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Emotional Interaction in Product Design

Xuesong Yang 1, Cheng Chen 2


School of Urban Design of Wuhan University, Wuhan, P.R China
littlechan860216@126.com

Abstract method of interaction design to work out a "simple,


useful, and enjoyable interactive product".[l]
In the process of using products, customers get
acquainted with the features and properties ofproducts 2. Emotional interaction with products
through interacting with them, and become emotionally
involved at the same time. Thus, great importance Products and the artificial environment composed of
should be attached to emotional interaction in product products are the external world of customers' lives, and
design, i.e. products should be able to interact designing, examining and product using make up of the
emotionally with users besides displaying themselves. interaction between customers and products. In the
This paper analyzes the emotional issues in the process process of interaction, users experience three
of interaction from the perspective of interaction psychological processes, that is, the perception of the
design" such as personal relevance, cultural outside world, the cognition of the using process and the
conceptions and the realization of self-worth, etc. and awareness of product reflection. Perceptions result in
studies the design philosophy of emotional interaction corresponding psychological changes, namely,
from three levels-reactive, behavioral and reflective, emotional changes or emotional experiences. Just as
more specifically, utilizing the perceptual senses to external perceptions can directly cause emotional
achieve reactive interaction; employing the cognition changes, internal consciousness can also inspire
and experience in the process of using products to corresponding emotional experiences. Thus it is clearly
attain behavioral interaction; designing meaningful seen that emotion penetrates in the whole process of the
form which encourages the user to evaluate, associate interaction between users and products. While
and reflect to accomplish reflective interaction. interacting with products, people experience the features
and properties of them, and obtain corresponding
Keywords: digital age, interaction design, product emotional experience, which in tum, influences the
design, emotional interaction. interaction process. For instance, products bringing
positive emotions are easier to use, whereas those
causing negative evaluation may affect the using process.
1. Introduction Similarly, people prefer to live in pleasant environments,
while those making people nervous and anxious keep
Product Design features diversely in different periods them away. [2]
of human history. In the agricultural age, it existed
mainly in forms of arts and crafts, while in the age of 3. Trends of emotional interaction
industry, mechanical function design took the leading
place. When the digital age begins, with economy "Compensatory high emotion is needed everywhere.
becoming the first concern, millions of digital products The more high technologies exist in our society, the
function as the media of transmitting complex stronger we will be eager for a high emotional
information, and links between users and products, environment. Thus it becomes a must for us to learn
between human and internet are built up through how to balance between technical miracles and
interaction. As products are endowed with the capability emotional needs."[3] With the economic take-off and
of "interaction" in digital age, product design inevitably cultural affluence, what people are pursuing today is
moves towards interaction design. Bill Moggridge, the trying to meet their spiritual needs rather than get mere
founder of IDEO, brought forward the conception of material satisfaction, so as to ease senses of emptiness
interaction design in the 1980s. He believes that generated in this competitive and stressful society.
products should have the function of interaction, which Naturally, products tum to a real "character" in daily
means in the using process, users can get emotionally life rather than a mere "tool". They are not only
involved through the exchange of information with appliances but necessities in human life, and also friends
products, and that designers are supposed to adopt the that interact with people through establishing
978-1-4244-3291-2/08/$25.00 ©2008 IEEE increasingly closer relations with them.

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Nissan PiVo 2 in the 2007 Tokyo Motor show, wakened up [4]. Psychologists believe that the values of
regarded as the cutest conceptual car, is exactly such a modem consumers' can be divided into two categories:
high emotion product designed with high tech. PiVo 2 the instrumental value and the ultimate value. People no
takes the idea of environmentally friendly electric urban longer purchase goods only for the usability but pay
commuter vehicles, delivers fun and functionality, and more attention to the psychological and social attributes
builds a unique relationship with the driver. It is round to have their self-identities and worth realized. In
and cute, which seems to be specially designed as a addition to the function and usability, they expect a
model for "Doraemon". Each of the four wheels is product that will bring them unique experiences and
powered by Nissan's advanced electric In-wheel 3D resonate with their psychological needs, which means a
Motor and can tum through 90 degrees, making it consumption that is not simply a reception of products
possible for PiVo 2 to drive sideways as well as moving and services as before, but an interaction process,
forwards, and the cabin, which revolve 360 degrees, through which the users get self-realized rather than
cutely looks like a big egg on four wheels. receive the simple varieties of products. [5]
Swatch is an outstanding representation of that. They
transform the watch to a fashion, believing people
should wear various watches to match their mood,
clothes, activities and even different times of a day, just
like they have various ties and shoes. It is stated on their
website that, " the surface and belt of the watch can
reveal the most original imagination, the most unusual
mind, the clearest color, the most exciting news, arts
Figure 1. Nissan PiVo 2 and comedies, dreams of today and tomorrow, and even
more." As Designer DelCoates states in his book, "it is
inappropriate to design a watch that only can tell time.
The robotic assistant set up in the console is quite Even if we do not know anything else, we should be
sweet as well. It will become the best company of able to imagine the age, gender and viewpoints of the
drivers with its cute figure as a little head (Fig. 2). wearer through the design of the watch or any other
Further more, the robotic assistant has cameras in his product he owns."[6]
eyes to monitor the driver constantly. When the driver's
exhaustion is caught, a voice prompt will be heard:
"You look tired. There is a cafe on the left turning 500
meters ahead. Let's have a rest there." Similarly, if the
driver is in bad mood, it will shake its head to cheer him
up. As is stated by the chief designing officer of Nissan,
PiVo 2 is created not only to make the drivers' minds at
ease but also bring joy to those meeting it on streets.

