures where red is the positive color. And actually it is a positive color in other ways in Western culture. But particularly that idea of the red cross that you get on your schoolwork; this is not the same everywhere. So, you really have to have quite a subtle understanding of these things. Now, the thing is, you probably won't. And so, this is where if you are taking something into a different culture, you almost certainly will need somebody who quite richly understands that culture.
So you design things so that they are possible for somebody to come in and do those adjustments because you probably may well not be in the position to be able to do that yourself.
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1. Hassenzahl, M., & Tractinsky, N. (2006). User experience - a research agenda. Behaviour & Information Technology, 25(2), 91-97.
This seminal paper introduced the concept of user experience (UX) and its importance in human-computer interaction. It argued that UX goes beyond usability and encompasses the user's emotions, motivations, and overall experience with a product or system. The paper has been highly influential in shaping the UX research agenda and driving the field forward.
2. Desmet, P. M. (2003). A multilayered model of product emotions. The Design Journal, 6(2), 4-13.
This paper presents a comprehensive model for understanding the emotional responses users have towards products. It identifies different layers of emotional experience, including aesthetic, instrumental and symbolic emotions. The model has been highly influential in guiding research on emotional design and user experience.
3. Mahlke, S., & Thüring, M. (2007). Studying antecedents of emotional experiences in interactive contexts. In Proceedings of the SIGCHI conference on Human factors in computing systems (pp. 915-918).
This paper investigates the antecedents of emotional experiences in interactive contexts, focusing on the role of system qualities and user characteristics. It has been influential in advancing human understanding of the factors that shape emotional responses to interactive products and services.
1. Norman, D. A. (2003). Emotional Design: Why We Love (or Hate) Everyday Things. Basic Books.
Donald Norman's book on emotional design has been a landmark publication in the field. It explores how the emotional responses evoked by a product's design can significantly impact the user's experience and perception of the product. Widely cited for its insights into the role of emotion in user experience, Emotional Design: Why We Love (or Hate) Everyday Things has influenced researchers and practitioners.
2. Csikszentmihalyi, M. (1990). Flow: The Psychology of Optimal Experience. Harper & Row.
Csikszentmihalyi's book on the concept of "flow" has been highly influential in understanding the emotional and motivational aspects of user experience. It explores how the optimal balance between challenge and skill can lead to a state of deep engagement and enjoyment, which is a key consideration in designing engaging user experiences.
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Here's the entire UX literature on Emotional Response by the Interaction Design Foundation, collated in one place:
Take a deep dive into Emotional Response with our course Emotional Design — How to Make Products People Will Love .
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