Emotional Design Donald Norman
Emotional Design Donald Norman
Emotional Design Donald Norman
Emotional Design
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ALSO BY DONALD A. NORMAN
Explorations in Cognition
(With David E. Rumelhart and the LNR Research Group)
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Emotional
Design
Why We Love (or Hate)
Everyday Things
Donald A. Norman
BASIC
A MEMBER OF THE P E R S E U S BOOKS GROUP
BOOKS NEW YORK
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Copyright © 2004 by Donald A. Norman
Published by Basic Books,
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To Julie
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Contents
ix
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x Contents
Notes 235
References 243
Index 249
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Emotional Design
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FIGURE 0.1 FIGURE 0.2
An impossible teapot. Michael Graves's "Nanna" teapot.
(Author's collection. So charming I couldn't resist it.
Photograph by Ayman Shamma.) (Author's collection.
Photograph by Ayman Shamma.)
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PROLOGUE
Three Teapots
If you want a golden rule that will fit everybody,
this is it: Have nothing in your houses that you
do not know to be useful, or believe to be
beautiful.
—William Morris
"The Beauty of Life," 1880
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4 E m o t i o n a l D e s i g n
Michael Graves, looks clumsy but actually works rather well. The tilt
ing pot, which I discovered while enjoying high tea at the Four
Seasons Hotel in Chicago, was designed with the different stages of
tea brewing in mind. To use it, I place the tea leaves on a shelf (out of
sight in the pot's interior) and lay the pot on its back while the leaves
steep. As the brew approaches the desired strength, I prop the pot up
at an angle, partially uncovering the tea leaves. When the tea is ready,
I set the pot upright, so that the leaves are no longer in contact with
the tea.
Which one of these teapots do I usually use? None of the above.
I drink tea every morning. At an early hour, efficiency comes first.
So, upon awakening, I pad into my kitchen and push the button on a
Japanese hot pot to boil water while I spoon cut tea leaves into a little
metal brewing ball. I drop the ball into my cup, fill it with boiling
water, wait a few minutes for it to steep, and my tea is ready to drink.
Fast, efficient, easy to clean.
Why am I so attached to my teapots? Why do I keep them out on
display, in the alcove formed by the kitchen window? Even when they
are not in use, they are there, visible.
I value my teapots not only for their function for brewing tea, but
because they are sculptural artwork. I love standing in front of the
window, comparing the contrasting shapes, watching the play of light
on the varied surfaces. When I'm entertaining guests or have time to
spare, I brew my tea in the Nanna teapot for its charm or in the tilting
pot for its cleverness. Design is important to me, but which design I
choose depends on the occasion, the context, and above all, my
mood. These objects are more than utilitarian. As art, they lighten up
my day. Perhaps more important, each conveys a personal meaning:
each has its own story. One reflects my past, my crusade against
unusable objects. One reflects my future, my campaign for beauty.
And the third represents a fascinating mixture of the functional and
the charming.
The story of the teapots illustrates several components of product
design: usability (or lack thereof), aesthetics, and practicality. In ere
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FIGURE 0.4
Three teapots: works of art in the window above the kitchen sink.
(Author's collection. Photograph by Ayman Shamma.)
ating a product, a designer has many factors to consider: the choice of
material, the manufacturing method, the way the product is marketed,
cost and practicality, and how easy the product is to use, to under
stand. But what many people don't realize is that there is also a strong
emotional component to how products are designed and put to use. In
this book, I argue that the emotional side of design may be more criti
cal to a product's success than its practical elements.
The teapots also illustrate three different aspects of design: viscer
al, behavioral, and reflective. Visceral design concerns itself with
appearances. Here is where the Nanna teapot excels—I so enjoy its
appearance, especially when filled with the amber hues of tea, lit from
beneath by the flame of its warming candle. Behavioral design has to
do with the pleasure and effectiveness of use. Here both the tilting
teapot and my little metal ball are winners. Finally, reflective design
considers the rationalization and intellectualization of a product. Can
I tell a story about it? Does it appeal to my selfimage, to my pride? I
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6 Emotional Design
FIGURE 0.5
The MINI Cooper S.
"It is fair to say that almost no new vehicle in recent memory has pro-
voked more smiles." (Courtesy of BMW AG.)
love to show people how the tilting teapot works, explaining how the
position of the pot signals the state of the tea. A nd, of course, the
"teapot for masochists" is entirely reflective. It isn't particularly beau
tiful, and it's certainly not useful, but what a wonderful story it tells!
Beyond the design of an object, there is a personal component as
well, one that no designer or manufacturer can provide. The objects in
our lives are more than mere material possessions. We take pride in
them, not necessarily because we are showing off our wealth or status,
but because of the meanings they bring to our lives. A person's most
beloved objects may well be inexpensive trinkets, frayed furniture, or
photographs and books, often tattered, dirty, or faded. A favorite
object is a symbol, setting up a positive frame of mind, a reminder of
pleasant memories, or sometimes an expression of one's self. And this
object always has a story, a remembrance, and something that ties us
personally to this particular object, this particular thing.
Visceral, behavioral, and reflective: These three very different
dimensions are interwoven through any design. It is not possible to
have design without all three. But more important, note how these
three components interweave both emotions and cognition.
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fields whose members pride themselves on scientific rigor and logical
thought.
In my personal life, however, I visited art galleries, listened to and
played music, and was proud of the architectdesigned home in
which I lived. As long as these two sides of my life were separate,
there wasn't any conflict. But early in my career, I experienced a sur
prising challenge from an unlikely source: the use of color monitors
for computers.
In the early years of the personal computer, color displays were
unheard of. Most of the display screens were black and white. Sure,
the very first Apple Computer, the Apple II, could display color, but
for games: any serious work done on the Apple II was done in black
and white, usually white text on a black background. In the early
1980s, when color screens were first introduced to the world of per
sonal computers, I had trouble understanding their appeal. In those
days, color was primarily used to highlight text or to add superfluous
decoration to the screen. From a cognitive point of view, color added
no value that shading could not provide. But businesses insisted on
buying color monitors at added cost, despite their having no scientific
justification. Obviously, color was fulfilling some need, but one we
could not measure.
I borrowed a color monitor to see what all the fuss was about. I was
soon convinced that my original assessment had been correct: color
added no discernible value for everyday work. Yet I refused to give up
the color display. My reasoning told me that color was unimportant,
but my emotional reaction told me otherwise.
Notice the same phenomenon in movies, television, and newspa
pers. At first, all movies were in black and white. So, too, was televi
sion. Movie makers and television manufacturers resisted the
introduction of color because it added huge costs with little dis
cernible gain. After all, a story is a story—what difference does color
make? But would you go back to blackandwhite TV or movies?
Today, the only time something is filmed in black and white is for
artistic, aesthetic reasons: The lack of full color makes a strong emo
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10 Emotional Design
tional statement. The same lesson has not fully transferred to newspa
pers and books. Everyone agrees that color is usually preferred, but
whether the benefits are sufficient to overcome the additional costs it
entails is hotly debated. Although color has crept into the pages of
newspapers, most of the photographs and advertisements are still in
black and white. So, too,with books: The photographs in this book are
all in black and white, even though the originals are in color. In most
books, the only place color appears is on the cover—presumably to
lure you into purchasing the book—but once you have purchased it,
the color is thought to have no further use.
The problem is that we still let logic make decisions for us, even
though our emotions are telling us otherwise. Business has come to be
ruled by logical, rational decision makers, by business models and
accountants, with no room for emotion. Pity!
We cognitive scientists now understand that emotion is a necessary
part of life, affecting how you feel, how you behave, and how you
think. Indeed, emotion makes you smart. That's the lesson of my cur
rent research. Without emotions, your decisionmaking ability would
be impaired. Emotion is always passing judgments, presenting you
with immediate information about the world: here is potential danger,
there is potential comfort; this is nice, that bad.One of the ways by
which emotions work is through neurochemicals that bathe particular
brain centers and modify perception, decision making, and behavior.
These neurochemicals change the parameters of thought.
The surprise is that we now have evidence that aesthetically pleas
ing objects enable you to work better. As I shall demonstrate, products
and systems that make you feel good are easier to deal with and pro
duce more harmonious results. When you wash and polish your car,
doesn't it seem to drive better? When you bathe and dress up in clean,
fancy clothes, don't you feel better? And when you use a wonderful,
wellbalanced, aesthetically pleasing garden or woodworking tool,
tennis racket or pair of skis, don't you perform better?
Before I go on, let me interject a technical comment: I am talking
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here about affect, not just emotion. A major theme of this book is that
much of human behavior is subconscious, beneath conscious aware
ness. Consciousness comes late, both in evolution and also in the way
the brain processes information; many judgments have already been
determined before they reach consciousness. Both affect and cogni
tion are informationprocessing systems, but they have different func
tions. The affective system makes judgments and quickly helps you
determine which things in the environment are dangerous or safe,
good or bad. The cognitive system interprets and makes sense of the
world. Affect is the general term for the judgmental system, whether
conscious or subconscious. Emotion is the conscious experience of
affect, complete with attribution of its cause and identification of its
object. The queasy, uneasy feeling you might experience, without
knowing why, is affect. Anger at Harry, the usedcar salesman, who
overcharged you for an unsatisfactory vehicle, is emotion. You are
angry at something—Harry—for a reason. Note that cognition and
affect influence one another: some emotions and affective states are
driven by cognition, while affect often impacts cognition.
Let's look at a simple example. Imagine a long and narrow plank
ten meters long and one meter wide. Place it on the ground. Can you
walk on it? Of course. You can jump up and down, dance, and even
walk along with your eyes shut. Now prop the plank up so that it is
three meters off the ground. Can you walk on it? Yes, although you
proceed more carefully.
What if the plank were a hundred meters in the air? Most of us
wouldn't dare go near it, even though the act of walking along it and
maintaining balance should be no more difficult than when the plank
is on the ground. How can a simple task suddenly become so difficult?