Figure 3. Swatches
Figure 2. Robotic assistant
A person's choices of products, living places, tours,
It is said to be an innate human tendency to personify behaviors, etc. are powerful representations of himself.
objects. They are used to resting emotions and beliefs Such external representations are sometimes
on products and likewise, personified responses can compensations of the deficiency of people's self-respect,
easily bring great pleasure to customers. If products as is said that people are always pursuing others' desire.
perform stably and meet their expectations, the users They are eager for other people's recognition, and hope
will be satisfied and sometimes praise the products, or for a recognition that can be appreciated by themselves.
even attach to them emotionally during the long-time Therefore, products with certain properties are not only
interaction with them; contrarily, if run-time error consumable; they have also become a language, a non-
occurs or the products reject correct operations, the verbal self-expression, and a kind of social exchanges.
users will get indignant or even disgusted. [7]
Nowadays, the consumption style of pursuing fashion
has gone; instead, the desire of self-consumption has 3. Levels of emotional interaction

f>2
how it runs; meanwhile, it is better for products to offer
Human beings live in an external world consisting of sustaining feedbacks, informing the user of what is
the nature and artificialities. They contact with the going on, which operation level it has arrived, and
artificialities through using and appreciating them, whether it is running steadily. [6] Only in this way will
which inevitably results in emotional interaction. the customers sense the pleasure of using a product. One
According to the degrees, three levels can be found: of the 2006 KOKUYO DESIGN AWARD working
reactive interaction, behavioral interaction, and "blooming period" is a good example for this point. The
reflective interaction. designer combines origami flowers with tea bags. When
making teas, the origami will gradually unfold itself like
3.1. Reactive interaction a bloom by absorbing the steam. Moreover, it can be
easily distinguished whether your tea is in fifth, seventh
Reactive interaction is instinctive. Intrigued by sense or ninth infusion through different colors of the bottom
stimulations, it includes seeing, hearing, smelling, of the paper flower, which helps you choose different
touching, tasting, etc. The users receive sense taste easily and quickly. In that way, the designer plays
stimulations, directly respond to them, and then obtain an interactive game with customers, and customers
diverse emotional interactions. It is a primary level, but enjoy themselves a lot by experiencing a whole
a level that is the most direct and irresistible. blooming period as well as drinking the tea.
Philips, for example, has now produced a new lamp
called Light Chimes. With the concept of outdoor
lighting, it can detect changes of breeze and temperature;
correspondingly, shift between lightening styles. When
the wind blows, it passes through the hole in the middle
of the circular LED, and the Light increases in
brightness. Meanwhile, it can react to the temperature
by changing colors accordingly, providing an indication
of weather conditions outside.

Figure 5. Blooming period

On the other hand, with the increasing robotization


of products, the whole operation process could be
finished by pressing a single button. However, the
pleasure of touching, feeling, or moving real products is
Figure 4. Light Chimes lost. Designers could increase the sense of the usability
and reality of products in the interaction through
(If the user huffs to the lamp, the light and color would enriching the use process, such as increasing interaction
also change, which brings great fun.) elements on the interface, emphasizing some key actions,
etc. An American designer, for example, once designed
3.2. Behavioral interaction a telephone book. Looking like an opened book, it can
be turned over and switched between different functions
The behavioral interaction grows from the cognition through the block of the book. That design returns to the
and experiences during the using process. It is the form of personal notebook from aspects of either the
functionality and the usability that provide users shape or the interaction mode, showing the multi-level
emotional interactive experience. [8] Firstly, usability and turning-over features of notebooks, and providing
induces pleasure. With the flourishing of digital the users with the feeling of turning over a book and
products in the information age, most designers have getting informed.
focused on exploring versatility, making it an The key point of emotional interaction is the
uncommon skill for people to use a product. In order to participation of users. Only when the users take part in
improve the usability, products ought to have the same the funny using context could the emotional resonance
mental model as users, which mean the designers should between the users and the products be achieved.
sufficiently understand the users and their use context,
including their ages, culture backgrounds, aesthetic 3.3. Reflective interaction
preferences, etc., so as to design proper products fitting
for the users.[9] Besides, customers' understanding of Reflective interaction concerns knowledge, culture
products is equivalently important to increase the and evaluations of products. The users interact with
usability, which can be achieved by establishing a products through comprehending, associating and
proper conceptual model, i.e. what the product is and reflecting "the meaningful form" of it. As an example,

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the chair shown in picture 6 is a Leonardo Dining Table. infiltrate with each other. Sometimes they might be hard
Made by Leonardo, it is a work between art and to distinguish, but always cooperate with each other and
function, which is not about physical comfort but about accomplish the interaction with the users. Hence, the
intimacy, love and passion. From the first sight of the only way of having customers buy a product and
romantic name, a sweet memory might come to your appreciate it is to bring them multi-level emotional
mind, the time when you and your intimate lover were interactions from different aspects.
whispering at table, like a photo, a witness of a story.
4. Conclusion

Today, the consuming conception has turned to high


self-actualization. Emotional interaction in product
design focuses on personal experiences and puts
emotional elements into products, endowing products
with the ability to communicate with people. Thus
designers should study the society we live in and the
customers they design for, becoming totally customer-
oriented, providing them emotional care through
reactive, behavioral and reflective interaction to
Figure 6. Leonardo dining table
emotionally support the nervous, stressful, mentally
vacant people in this high technology society.
Reflective interaction is related to personal memories
and experiences, coming from the long-term interaction
with products. If a person cherishes a product, it usually References
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goods themselves. Meanwhile, the products that people China, 2000.
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The three levels of emotional interaction ascend from
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the back is a sublimation of the front. They interact and

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