scholarly journals Emotional Design in Web Interfaces

2017 ◽  
Vol 11 (2) ◽  
Author(s):  
Lidia Oliveira ◽  
Margarida Carvalho

In the area of human-computer interaction, over the last decade, there has been a growing interest on emotional factors, valuing above all the user experience. Emotions play a crucial role - in terms of both performance and influence - in areas such as attention, motivation, memory, decision-making and behavior. Therefore, not only emotion influences the interaction with websites but they also trigger emotional responses, and these responses can determine which website users choose. Therefore, were analyzed the emotional responses triggered in the interaction with Duolingo's interface (a learning languages website) taking into account the different components of emotional design, using data gathering instruments such as eye tracking and self-reporting methods. In this way, the present work intended to contribute to the design of interfaces that appeal in a greater extent to the users' emotions, in order to improve their user experience while increasing their level of engagement. Over the years, the focus of research in the field of human-computer interaction has been usability, which traditionally emphasizes the ease of use and functionality based on observed cognitive activity. Only recently, and prompted by Norman (2004), the role of aesthetic and affective aspects of interface design (Dillon, 2002; Norman, 2004) become more prominent leading to a growing interest on emotional factors. Works such as Jordan (2000), Desmet (2002) and Norman (2004) advocate a greater focus on pleasure and emotion in the user experience design of a product. “Emotions play an important role in how the user perceived the product (…) to achieve a meaningful relationship to a product.” (Fossdal & Berg, 2016, p. 95) Furthermore, emotions dominate decision-making process (Baumeister, Dewall, & Zhang, 2007; Polignano, 2015), direct attention and enhance particular memories over others (Reeves & Nass, 1998), being thus closely linked to attitudes, motivations and users' decisions (Koshkaki & Solhi, 2016). Consequently emotions influence all aspects of our interactions with cara membuat website (Forlizzi & Battarbee, 2004) (Emanuel, Rodrigues, & Martins, 2015; Yin, Zhang, & Li, 2014). Moreover, these trigger complex social and emotional responses identical to that emotional responses experienced when interacting with people (Desmet, 2002). In particular, the positive emotions can increase users' motivation and fixation (Isen, 1993). Emotions can be thereby considered in the field of human-computer interaction, as important factors to take into account for the construction of affective, satisfactory and efficient interfaces (Eskimez, Sturge-Apple, Duan, & Heinzelman, 2016).

2020 ◽  
pp. 71-78
Author(s):  
P. K. Paul ◽  
R. R. Sinha ◽  
Pappachan Baby ◽  
K. S. Shivraj ◽  
Bashiru Aremu ◽  
...  

Human Computer Interaction is actually responsible for the designing of the computing technologies keeping in mind the aspects of Interaction. Some of the fields viz. Man-Machine Interaction (MMI), User Experience Designing, User Experience Design, Human Centered Designing etc and importantly all these systems and technologies are dedicated to the designing of interface of various tools and systems such as computers, laptops, electronic systems, smart phones etc. Information Technology field is growing rapidly and there are various technologies are increasing viz. Big Data Management, Cloud Computing, Green Computing, Data Science, Internet of Things (IoT), HCI, Usability Engineering etc. Usability Engineering is gaining as a field of study as well and dedicated in creation of the higher usability and user friendliness of the electronic tools and products. In this field few aspects and technologies are most important and emerging viz. Human cognition, behavioral Research Methods, Quantitative techniques etc for the development of usability systems. Designing, implementation, usability even in multimedia material viz. audio-video may also practice in the Usability Engineering and allied fields. Wireframes including few other prototypes are required in maintaining of the better and healthy man and machine interaction. As the field is growing therefore, it is applicable in other sectors and allied areas and among these agriculture is important one. In agricultural sector different applications of information technologies are increasing and among this Usability Engineering and HCI are important one. In pre production and also in post production; directly and indirectly this technology is emerging and growing. This paper talks about the basics of this technologies and also its current and future technologies with reference to academic potentialities of this branch in Agricultural Informatics programs.


i-com ◽  
2021 ◽  
Vol 20 (3) ◽  
pp. 197-213
Author(s):  
Marc Hassenzahl ◽  
Michael Burmester ◽  
Franz Koller

Abstract Twenty years ago, we published an article in the first issue of the i-com entitled “Usability ist nicht alles” (Burmester et al., 2002), that is, “Usability isn’t everything”. This was certainly a provocative title. For most German researchers and practitioners of Human-Computer Interaction (HCI) usability was all there is and all that was ever needed to guarantee humane technology. Back then, we profoundly disagreed. We were convinced that there is more to the quality of interactive technology than mere effectiveness and efficiency. Now, twenty years later it seems safe to say that we had a point. Let’s take this as an opportunity to take a brief and utterly anecdotal look back, to take stock of the current perspective on designing the (user) experience, as well as to discuss some future opportunities and challenges.


Author(s):  
Cathie Marache-Francisco ◽  
Eric Brangier

Through this chapter, the authors aim at describing Gamification—the use of game elements in non-ludic environments—to identify its limits and lacks as well as its assets. Indeed, it has been developed to answer a need that arouses out of the Human Computer Interaction (HCI) field evolutions, and it could be valuable in that scope. The authors propose a definition of Gamification according to several different dimensions that are part of the HCI design field. They suggest it as a first step towards a guiding design framework aimed at designers. They mention future research directions that would help in going further and enriching the framework, leading to the creation of a design model for user experience design through Gamification. The authors finally raise some ethical concerns about the meaning of Gamification itself.


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