The reflective part of your mind can rationalize that the plank is just
as easy to walk on at a height as on the ground, but the automatic,
lower visceral level controls your behavior. For most people, the vis
ceral level wins: fear dominates. You may try to justify your fear by
stating that the plank might break, or that, because it is windy, you
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12 Emotional Design
might be blown off. But all this conscious rationalization comes after
the fact, after the affective system has released its chemicals. The
affective system works independently of conscious thought.
Finally, affect and emotion are crucial for everyday decision mak
ing. The neuroscientist Antonio Damasio studied people who were
perfectly normal in every way except for brain injuries that impaired
their emotional systems. As a result, despite their appearance of nor
mality, they were unable to make decisions or function effectively in
the world. While they could describe exactly how they should have
been functioning, they couldn't determine where to live, what to eat,
and what products to buy and use.This finding contradicts thecom
mon belief that decision making is the heart of rational, logical
thought. But modern research shows that the affective system pro
vides critical assistance to your decision making by helping you make
rapid selections between good and bad, reducing the number of things
to be considered.
People without emotions, as in Damasio's study, are often unable to
choose between alternatives, especially if each choice appears equally
valid. Do you want to come in for your appointment on Monday or
Tuesday? Do you want rice or baked potato with your food? Simple
choices? Yes, perhaps too simple: there is no rational way to decide.
This is where affect is useful. Most of us just decide on something, but
if asked why, often don't know: "I just felt like it," one might reply. A
decision has to "feel good," or else it is rejected, and such feeling is an
expression of emotion.
The emotional system is also tightly coupled with behavior, prepar
ing the body to respond appropriately to a given situation. This is why
you feel tense and edgy when anxious. The "queasy" or "knotted"
feelings in your gut are not imaginary—they are real manifestations
of the way that emotions control your muscle systems and, yes,even
your digestive system. Thus, pleasant tastes and smells cause you to
salivate, to inhale and ingest. Unpleasant things cause the muscles to
tense as preparation for a response. A bad taste causes the mouth to
pucker, food to be spit out, the stomach muscles to contract. All of
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PART ONE
The Meaning
of Things
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C H A P T E R ONE
Attractive Things
Work Better
N O A M T R A C T I N S K Y , A N I S R A E L I S C I E N T I S T , W A S
puzzled. Attractive things certainly should be preferred over ugly
ones, but why would they work better? Yet in the early 1990s, two
Japanese researchers, Masaaki Kurosu and Kaori Kashimura, claimed
just that. They studied different layouts of controls for ATMs, auto
mated teller machines that allow us to perform simple banking tasks
any time of the day or night. All versions of the ATMs were identical
in function, the number of buttons, and how they operated, but some
had the buttons and screens arranged attractively, the others unattrac
tively. Surprise! The Japanese found that the attractive ones were per
ceived to be easier to use.
Tractinsky was suspicious. Maybe the experiment had flaws. Or
perhaps the result could be true of Japanese, but certainly not of
Israelis. "Clearly," said Tractinsky, "aesthetic preferences are cultur
ally dependent." Moreover, he continued, "Japanese culture is
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ones, the human being the most emotional of all. Moreover, emotions
play a critical role in daily lives, helping assess situations as good or
bad, safe or dangerous. As I discussed in the prologue, emotions aid
in decision making. Positive emotions are as important as negative
ones—positive emotions are critical to learning, curiosity, and cre
ative thought, and today research is turning toward this dimension.
One finding particularly intrigued me: The psychologist Alice Isen
and her colleagues have shown that being happy broadens the
thought processes and facilitates creative thinking. Isen discovered
that when people were asked to solve difficult problems, ones that
required unusual "out of the box" thinking, they did much better
when they had just been given a small gift—not much of a gift, but
enough to make them feel good. When you feel good, Isen discov
ered, you are better at brainstorming, at examining multiple alterna
tives. And it doesn't take much to make people feel good. All Isen had
to do was ask people to watch a few minutes of a comedy film or
receive a small bag of candy.
We have long known that when people are anxious they tend to nar
row their thought processes, concentrating upon aspects directly rele
vant to a problem. This is a useful strategy in escaping from danger,
but not in thinking of imaginative new approaches to a problem. Isen's
results show that when people are relaxed and happy, their thought
processes expand, becoming more creative, more imaginative.
These and related findings suggest the role of aesthetics in product
design: attractive things make people feel good, which in turn makes
them think more creatively. How does that make something easier to
use? Simple, by making it easier for people to find solutions to the
problems they encounter. With most products, if the first thing you
try fails to produce the desired result, the most natural response is to
try again, only with more effort. In today's world of computer
controlled products, doing the same operation over again is very
unlikely to yield better results. The correct response is to look for
alternative solutions. The tendency to repeat the same operation over
again is especially likely for those who are anxious or tense. This state
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FIGURE 1.1
Three levels of processing: Visceral, Behavioral, and Reflective.
The visceral level is fast: it makes rapid judgments of what is good or bad,
safe or dangerous, and sends appropriate signals to the muscles (the
motor system) and alerts the rest of the brain. This is the start of affective
processing. These are biologically determined and can be inhibited or
enhanced through control signals from above. The behavioral level is the
site of most human behavior. Its actions can be enhanced or inhibited by
the reflective layer and, in turn, it can enhance or inhibit the visceral layer.
The highest layer is that of reflective thought. Note that it does not have
direct access either to sensory input or to the control of behavior. Instead
it watches over, reflects upon, and tries to bias the behavioral level.
(Modified from a figure by Daniel Russell for Norman, Ortony, & Russell, 2003.)
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also tell other people about the problem, so they will know what to do
even before they get there.
Animals such as lizards operate primarily at the visceral level. This
is the level of fixed routines, where the brain analyzes the world and
responds. Dogs and other mammals, however, have a higher level of
analysis, the behavioral level, with a complex and powerful brain that
can analyze a situation and alter behavior accordingly. The behavioral
level in human beings is especially valuable for welllearned, routine
operations. This is where the skilled performer excels.
At the highest evolutionary level of development, the human brain
can think about its own operations. This is the home of reflection, of
conscious thought, of the learning of new concepts and generaliza
tions about the world.
The behavioral level is not conscious, which is why you can suc
cessfully drive your automobile subconsciously at the behavioral level
while consciously thinking of something else at the reflective level.
Skilled performers make use of this facility. Thus, skilled piano play
ers can let their fingers play automatically while they reflect upon the
higherorder structure of the music. This is why they can hold con
versations while playing and why performers sometimes lose their
place in the music and have to listen to themselves play to find out
where they are. That is, the reflective level was lost, but the behavioral
level did just fine.
Now let's look at some examples of these three levels in action: rid
ing a roller coaster; chopping and dicing food with a sharp, balanced
knife and a solid cutting board; and contemplating a serious work of
literature or art. These three activities impact us in different ways.
The first is the most primitive, the visceral reaction to falling, exces
sive speed, and heights. The second, the pleasure of using a good tool
effectively, refers to the feelings accompanying skilled accomplish
ment, and derives from the behavioral level. This is the pleasure any
expert feels when doing something well, such as driving a difficult
course or playing a complex piece of music. This behavioral pleasure,
in turn, is different from that provided by serious literature or art,
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FIGURE 1.2
People pay money to get scared.
The roller coaster pits one level of affect—the visceral sense of fear—
against another level—the reflective pride of accomplishment.
(Photograph by Bill Vane, © 2007 Corbis, all rights reserved.)
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using a stairway to escape a fire are likely to miss the ground floor and
continue all the way into the basement—and some buildings have sev
eral levels of basements—to end up trapped.
The Prepared Brain
Although the visceral level is the simplest and most primitive part of
the brain, it is sensitive to a very wide range of conditions. These are
genetically determined, with the conditions evolving slowly over the
time course of evolution. They all share one property, however: the
condition can be recognized simply by the sensory information. The
visceral level is incapable of reasoning, of comparing a situation with
past history. It works by what cognitive scientists call "pattern match
ing." What are people genetically programmed for? Those situations
and objects that, throughout evolutionary history, offer food, warmth,
or protection give rise to positive affect. These conditions include:
warm, comfortably lit places,
temperate climate,
sweet tastes and smells,
bright, highly saturated hues,
"soothing" sounds and simple melodies and rhythms,
harmonious music and sounds,
caresses,
smiling faces,
rhythmic beats,
"attractive" people,
symmetrical objects,
rounded, smooth objects,
"sensuous" feelings, sounds, and shapes.
Similarly, here are some of the conditions that appear to produce
automatic negative affect:
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heights,
sudden, unexpected loud sounds or bright lights,
"looming" objects (objects that appear to be about to hit the
observer),
extreme hot or cold,
darkness,
extremely bright lights or loud sounds,
empty, flat terrain (deserts),
crowded dense terrain (jungles or forests),
crowds of people,
rotting smells, decaying foods
bitter tastes,
sharp objects,
harsh, abrupt sounds,
grating and discordant sounds,
misshapen human bodies,
snakes and spiders,
human feces (and its smell),
other people's body fluids,
vomit.
These lists are my best guess about what might be automatically
programmed into the human system. Some of the items are still under
dispute; others will probably have to be added. Some are politically
incorrect in that they appear to produce value judgments on dimen
sions society has deemed to be irrelevant. The advantage human
beings have over other animals is our powerful reflective level that
enables us to overcome the dictates of the visceral, pure biological
level. We can overcome our biological heritage.
Note that some biological mechanisms are only predispositions
rather than fullfledged systems. Thus, although we are predisposed
to be afraid of snakes and spiders, the actual fear is not present in all
people: it needs to be triggered through experience. Although human
language comes from the behavioral and reflective levels, it provides a
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Ever watch a movie with great enjoyment, then watch it a second
time and wonder what on earth you saw in it the first time? The same
phenomenon occurs in almost all aspects of life, whether in interac
tions with people, in a sport, a book, or even a walk in the woods. This
phenomenon can bedevil the designer who wants to know how to
design something that will appeal to everyone: One person's accept
ance is another one's rejection. Worse, what is appealing at one
moment may not be at another.
The source of this complexity can be found in the three levels of
processing. At the visceral level, people are pretty much the same all
over the world. Yes, individuals vary, so although almost everyone is
born with a fear of heights, this fear is so extreme in some people
that they cannot function normally—they have acrophobia. Yet oth
ers have only mild fear, and they can overcome it sufficiently to do
rock climbing, circus acts, or other jobs that have them working high
in the air.
The behavioral and reflective levels, however, are very sensitive to
experiences, training, and education. Cultural views have huge impact
here: what one culture finds appealing, another may not. Indeed,
teenage culture seems to dislike things solely because adult culture
likes them.
So what is the designer to do? In part, that is the theme of the rest
of the book. But the challenges should be thought of as opportunities.
Designers will never lack for things to do, for new approaches to
explore.
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CHAPTER TWO
A F T E R D I N N E R , W I T H A G R E A T F L O U R I S H , m y friend
Andrew brought out a lovely leather box. "Open it," he said, proudly,
"and tell me what you think."
I opened the box. Inside was a gleaming stainlesssteel set of old
mechanical drawing instruments: dividers, compasses, extension arms
for the compasses, an assortment of points, lead holders, and pens that
could be fitted onto the dividers and compasses. All that was missing
was the T square, the triangles, and the table. And the ink, the black
India ink.
"Lovely," I said. "Those were the good old days, when we drew by
hand, not by computer."
Our eyes misted as we fondled the metal pieces.
"But you know," I went on, "I hated it. My tools always slipped, the
point moved before I could finish the circle, and the India ink—ugh,
the India ink—it always blotted before I could finish a diagram.
Ruined it! I used to curse and scream at it. I once spilled the whole bot
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T H I S STORY shows the several levels of the cognitive and emotion
al system—visceral, behavioral, and reflective—at work, fighting
among themselves. First, the most basic visceral level responds with
pleasure to seeing the welldesigned leather case and gleaming stainless
steel instruments and to feeling their comfortable heft. That visceral
response is immediate and positive, triggering the reflective system to
think back about the past, many decades ago, "the good old days,"
when my friend and I actually used those tools. But the more we reflect
upon the past, the more we remember the actual negative experiences,
and herein lies the conflict with the initial visceral reaction.
We recall how badly we actually performed, how the tools were
never completely under control, sometimes causing us to lose hours of
work. Now, in each of us, visceral is pitted against reflection. The
sight of the classic tools is attractive, but the memory of their use is
negative. Because the power of emotion fades with time, the negative
affect generated by our memories doesn't overcome the positive affect
generated by the sight of the instruments themselves.
This conflict among different levels of emotion is common in
design: Real products provide a continual set of conflicts. A person
interprets an experience at many levels, but what appeals at one may
not at another. A successful design has to excel at all levels. While
logic might imply, for example, that it is bad business to scare cus
tomers, amusement and theme parks have many customers for rides
and haunted houses designed to scare. But the scaring occurs in a safe,
reassuring environment.
The design requirements for each level differ widely. The visceral
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FIGURE 2.1
Sky diving: An innate fear of heights or a pleasurable experience?
(Rocky Point Pictures; courtesy of Terry Schumacher.)
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The three levels can be mapped to product characteristics like this:
Even these simplifications are difficult to apply. Should some prod
ucts be primarily visceral in appeal, others behavioral, others reflec
tive? How does one trade off the requirements at one level against
those of the others? How do visceral pleasures translate into prod
ucts? Won't the same things that excite one group of people dismay
others? Similarly, for the reflective level, wouldn't a deep reflective
component be attractive to some and bore or repel others? And, yes,
we can all agree that behavioral design is important—nobody is ever
against usability—but just how much in the total scheme of things?
How does each of the three levels compare in importance with the
others?
The answer is, of course, that no single product can hope to satisfy
everyone. The designer must know the audience for whom the prod
uct is intended. Although I have described the three levels separately,
any real experience involves all three: a single level is rare in practice,
and if it exists at all is most likely to come from the reflective level
than from the behavioral or the visceral.
Consider the visceral level of design. On the one hand, this would
appear to be the easiest level to appeal to since its responses are bio
logical and similar for everyone across the world. This does not neces
sarily translate directly into preferences. Furthermore, although all
people have roughly the same body shape, the same number of limbs,
and the same mental apparatus, in detail, they differ considerably.
People are athletic or not, energetic or lazy. Personality theorists
divide people along such dimensions as extraversion, agreeableness,
conscientiousness, emotional stability, and openness. To designers,
this means that no single design will satisfy everyone.
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40 Emotional Design
In addition, there are large individual differences in the degree of a
visceral response. Thus, while some people love sweets and especially
chocolate (some claim to be addicts or "chocoholics"), many can
ignore them, even if they like them. Almost everyone initially dislikes
bitter and sour tastes, but you can learn affection for them, and they
are often the components of the most expensive meals. Many foods
loved by adults were intensely disliked at first taste: coffee, tea, alco
holic drinks, hot pepper, and even foods—oysters, octopus, and eye
balls—that make many people squeamish. And although the visceral
system has evolved to protect the body against danger, many of our
most popular and soughtafter experiences involve horror and danger:
horror novels and movies, deathdefying rides, and thrilling, risky
sports. And, as I have already mentioned, the pleasure of risk andper
ceived danger varies greatly among people. Such individual differ
ences are the basic components of personality, the distinctions among
people that make each of us unique.
—XBOX advertisement
(Microsoft's video game player)
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ences among the people of the world, it is impossible for a single
product to satisfy everyone. Some products are indeed marketed to
everyone across the world, but they can succeed only if there are no
real alternatives or if they do manage to reposition their appeal to dif
ferent people through the adroit use of marketing and advertising.
Hence, CocaCola and PepsiCola manage worldwide success, in part
capitalizing on a universal liking for sweet beverages, in part through
sophisticated, culturespecific advertising. Personal computers are
successful throughout the world because their benefits overcome their
(numerous) deficiencies, and because there really is no choice. But
most products have to be sensitive to the differences among people.
The only way to satisfy a wide variety of needs and preferences is
to have a wide variety of products. Many product categories special
ize, each catering to a different audience. Magazines are a good exam
ple. The world has tens of thousands of magazines (almost 20,000 in
the United States alone). It is the rare magazine that tries to cater to
everyone. Some magazines even flaunt their specialness, pointing out
that they aren't for everyone, just for the people who match a particu
lar set of interests and style.
Most product categories—home appliances, shop or gardening
tools, furniture, stationery goods, automobiles—are manufactured
and distributed differently across the world, with a wide variety of
styles and form depending upon the needs and preferences of the mar
ket segment for whom they are targeted. Market segmentation is the
marketing phrase used for this approach. Automobile companies bring
out a variety of models, and different companies often emphasize dif
ferent market segments. Some are for older, more sedate established
people, some for the young and adventurous. Some are for those who
truly need to go into the wilderness and travel through rivers and
forests, up and down steep inclines, through mud,sand, and snow.
Others are for those who like the reflective image of appearing to do
such adventurous activities, but who will never actually do them.
Another important dimension for a product is its appropriateness to
setting. In some sense, this point applies to all of human behavior:
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4 2 E m o t i o n a l D e s i g n
What is appropriate and indeed preferred in one setting may be most
inappropriate and rejected in another. All of us have learned to modu
late our language, speaking differently when in casual interaction with
our friends than when in formal presentation at a serious business
meeting, or with the parents of our friends, or with our professors.
Clothes that are appropriate for latenight clubs are inappropriate in
business. A product that is cute and snuggly, or that conveys a humor
ous, playful image, is probably not appropriate for the business set
ting. Similarly, an industrialstyle design, appropriate for the factory
floor, would not be for the home kitchen or living room.
Computers sold to the home marketplace often are more powerful
and have better sound systems than computers used in business. In
fact, many business computers do not have some of the standard fea
tures of home machines, such as dialout modems, sound systems, or
DVD players. The reason is that these aspects of the machine are nec
essary for entertainment or game playing, activities not appropriate in
the serious world of business. If a computer looks too attractive and
playful, management may reject it. Some people feel that this hurt the
sales of Apple's Macintosh computer. The Macintosh is considered a
home, education, or graphics machine, not appropriate for business
workers. This is an image problem because in fact, computers are
pretty much the same, whether made by Apple or some other manu
facturer, whether running the Macintosh or the Windows operating
system, but images and psychological perceptions determine what
people will buy.
The distinction between the terms needs and wants is a traditional
way of describing the difference between what is truly necessary for a
person's activities (needs) versus what a person asks for (wants).
Needs are determined by the task: A pail is needed to carry water;
some sort of carrying case is needed to transport papers back and
forth to work. Wants are determined by culture, by advertising, by the
way one views oneself and one's selfimage. Although a student's
backpack or even a paper bag would work perfectly fine for carrying
papers, it might be embarrassing to carry one into a serious "power"
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44 Emotional Design
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T w o : T h e M u l t i p l e F a c e s o f E m o t i o n a n d D e s i g n 45
and effort toward mastering the content, enjoying the presentations,
and exploring the domain.
The reflective design of today's games projects a product image
that is consistent with the sleek powerful appearance of the console
and the fast reflexes required of the player. This has to be changed.
Advertisements should promote the device as a learning and educa
tional tool for people of all ages. One form of console should con
tinue to project the image of powerful game machine. Others should
be positioned to be an intelligent guide to activities such as cooking
or auto mechanics or woodworking. And others should be posi
tioned as an aid to learning. Each with different appearances, differ
ent modes of operation, and different advertising and marketing
messages.
Now imagine the outcome. The device that used to be specialized
for the playing of video games takes on different appearances,
depending upon its intended function. In the garage, the device would
look like shop machinery, with a serious, rugged appearance, impervi
ous to damage. It would serve as tutor and assistant, displaying auto
mobile manuals, mechanical drawings, and short videos of the
required steps to maintain or upgrade the auto. In the kitchen, it
matches the decor of kitchen appliances and becomes a cooking aid
and tutor. In the living room, it fits with the furniture and books and
becomes a reference manual, perhaps an encyclopedia, tutor, and
player of reflective games (such as go, chess, cards, word games). And
for the student, it is a source of simulations, experiments, and exten
sive exploration of interesting, wellmotivated topics, but topics care
fully chosen so that, in the process of enjoying the adventure, you
automatically learn the fundamentals of your field. Designs appropri
ate to the audience, the location, and the purpose. Everything I have
described here is doable. It simply hasn't yet been done.
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46 Emotional Design
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Two: The Multiple Faces of E m o t i o n and Design 47
schmaltzy, "excessively or insin
cerely emotional." But while
this may be true of the object
itself, that object is important
only as a symbol, as a source of
memory, of associations. The
word souvenir means "a token of
remembrance, a memento." The
very sentimentality the world of
art or design derides is the
source of something's strength
and popularity. Kitschy objects
of the sort shown in figure 2.2
do not pretend to be art—they
are aids to memory.
In the world of design, we
tend to associate emotion with
beauty. We build attractive
things, cute things, colorful FIGURE 2.2
things. However important these A souvenir monument.
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Those of us viewing these miniatures did not necessarily have any
emotional attachment to the objects—after all, they weren't ours; they
were collected and displayed by someone else. Still, as I strolled
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50 Emotional Design
around, I was most attracted to souvenirs of places I had myself vis
ited, perhaps because they brought back memories of those visits.
Had any one been emotionally negative, however, I would have
quickly moved past it to escape—not the object but the memories it
called forth in me.
P H O T O G R A P H S , M O R E than almost anything else, have aspe
cial emotional appeal: they are personal, they tell stories. The power
of personal photography lies in its ability to transport the viewer back
in time to some socially relevant event. Personal photographs are
mementos, reminders, and social instruments, allowing memories to
be shared across time, place, and people. In the year 2000, there were
about 200 million cameras in the United States alone, or around two
cameras per household; with these cameras people took around 20 bil
lion photographs. With the advent of digital cameras, it is no longer
possible to know just how many pictures are being taken, but probably
a lot more.
Although pictures are loved for the memories they maintain, the
technologies of digital picture transmission, printing, file sharing, and
display are sufficiently complex and timeconsuming as to prevent
many people from saving, retrieving, and sharing the pictures they
cherish.
Numerous studies have shown that the work required to transform
a picture in the camera into a print that can be shared defeats many
people. Thus, while lots of pictures are taken, not all the film gets
developed. Of the film that is developed, some of it is never looked at.
Of the pictures that are looked at, many are simply put back into the
envelope and then filed away in a box,never to be looked at again.
(People in the photography industry call these "shoe boxes," because
the storage is often within the cardboard boxes in which shoes come.)
Some people carefully arrange their pictures in photo albums, but
many of us have unused photo albums stored in closets or bookcases.
One of the most precious resources of the modern household is
time, and the effort to take care of all those wonderful photographs
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defeats their value. Even though taking photographs out of an envelope
and organizing them in photograph albums is about as simple a way of
doing this job as can be imagined, most people don't do it. I don't.
Digital cameras change the emphasis, but not the principle. It is rel
atively easy to take digital photographs, easy to share them from the
display on the camera itself. It is more difficult to print the pictures or
email them to friends and acquaintances. Despite the power of the
personal computer, paper prints of photographs are easier to take care
of and display than are electronic versions. With electronic pictures
comes the problem of storing them in some way that you can find
them again later.
Thus, although we like to look at photographs, we do not like to
take the time to do the work required to maintain them and keep them
accessible. The design challenge is to keep the virtues while removing
the barriers: make it easier to store, send, share. Make it easier to find
just the desired pictures years after they have been taken and put into
storage. These are not easy problems, but until they are overcome, we
will not reap the full benefits of photography.
Portraits of family, though, are different. Wander through many
places of work, and you'll see on desk, bookcase, and walls framed
photographs of a person's family: husband, wife, son, daughter—
family portraits, family snapshots—and occasionally parents. Yes,
there are also ceremonial pictures of the person with the company
president or other dignitaries, pictures of awards, and, in academic
offices, conference photographs, where all the participants have gath
ered together sometime during the conference for the ritual photo
graph, which ends up published in the conference proceedings and
posted on walls.
But, I hasten to add, this personal display is very culturesensitive.
Not all cultures display such personal symbols. In some countries, the
display of personal photographs in the office is extremely rare, and in
the home it can be infrequent. Instead, visitors are shown the photo
graph album, with each photograph lovingly pointed at and described.
Some cultures prohibit photographs altogether. Still, the major
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52 Emotional Design
nations of the world on all continents take billions of photographs, so
that even if they are not on public display, they serve a powerful emo
tional role.
Photographs are clearly important to people's emotional lives.
People have been known to rush back into burning homes to save
treasured photographs. Their comforting presence maintains family
bonds even when the people are separated. They assure permanence
of the memories and are often passed from generation to generation.
In the days before photography, people hired portrait painters to cre
ate images of loved or respected ones. The task required long sittings
and produced more formal results. Painting had the virtue that the
artist could change people's appearance to fit their desires rather than
be restricted to the reality of the photograph. (Nowadays, with digital
tools readily available, photographs, too, are easily doctored. I plead
guilty to altering a family group photograph, replacing the scowling
face of one family member with a happy, smiling face from a photo
graph of that person at a different occasion. Nobody has ever noticed
the modification, not even the person who was modified.) Today,
even with the ubiquity of personal cameras, portrait photographers
maintain a lively business, in part because only professionals usually
have the skills required for lighting and framing the shot so as to pro
duce a highquality picture.
Photographs can bring back only sights, not sounds. David
Frohlich, a research scientist at the Hewlett Packard Laboratories in
Bristol, England, has been developing a system he calls "audiophotog
raphy," photographs that combine an audio track, capturing the
sounds on the scene surrounding the instant when the picture was
taken. (Yes, the recording can start before the photograph is taken,
one of the magical possibilities of modern technology.) Amy Cowen,
who wrote about Frohlich's work, described its importance this way:
"With every photo there is a story, a moment, a memory. As time
passes, however, the user's ability to recall the details needed to evoke
the moment the picture records fades. Adding sound to a photo can
help keep the memories intact."
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Feelings of Self
Memories reflect our life experiences. They remind us of families and
friends, of experiences and accomplishments. They also serve to rein
force how we view ourselves. Our selfimage plays a more important
role in our lives than we like to admit. Even those who deny any inter
est in how others view them actually do care, if only by making sure
that everyone else understands that they don't. The way we dress and
behave, the material objects we possess, jewelry and watches, cars and
homes, all are public expressions of our selves.
The concept of self appears to be a fundamental human attribute. It
is difficult to imagine how it could be otherwise, given what we know
of the mechanisms of mind and the roles that consciousness and emo
tion play. The concept is deeply rooted in the reflective level of the
brain and highly dependent upon cultural norms. It is, therefore, diffi
cult to deal with in design.
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5 4 E m o t i o n a l D e s i g n
In psychology, the study of the self has become a big industry, with
books, societies, journals, and conferences. But "self" is a complex
concept: It is culturally specific. Thus, Eastern and Western notions of
self vary considerably, with the West placing more emphasis on the
individual, the East on the group. Americans tend to want to excel as
individuals, whereas Japanese wish to be good members of their
groups and for others to be satisfied with their contributions. But even
these characterizations are too broad and oversimplified. In fact, on
the whole, people behave very similarly, given the same situation. It is
culture that presents us with different situations. Thus, Asian cultures
are more likely to establish a sharing, group attitude than are the cul
tures of Europe and the Americas, where individualistic situations are
more common. But put Asians in an individualistic situation and
Europeans or Americans in a social, sharing situation, and their
behaviors are remarkably similar.
Some aspects of self seem to be universal, such as the desire to be
wellthoughtof by others, even if the behavior others praise differs
across cultures. This desire holds both in the most individualistic soci
eties, which admire deviance, and in the most grouporiented soci
eties, which admire conformance.
The importance of other people's opinions is, of course, well
known to the advertising industry, which tries to promote products
through association. Take any product and show it alongside happy,
contented people. Show people doing things that an intended purchas
er is likely to fantasize about, such as romantic vacations, skiing, exot
ic locations, eating in foreign lands. Show famous people, people who
serve as role models or heroes to the customers, to induce in them,
through association, a sense of worthiness. Products can be designed
to enhance these aspects. In clothing fashion, one can have clothes that
are neat and trim or baggy and nondescript, each deliberately induc
ing a different image of self. When company or brand logos are
imprinted on clothes, luggage, or other objects, the mere appearance
of the name speaks to others about your sense of values. The styles of
objects you choose to buy and display often reflect public opinion as
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Two: The M u l t i p l e Faces of E m o t i o n and Design 55
much as behavioral or visceral elements. Your choice of products, or
where and how you live, travel, and behave are often powerful state
ments of self, whether intended or not, conscious or subconscious.
For some, this external manifestation compensates for an internal,
personal lack of selfesteem. Whether you admit it or not, approve or
disapprove, the products you buy and your lifestyle both reflect and
establish your selfimage, as well as the images others have of you.
One of the more powerful ways to induce a positive sense of self is
through a personal sense of accomplishment. This is one aspect of a
hobby, where people can create things that are uniquely theirs, and,
through hobby clubs and groups, share their achievements.
From the late 1940s through the mid1980s the Heathkit Company
sold electronic kits for the home handyperson. Build your own radio,
your own audio system, your own television set. The people who con
structed the kits felt immense pride in their accomplishments as well as
a common bond with other kit builders. Putting together a kit was a
personal feat: the less skilled the kit builder, the more that special feel
ing. Electronic experts did not take such pride in their kits; it was those
who ventured forth without the expertise who felt so satisfied. Heathkit
did an excellent job of aiding the firsttime builder with what, in my
opinion, were the best instruction manuals ever written. Mind you,the
kits were not much less expensive than equivalent commercial elec
tronic devices. People bought the kits for their high quality and for the
feeling of accomplishment, not to save money.
In the early 1950s, the Betty Crocker Company introduced a cake
mix so that people could readily make excellent tasting cakes at home.
No muss, no fuss: just add water, mix, and bake. The product failed,
even though taste tests confirmed that people liked the result. Why?
An afterthefact effort was made to find the reasons. As the market
researchers Bonnie Goebert and Herma Rosenthal put it: "The cake
mix was a little too simple. The consumer felt no sense of accomplish
ment, no involvement with the product. It made her feel useless, espe
cially if somewhere her aproned mom was still whipping up cakes
from scratch."
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Two: The Multiple Faces of Emotion and Design 57
Figure 2.3
Fashion from the
seventeenth century.
On the left, Maria Anna of
Bavaria, crown princess of
France. On the right, a
"young elegant."
(Braun et al., courtesy of
Northwestern University Library.)
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58 Emotional Design
with fashion, but like mode often stresses adherence to standards of
elegance: traveling in style; miniskirts that were the mode in the late
sixties. Vogue is applied to fashion that prevails widely and often sug
gests enthusiastic but shortlived acceptance: a video game that was in
vogue a few years ago."
The very existence of the terms fashion, style, mode, and vogue
demonstrates the fragility of the reflective side of design. What is
liked today may not be tomorrow. Indeed, the reason for the change is
the very fact that something was once liked: When too many people
like something, then it is no longer deemed appropriate for the leaders
of a society to partake of it. After all,goes the thinking, how can one
be a leader unless one is different, doing today what others will do
tomorrow, and doing tomorrow what they will be doing after that?
Even the rebellious have to change continually, carefully noticing
what is in fashion so as not to be following it, carefully creating their
own fashion of counterfashion.
How does a designer cope with popular taste if it has little to do
with substance? Well, it depends upon the nature of the product and
the intentions of the company producing it. If the product is some
thing fundamental to life and wellbeing, then the proper response is
to ignore continual shifts in popular sentiment and aim for longlast
ing value. Yes, the product must be attractive. Yes, it should be pleas
urable and fun. But it must also be effective, understandable, and
appropriately priced. In other words, it must strive for balance among
the three levels of design.
In the long run,simple style with quality construction and effective
performance still wins. So a business that manufactures office
machines, or basic home appliances, or web sites for shipping, com
merce, or information, would be wise to stick to the fundamentals. In
these cases, the task dictates the design: make the design fit the task,
and the product works more smoothly and is bound to be more effec
tive across a wide range of users and uses. Here is where the number
of different products is determined by the nature of particular tasks
and the economics.
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There is a set of products, however, whose goals are entertainment,
or style, or perhaps enhancement of a person's image. Here is where
fashion comes into play. Here is where the huge individual differences
in people and cultures are important. Here the person and marketseg
ment dictate the design. Make the design appropriate to the market
segment that forms the target audience. It is probably necessary to
have multiple versions of the design for different market segments.
And it is probably necessary to do rapid changes in style and appear
ance as the market dictates.
Designing for the whims of fashion is tricky. Some designers may
see it as a difficult challenge, others, as an opportunity. In some sense,
the division often breaks between large and small companies, or
between market leaders and the competition. To the market leader, the
continual changes in people's fashion, and the wide variety of prefer
ences for the same product across the world, are huge challenges. How
can the company ever keep up? How does it track all the changes and
even anticipate them? How does it keep the many necessary product
lines effective? To the competitive companies, however, the same
issues represent an opportunity. Small companies can be nimble, mov
ing rapidly into areas and using approaches that the more conservative
larger companies hesitate to try. Small companies can be outrageous,
different, and experimental. They can exploit the public's interests,
even if the product is initially purchased by only a few. Large compa
nies attempt to experiment by spinning off smaller, more nimble divi
sions, sometimes with unique names that make them appear to be
independent of their parent. All in all,this is the everchanging, con
tinual battleground of the consumer marketplace, where fashion can
be as important as substance.
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60 Emotional Design
sentation. They carry with them an emotional response that guides us
toward a product or away from it. Sergio Zyman, former chief mar
keting officer of CocaCola, has said that "emotional branding is
about building relationships; it is about giving a brand and a product
longterm value." But it is more: it involves the entire relationship of
the product to the individual. Again, in Zyman's words: "Emotional
branding is based on that unique trust that is established with an audi
ence. It elevates purchases based on need to the realm of desire. The
commitment to a product or an institution, the pride we feel upon
receiving a wonderful gift of a brand we love or having a positive
shopping experience in an inspiring environment where someone
knows our name or brings an unexpected gift of coffee—these feel
ings are at the core of Emotional Branding."
Some brands are simply informative, essentially naming a company
or its product. But on the whole, the brand name is a symbol thatrep
resents one's entire experience with a product and the company that
produces it. Some brands represent quality and high prices. Some rep
resent a focus upon service. Some represent value for money. And
some brands stand for shoddy products, for indifferent service, or for
inconvenience at best. And, of course, most brand names are mean
ingless, carrying no emotional power at all.
Brands are all about emotions. And emotions are all about judg
ment. Brands are signifiers of our emotional responses, which is why
they are so important in the world of commerce.
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PART Two
Design in
Practice
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FIGURE 3.1
Water bottles. The ones on the left and the right are clearly aimed to
please at the visceral level; the middle one, well, it is efficient, it is inex-
pensive, and it works. The bottle on the left, for Perrier water, has
become so well known that the shape and its green color are the brand.
The bottle on the right is by TyNant, a bottle of such a pleasant shape
coupled with its deep, cobalt blue color that people save the empty ones
to use as vases. The clear plastic bottle is by Crystal Geyser: simple,
utilitarian, effective when you need to carry water with you.
(Author's collection.)
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CHAPTER THREE
I remember deciding to buy Apollinaris, a German mineral water, sim
ply because I thought it would look so good on my shelves. As it
turned out, it was a very good water. But I think I would have bought
it even though it was not all that great.
The nice interplay between the bottle's green and the label's beige
and red as well as the font used for the brand turned this product of
mass consumption into a decoration accessory for your kitchen.
—Hugues Belanger
email, 2002
63
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T h r e e : T h r e e L e v e l s of Design 65
Visceral Design
Visceral design is what nature does. We humans evolved to coexist in
the environment of other humans, animals, plants, landscapes, weath
er, and other natural phenomena. As a result, we are exquisitely tuned
to receive powerful emotional signals from the environment that get
interpreted automatically at the visceral level. This is where the lists of
features in chapter 1 came from. Thus, the colorful plumage on male
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66 Emotional Design
birds was selectively enhanced through the evolutionary process to be
maximally attractive to female birds—as, in turn, were the prefer
ences of female birds so as to discriminate better among male
plumages. It's an iterative, coadaptive process, each animal adapting
over many generations to serve the other. A similar process occurs
between males and females of other species, between coadaptive life
forms across species, and even between animals and plants.
Fruits and flowers provide an excellent example of the coevolution
of plants and animals. Nature's evolutionary process made flowers to
be attractive to birds and bees, the better to spread their pollen, and
fruits to be attractive to primates and other animals, the better to
spread their seeds. Fruits and flowers tend to be symmetrical, round
ed, smooth, pleasant to the touch, and colorful. Flowers have pleasant
odors, and most fruits taste sweet, the better to attract animals and
people who will eat them and then spread the seeds, whether by spit
ting or defecation. In this coevolution of design, the plants change so
as to attract animals, while the animals change so as to become attract
ed to the plants and fruits. The human love of sweet tastes and smells
and of bright, highly saturated colors probably derives from this co
evolution of mutual dependence between people and plants.
The human preference for faces and bodies that are symmetrical
presumably reflects selection of the fittest; nonsymmetrical bodies
probably are the result of some deficiency in the genes or the matura
tion process. Humans select for size, color, and appearance, and what
you are biologically disposed to think of as attractive derives from
these considerations. Sure, culture plays a role, so that, for example,
some cultures prefer fat people, others thin; but even within thosecul
tures, there is agreement on what is and is not attractive, even if too
thin or too fat for specific likes.
When we perceive something as "pretty," that judgment comes
directly from the visceral level. In the world of design, "pretty" is
generally frowned upon, denounced as petty, trite, or lacking depth
and substance—but that is the designer's reflective level speaking
(clearly trying to overcome an immediate visceral attraction). Because
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T h r e e : Three L e v e l s of D e s i g n 67
designers want their colleagues to recognize them as imaginative, cre
ative, and deep, making something "pretty" or "cute" or "fun" is not
well accepted. But there is a place in our lives for such things, even if
they are simple.
You can find visceral design in advertising, folk art and crafts, and
children's items. Thus, children's toys, clothes, and furniture will
often reflect visceral principles: bright, highly saturated primary col
ors. Is this great art? No, but it is enjoyable.
Adult humans like to explore experiences far beyond the basic, bio
logically wiredin preferences. Thus, although bitter tastes are viscer
ally disliked (presumably because many poisons are bitter), adults
have learned to eat and drink numerous bitter things, even to prefer
them. This is an "acquired taste," so called because people have had to
learn to overcome their natural inclination to dislike them. So, too,
with crowded, busy spaces, or noisy ones, and discordant, nonhar
monic music, sometimes with irregular beats: all things that are viscer
ally negative but that can be reflectively positive.
The principles underlying visceral design are wired in, consistent
across people and cultures. If you design according to these rules,
your design will always be attractive, even if somewhat simple. If you
design for the sophisticated, for the reflective level, your design can
readily become dated because this level is sensitive to cultural differ
ences, trends in fashion, and continual fluctuation. Today's sophistica
tion runs the risk of becoming tomorrow's discard. Great designs, like
great art and literature, can break the rules and survive forever, but
only a few are gifted enough to be great.
At the visceral level, physical features—look, feel, and sound—
dominate. Thus, a master chef concentrates on presentation, arranging
food artfully on the plate. Here good graphics, cleanliness, and beauty
play a role. Make the car door feel firm and produce a pleasant chunk
ing sound as it closes. Make the exhaust sound of the Harley Davidson
motorcycle have a unique, powerful rumble. Make the body sleek,
sexy, inviting, such as the classic 1961 Jaguar roadster of figure 3.2.
Yes, we love sensuous curves, sleek surfaces, and solid, sturdy objects.
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FIGURE 3.2
The 1961 Jaguar E-type: Viscerally exciting.
This automobile is a classic example of the power of visceral design:
sleek, elegant, exciting. It is no surprise that the car is in the design col-
lection of the New York Museum of Modern Art.
(Courtesy of the Ford Motor Corporation.)
Because visceral design is about initial reactions, it can be studied
quite simply by putting people in front of a design and waiting for
reactions. In the best of circumstances, the visceral reaction to appear
ance works so well that people take one look and say "I want it." Then
they might ask, "What does it do?" And last, "And how much does it
cost?" This is the reaction the visceral designer strives for, and it can
work. Much of traditional market research involves this aspect of
design.
Apple Computer found that when it introduced the colorful iMac
computer, sales boomed, even though those fancy cabinets contained
the very same hardware and software as Apple's other models, ones
that were not selling particularly well. Automobile designers count on
visual design to rescue a company. When Volkswagen reintroduced
their classic "beetle" design in 1993, Audi developed the TT, and
Chrysler brought out the PT Cruiser, sales for all three companies
climbed. It's all in the appearance.
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FIGURE 3.3
The sensual component
of behavioral design.
Behavioral design empha-
sizes the use of objects, in
this case, the sensual feel
of the shower: a key, often
overlooked component of
good behavioral design.
The Kohler WaterHaven
Shower.
(Courtesy of the Kohler Co.)
Behavioral Design
Behavioral design is all about use. Appearance doesn't really matter.
Rationale doesn't matter. Performance does. This is the aspect of
design that practitioners in the usability community focus upon. The
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bad. People have said they would really like some products that then
failed in the marketplace. Similarly, they have said they were simply
not interested in products that went on to become huge market suc
cesses. The cellular telephone is a good example. It was originally
thought to be of value to a limited number of business people. Very
few people could imagine carrying one simply for personal interac
tion. Indeed, when individuals first purchased cell phones, they often
explained that they didn't intend to use them, but that they were "in
case I have an emergency." Predicting the popularity of a new prod
uct is almost impossible before the fact, even though it may seem obvi
ous afterward.
Enhancements to a product come primarily by watching howpeo
ple use what exists today, discovering difficulties, and then overcom
ing them. Even here, however, it can be more difficult to determine
the real needs than might seem obvious. People find it difficult to
articulate their real problems. Even if they are aware of a problem,
they don't often think of it as a design issue. Ever struggle with a key,
to discover that you are inserting it upside down? Or ever lock your
keys inside the automobile? Or lock the car, only to realize that you
left the windows open, so you have to unlock the car and lean inside to
close them? In any of these cases, would you think these were design
flaws? Probably not, probably you just blamed yourself. Well, they all
could be corrected by appropriate designs. Why not design a symmet
rical key that works no matter which way it is inserted into a lock?
Why not design cars so that the key is required to lock the doors, mak
ing it much less likely that the car can be locked with the key inside?
Why not make it possible to close the windows from outside the car?
All of these designs now exist, but it took clever observations for the
designers to recognize that the problems could be overcome.
Ever put batteries into a product in the wrong orientation? Why is
this even possible? Why shouldn't batteries be designed so that they
can only go into their slots in one orientation, making it impossible to
insert them improperly? I suspect battery makers don't care, and that
manufacturers who purchase and specify batteries for their equipment
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vehicles irrelevant. But if the automobile is only for driving, why do
Germans provide ashtrays, cigarette lighters, and radios?) The
Germans reconsidered only when decreases in sales in the United
States were attributed to the lack of cup holders. Engineers and
designers who believe they do not need to watch the people who use
their products are a major source of the many poor designs that con
front us.
My friends at the industrial design firm of Herbst LaZar Bell told
me that they had been asked by a company to redesign their floor
cleaning machine to satisfy a long list of requirements. Cup holders
were not on the list, but perhaps they should have been. When the
designers visited maintenance workers in the middle of the night to
observe just how they cleaned the floors of large commercial build
ings, they discovered that workers had difficulty drinking coffee while
manipulating the huge cleaning and waxing machines. As a result, the
designers added cup holders. The new design had numerous major
enhancements to the product in both appearance and behavior—vis
ceral and behavioral design—and has proven to be a market success.
How important was the cup holder to the success of the new design?
Probably not much, except that it is symptomatic of the attention to
true customer needs that signifies quality products. As Herbst LaZar
Bell properly emphasizes, the real challenge to product design is
"understanding enduser unmet and unarticulated needs." That's the
design challenge—to discover real needs that even the people who
need them cannot yet articulate.
How does one discover "unarticulated needs"? Certainly not by
asking, not by focus groups, not by surveys or questionnaires. Who
would have thought to mention the need for cup holders in a car, or on
a stepladder, or on a cleaning machine? After all, coffee drinking
doesn't seem to be a requirement for cleaning any more than for driv
ing in an automobile. It is only after such enhancements are made that
everyone believes them to be obvious and necessary. Because most
people are unaware of their true needs, discovering them requires
careful observations in their natural environment. The trained observ
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FIGURE 3.4
The designer's model, the system image, and the user's model.
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.
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FIGURE 3.5
Seat controls—an excellent system image.
These seat controls explain themselves: the conceptual model is provided
by the positioning of the controls to look just like the item being con-
trolled. Want to change the seat adjustment? Push or pull, lift or depress
the corresponding control and the corresponding part of the seat moves
accordingly. (Mercedes Benz seat controls; photograph by the author.)
feedback. Most computer systems now display a clock face or an hour
glass to indicate that they are responding, if slowly. If the delay is
short, this indicator suffices, but it is completely inadequate if the
delay lengthens. To be effective, feedback must enhance the concep
tual model, indicating precisely what is happening and what yet
remains to be done. Negative emotions kick in when there is a lack of
understanding, when people feel frustrated and out of control—first
uneasiness, then irritation, and, if the lack of control and understand
ing persists, even anger.
Usability is a complex topic. A product that does what is required,
and is understandable, may still not be usable. Thus, guitars and vio
lins do their assigned tasks well (that is, create music), they are quite
simple to understand, but they are very difficult to use. The same is
true of the piano, a deceptively simplelooking instrument. Musical
instruments take years of dedicated practice to be used properly, and
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and objects that I cannot classify. I peer into the boxes, trying to figure
out what they are for, what purpose they serve. "Just turn the knob,"
I'm told, as something is thrust into my hands. I find the knob and
rotate it. It feels good: smooth, silky. I try a different knob: it doesn't
feel as precise. There are dead regions where I turn and nothing
seems to happen. Why the difference? Same mechanism, I am told:
the difference is the addition of a special, very viscous oil. "Feel mat
ters," a designer explains, and from the "Tech Box" appear yet more
examples: silky cloth, microfiber textiles, sticky rubber, squeezable
balls—more than I can assimilate at one experience.
Good designers worry a lot about the physical feel of their prod
ucts. Physical touch and feel can make a huge difference in your
appreciation of their creations. Consider the delights of smooth, pol
ished metal, or soft leather, or a solid, mechanical knob that moves
precisely from position to position, with no backlash or dead zones, no
wobbling or wiggling. No wonder IDEO designers love their "Tech
Box," their collection of toys and textures, mechanisms and controls.
Many design professionals focus on visual appearance, in part because
this is what can be appreciated from a distance and, of course, all that
can be experienced in an advertising or marketing photograph or
printed illustration. Touch and feel, however, are critical to our behav
ioral assessment of a product. Recall the shower of figure 3.3.
Physical objects have weight, texture, and surface. The design term
for this is "tangibility." Far too many hightechnology creations have
moved from real physical controls and products to ones that reside on
computer screens, to be operated by touching the screen or manipulat
ing a mouse. All the pleasure of manipulating a physical object is gone
and, with it, a sense of control. Physical feel matters. We are, after all,
biological creatures, with physical bodies, arms, and legs. A huge
amount of the brain is taken up by the sensory systems, continually
probing and interacting with the environment. The best of products
make full use of this interaction. Just imagine cooking, feeling the
comfort of a balanced, highquality knife, hearing the sound of cut
ting on the chopping board or the sizzle when you drop food into the
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putting into a product whatever special features they themselves pre
fer. Many designers fail as well through their fondness for the sophis
ticated use of images, metaphors, and semantics that win prizes in
design competitions but create products that are inaccessible to users.
Web sites fail here as well, for the creators focus either upon the tech
nical sophistication of images and sounds, or upon making sure that
each division of a company receives the recognition that its political
power dictates.
None of these cases takes into account the concerns of the poor
user, people like you and me, who use a product or web site to satisfy
some need. You need to accomplish a task or to find some informa
tion. You don't know the organizational chart of the company on
whose web site you seek information, nor do you wish to. You may
enjoy flashy images and sounds briefly, but not when that cleverness
and sophistication get in the way of getting your job done.
Good behavioral design should be humancentered, focusing upon
understanding and satisfying the needs of the people who actually use
the product. As I have said, the best way to discover these needs is
through observation, when the product is being used naturally, and
not in response to some arbitrary request to "show us how you would
do x." But observation is surprisingly rare. You would think that man
ufacturers would want to watch people use their products, the better
to improve them for the future. But no, they are too busy designing
and matching the features of the competition to find out whether their
products are really effective and usable.
Engineers and designers explain that, being people themselves,
they understand people, but this argument is flawed. Engineers and
designers simultaneously know too much and too little. They know
too much about the technology and too little about how other people
live their lives and do their activities. In addition, anyone involved
with a product is so close to the technical details, to the design difficul
ties, and to the project issues that they are unable to view the product
the way an unattached person can.
Focus groups, questionnaires, and surveys are poor tools for learn
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ing about behavior, for they are divorced from actual use. Most behav
ior is subconscious and what people actually do can be quite different
from what they think they do. We humans like to think that we know
why we act as we do, but we don't, however much we like to explain
our actions. The fact that both visceral and behavioral reactions are
subconscious makes us unaware of our true reactions and their causes.
This is why trained professionals who observe real use in real situa
tions can often tell more about people's likes and dislikes—and the
reasons for them—than the people themselves.
An interesting exception to these problems comes when designers
or engineers are building something for themselves that they will use
frequently in their own everyday lives. Such products tend to excel.
As a result, the best products today, from a behavioral point of view,
are often those that come from the athletic, sports, and craft industries,
because these products do get designed, purchased, and used by peo
ple who put behavior above everything else. Go to a good hardware
store and examine the hand tools used by gardeners, woodworkers,
and machinists. These tools, developed over centuries of use, are care
fully designed to feel good, to be balanced, to give precise feedback,
and to perform well. Go to a good outfitter's shop and look at a moun
tain climber's tools or at the tents and backpacks used by serious hikers
and campers. Or go to a professional chef's supply house and examine
what real chefs buy and use in their kitchens.
I have found it interesting to compare the electronic equipment sold
for consumers with the equipment sold to professionals. Although
much more expensive, the professional equipment tends to be simpler
and easier to use. Video recorders for the home market have numerous
flashing lights, many buttons and settings, and complex menus for set
ting the time and programming future recording. The recorders for
the professionals just have the essentials and are therefore easier to use
while functioning better. This difference arises, in part, because the
designers will be using the products themselves, so they know just
what is important and what is not. Tools made by artisans for them
selves all have this property. Designers of hiking or mountain climb
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ing equipment may one day find their lives depending upon the quali
ty and behavior of their own designs.
When the company Hewlett Packard was founded, their main
product was test equipment for electrical engineers. "Design for the
person on the next bench," was the company motto, and it served
them well. Engineers found that HP products were a joy to use
because they fitted the task of the electrical engineer at the design or
test bench perfectly. But today, the same design philosophy no longer
works: the equipment is often used by technicians and field crew who
have little or no technical background. The "next bench" philosophy
that worked when the designers were also users fails when the popula
tions change.
Good behavioral design has to be a fundamental part of the design
process from the very start; it cannot be adopted once the product has
been completed. Behavioral design begins with understanding the
user's needs, ideally derived by conducting studies of relevant behav
ior in homes, schools, places of work, or wherever the product will
actually be used. Then the design team produces quick, rapid proto
types to test on prospective users, prototypes that take hours (not
days) to build and then to test. Even simple sketches or mockups from
cardboard, wood, or foam work well at this stage. As the design
process continues, it incorporates the information from the tests. Soon
the prototypes are more complete, sometimes fully or partially work
ing, sometimes simply simulating working devices. By the time the
product is finished, it has been thoroughly vetted through usage: final
testing is necessary only to catch minor mistakes in implementation.
This iterative design process is the heart of effective, usercentered
design.
Reflective Design
Reflective design covers a lot of territory. It is all about message,
about culture, and about the meaning of a product or its use. For one,
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FIGURE 3.6
Reflective design through cleverness.
The value of this watch comes from the
clever representation of time: Quick, what
time is represented? This is Time by
Design's "Pie" watch showing the time of
4:22 and 37 seconds. The goal of the com-
pany is to invent new ways of telling time,
combiing "art and time telling into amusing
and thought provoking clocks and watches."
This watch is as much a statement about the
wearer as it is a timepiece.
(Courtesy of Time by Design.)
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FIGURE 3.7
Pure behavioral design.
The Casio "G-Shock" watch is
pure behavioral design; efficient
and effective, with no claims to
beauty and low in such measures
of reflective design as prestige
and status. But consider the
behavioral aspects: two time
zones, a stopwatch, a countdown
timer, and an alarm. Inexpensive,
easy to use, and accurate.
(Author's collection.)
watch? Yes, but it has an excellent underlying conceptual model, satis
fying one of my maxims of good behavioral design: it need only be
explained once; from then on, it is obvious. Is it awkward to set the
watch because it has but a single control? Yes, but the reflective
delight in showing off the watch and explaining its operation out
weighs the difficulties. I own one myself and, as my weary friends will
attest, proudly explain it to anyone who shows the slightest bit of
interest. The reflective value outweighs the behavioral difficulties.
Now contrast this reflective design with the practical, sensible,
plastic digital watch by Casio (figure 3.7). This is a practical watch,
one emphasizing the behavioral level of design without any attrib
utes of visceral or reflective design. This is an engineer's watch:
practical, straightforward, multiple features, and low price. It isn't
particularly attractive—that isn't its selling point. Moreover, the
watch has no special reflective appeal, except perhaps through the
reverse logic of being proud to own such a utilitarian watch when
one can afford a much more expensive one. (For the record, I own
both these watches, wearing the Time by Design one for formal
affairs, the Casio otherwise.)
A number of years ago I visited Biel, Switzerland. I was part of a
small product team for an American hightechnology company, there
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At the time of my visit, we were impressed, but puzzled. We were
technologists. The concept that a piece of advanced technology should
really be thought of as a vehicle for emotions rather than for function
was a bit difficult for us engineers to fathom. Our group could never
get its act together enough to work in such a creative way, so nothing
ever came of that venture—except for the longlasting impression it
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made on me. I learned that products can be more than the sum of the
functions they perform. Their real value can be in fulfilling people's
emotional needs, and one of the most important needs of all is to estab
lish one's selfimage and one's place in the world. In his important
book about the role of industrial design, Watches Tell More than Time,
the designer Del Coates explains that "it is impossible, in fact, to design
a watch that tells only time. Knowing nothing more, the design of a
watch alone—or of any product—can suggest assumptions about the
age, gender, and outlook of the person who wears it."
Did you ever consider buying an expensive, handcrafted watch?
Expensive jewelry? Single malt scotch or a prestige vodka? Can you
really distinguish among the brands? Blindtasting of many whiskeys,
where the taster has no idea which glass contains which drink, reveals
that you probably can't taste the difference. Why is an expensive orig
inal painting superior to a highquality reproduction? Which would
you prefer to have? If the painting is about aesthetics, then a good
reproduction should suffice. But, obviously, paintings are more than
aesthetics: they are about the reflective value of owning—or view
ing—the original.
These questions are all cultural. There is nothing practical, nothing
biological, about the answers. The answers are conventions, learned
in whatever society you inhabit. For some of you, the answers will be
obvious; for others, the questions will not even make sense. That is the
essence of reflective design: it is all in the mind of the beholder.
Attractiveness is a viscerallevel phenomenon—the response is
entirely to the surface look of an object. Beauty comes from the
reflective level. Beauty looks below the surface. Beauty comes from
conscious reflection and experience. It is influenced by knowledge,
learning, and culture. Objects that are unattractive on the surface can
give pleasure. Discordant music, for example, can be beautiful. Ugly
art can be beautiful.
Advertising can work at either the visceral or the reflective level.
Pretty products—sexy automobiles, powerfullooking trucks, seduc
tive bottles for drinks and perfume—play with the visceral level.
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the visceral level, the whole point is to thrill riders, scaring them in the
process. But this has to be done in a reassuring way. While the visceral
system is operating at full force, the reflective system is a calming
influence. This is a safe ride, it is telling the rest of the body. It only
appears to be dangerous. It is okay. During the ride, the visceral sys
tem probably wins. But in retrospect, when memory has dimmed, the
reflective system wins. Now,it is a badge of honor to have experi
enced the ride. It provides stories to tell other people. Here an effec
tive amusement park enhances the interaction by selling photographs
of the rider at the peak of the experience. They sell photographs and
souvenirs, so the riders can brag to friends.
Would you go on a ride if the amusement park was old and shabby,
with clearly broken components, rusty railings, and a general air of
incompetence? Obviously not. The rational reassurance will not be
nearly as effective. Once the reflective system fails, then the appeal is
apt to collapse as well.
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FIGURE 3.8
Motorola's headset for the coaching staff of the National Football League.
The headset was designed by the industrial design firm Herbst LaZar Bell,
which won a Gold Prize from both Business Week's Industrial Design
Excellence Awards and the Industrial Design Society of America (IDSA) for
their achievement. IDSA described the reasons this way:"lt's a rare
moment when a design team realizes that it has been given the green light
to create an icon—one that will be seen by millions around the world. The
Motorola NFL Headset represents the marriage of sophisticated commu-
nications technology and great design with the blood, sweat and tears on
the field of play. In addition, it enhances awareness of a company commit-
ted to delivering on the demanding requirements of professional users in
every arena." (Courtesy of Herbst LaZar Bell and Motorola, Inc.)
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advertising tool for Motorola and enhances the selfimage of the
coaches. This is an excellent example of how the three different
aspects of design can work well with one another.
To the uninitiated, walking into the Diesel jeans store on Union
Square West feels a lot like stumbling into a rave. Techno music
pounds at a mindrattling level. A television plays a videotape of a
Japanese boxing match, inexplicably. There are no helpful signs point
ing to men's or women's departments, and no obvious staff members
in sight.
While large clothing retailers like Banana Republic and Gap have
standardized and simplified the layout of their stores in an effort to put
customers at ease, Diesel's approach is based on the unconventional
premise that the best customer is a disoriented one.
"We 're conscious of the fact that, outwardly, we have an intimidat
ing environment," said Niall Maher, Diesel's director of retail opera
tions. "We didn't design our stores to be userfriendly because we
want you to interact with our people. You can't understand Diesel
without talking to someone."
Indeed, it is at just the moment when a potential Diesel customer
reaches a kind of shopping vertigo that members of the company's
intimidatingly withit staff make their move. Acting as salesmenin
shiningarmor, they rescue—or prey upon, depending on one's point
of view—wayward shoppers.
—Warren St. John, New York Times
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of humancentered design, it is to provide them with the tools to
explore by themselves, to try this and that, to empower themselves to
success. To the sales staff, this is an opportunity to present themselves
as rescuers "inshiningarmor," ready to offer assistance, to provide
just the answer customers will be led to believe they had been seeking.
In the world of fashion—which encompasses everything from
clothes to restaurants, automobiles to furniture—who is to say which
approach is right, which wrong? The solution through confusion is a
pure play on emotions, selling you, the customer, the idea that the pro
posed item will precisely serve your needs and, more important,
advertise to the rest of the world what a superior, tasteful, "with it"
person you are. And, if you believe it, it will probably come to pass,
for strong emotional attachment provides the mechanism for self
fulfilling prophecy.
So, again, which approach is right: that of the Gap and Banana
Republic, which "have standardized and simplified the layout of their
stores in an effort to put customers at ease"; or Diesel, which deliber
ately confuses and intimidates, the better to prepare the customer to
welcome the helpful, reassuring salesperson? I know my preferences;
I'll go with Gap and Banana Republic any day, but the very success of
Diesel shows that not everyone shares this view. In the end, the stores
serve different needs. The first two stores are more utilitarian
(although they would shudder to be called that); the second pure fash
ion, where the whole goal is caring about what others think.
"When you're wearing a thousanddollar suit," super salesman
Mort Spivas told the media critic Douglass Rushkoff, "you project a
different aura. And then people treat you differently. You exude confi
dence. And if you can feel confident, you'll act confident." If sales
people believe that wearing an expensive suit makes them different,
then it does make them different. For fashion, emotions are key. Stores
that manipulate emotions are simply playing the game consumers
have invited themselves into. Now, the fashion world may have inap
propriately brainwashed the eager public into believing that the game
counts, but that is the belief, nonetheless.
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FIGURE 4.1
Table tennis on top of a school of fish.
"Ping Pong Plus." Images of water and a school of fish are projected onto
the surface of the ping pong table. Each time the ball hits the table, the
computer senses its position, causing the images of ripples to spread out
from the ball and the fish to scatter.
(Courtesy of Hiroshi Ishii of the MIT Media Laboratory.)
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approaches to human interaction that science then struggles to under
stand. This has long been true in drama, literature, art, and music,
and it is these areas that provide lessons for design. Fun and games: a
worthwhile pursuit.
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FIGURE 4.2
The cover of Kenji Ekuan's book
The Aesthetics of the Japanese Lunchbox.
The book illustrates how design should incorporate depth, beauty, and
utility. Ekuan demonstrates that the lunchbox is a metaphor for much of
Japanese design philosophy. It is art meant to be consumed. It follows the
philosophy more is better, offering an assortment of foods so that every-
one can find something to their taste. It originated as a practical, working
person's lunch, so it combines function, practicality, and beauty—as well
as an exercise in philosophy.
(Photograph by Takeshi Do/, with permission of Do/, Ekuan and MIT Press.)
(figure 4.2), the result is a work of art: art meant to be consumed. The
Japanese industrial designer Kanji Ekuan has suggested that the aes
thetics of the Japanese lunchbox is an excellent metaphor for design.
This lunchbox, divided into small compartments, each with five or six
types of food, packs twenty to twentyfive colors and flavors within
its small space. Ekuan describes it this way:
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It doesn't take much to transform otherwise dull data into a bit of
fun. Contrast the style of three major internet search companies.
Google stretches out its logo to fit the number of results in a playful,
jolly way (figure 4.3). Several people have told me how much they
look forward to seeing just how long the Gooooogle will get. But Yahoo,
Microsoft network (MSN), and many other sites forgo any notion of
fun, and instead present the straightforward results in an unimagina
tive, orderly way. Small point? Yes, but a meaningful one. Google is
known as a playful, fun site—as well as a very useful one—and this
playful distortion of its logo helps reinforce this brand image: Fun for
the user of the site, good reflective design, and good for business.
The academic, research enterprise of design has not done a good
job of studying fun and pleasure. Design is usually thought of as a
practical skill, a profession rather than a discipline. In my research for
this book, I found lots of literature on behavioral design, much dis
cussion of aesthetics, image, and advertising. The book Emotional
Result Page:
FIGURE 4.3
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.)
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FIGURE 4.4
Stefano Pirovano's Te 6 tea strainer, made by Alessi.
The figure is cute, the color and shapes attractive. Pleasureabie?
Yes, slightly. Fun? Not yet.
(Author's collection.)
it? Many things are cute or fun at first, but over time diminish or even
become tiresome. In my home the tea strainer is now permanently on
display, perched on a teacup nestled among the three teapots on the
window shelf of my kitchen. The charm of the tea strainer is that it
retains its fun even after considerable use, even though I see it every
day.
Now, the tea strainer is just a trifle, and I do not believe that even
Pirovano, its designer, would disagree. But it passes the test of time.
This is one of the hallmarks of good design. Great design—like great
literature, music, or art—can be appreciated even after continual use,
continued presence.
People tend to pay less attention to familiar things, whether it's a
possession or even a spouse. On the whole, this adaptive behavior is
biologically useful (for objects, events, and situations, not for spous
es), because it is usually the novel, unexpected things in life that
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FIGURE 4.5
Pirovano's Te 6 tea strainer, ready for use.
Now it's fun.
(Photo by the author.)
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If the view window is correctly placed, people will see a glimpse of
the distant view as they come up to the window or pass it: but the view
is never visible from the places where people stay.
The name "Zen View" comes from "the parable of a Buddhist
monk who lived on a mountain with a beautiful view. The monk built
a wall that obscured the view from every angle, except for a single
fleeting glimpse along the walk up to his hut." In this way, said
Alexander and colleagues, "the view of the distant sea is so restrained
that it stays alive forever. Who, that has ever seen that view, can ever
forget it? Its power will never fade. Even for the man who lives there,
coming past that view day after day, it will still be alive."
Most people, however, are not Buddhist monks. Most of us would
be unable to resist the temptation to engulf ourselves in such beauty.
Whether hiding beauty is appropriate for all of us is up for debate, and
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although the fable described as the rationale for the Zen view is inter
esting, it is opinion, not fact. Given the chance to experience beauty
for some period of time, is the total enhancement greater if the beauty
is always there to be appreciated, even if it does fade with time? Or is
the enhancement greater when it can only be glimpsed now and then?
I do not think anyone knows the answer to this query.
I, for one,go straight for immediate enjoyment. I have always built
my homes with large windows facing a view (ocean, when I lived in
Southern California; pond with geese, ducks, and herons, when I lived
in Northern Illinois), so I am not ready to endorse pattern 134, the
Zen View, as a universal design principle.
The issue, however, is a real one.How can we maintain excitement,
interest, and aesthetic pleasure for a lifetime? I suspect that part of the
answer will come from the study of those things that do stand the test
of time, such as some music, literature, and art.In all these cases, the
works are rich and deep, so that there is something different to beper
ceived on each experience. Consider classical music. For many it is
boring and uninteresting, but for others it can indeed be listened to
with enjoyment over a lifetime. I believe that this longevity derives
from the richness and complexity of its structure. The music inter
leaves multiple themes and variations, some simultaneous, some
sequential. Human conscious attention is limited by what it can attend
to at any moment, which means that consciousness is restricted to a
limited subset of the musical relationships. As a result, each new lis
tening focuses upon a different aspect of the music. The music is
never boring because it is never the same. I believe a similar analysis
will reveal similar richness for all experiences that last: classical music,
art, and literature. So, too,with views.
The views I treasure are dynamic. Scenes are continually changing.
The vegetation changes with the seasons, the lighting with the time of
day. Different animals congregate at different times, and their interac
tions with one another and with the environment are everchanging.
In California, the waves rolling in from the ocean change continually,
reflecting weather patterns from thousands of miles away. The vari
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The seductive power of the design of certain material and virtual
objects can transcend issues of price and performance for buyers and
users alike. To many an engineer's dismay, the appearance of a prod
uct can sometimes make or break the product's market reaction.What
they have in common is the ability to create an emotional bond with
their audiences, almost a need for them.
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FIGURE 4.6
Two items of seduction.
Philippe Starck's "Juicy Salif" citrus juicer alongside my Global kitchen
knife. Rotate the orange half on the ribbed top of the juicer and the juice
flows down the sides and drips from the point into the glass. Except this
gold-plated version will be damaged by the acidic fluid. As Starck is
rumored to have said, "My juicer is not meant to squeeze lemons; it is
meant to start conversations." (Author's collection.)
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is "Juicy Salif," was designed on a napkin in a pizza parlor in Capraia,
an island in Tuscany, Italy. Alberto Alessi, whose company manufac
turers them, describes the design this way:
That juicer was indeed seductive. I saw it and immediately went
through the sequence of responses so loved by merchants: "Wow, I
want it," I said to myself. Only then did I ask, "What is it? What does
it do? How much does it cost?" concluding with "I'll buy it," which I
did. That was pure visceral reaction. The juicer is indeed bizarre, but
delightful. Why? Fortunately, Khaslavsky and Shedroff have done the
analysis for me:
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ond to a few seconds per event. This is the range of body functions
such as the beating of the heart and breathing. Perhaps more impor
tant, it is also the range of the natural frequencies of body movement,
whether walking, throwing, or talking. It is easy to tap the limbs with
in this range of rates, hard to do it faster or slower. Much as the tempo
of a clock is determined by the length of its pendulum, the body can
adjust its natural tempo by tensing or relaxing muscles to adjust the
effective length of the moving limbs, matching their natural rhythmic
frequency to that of the music. It is therefore no accident that in play
ing music, the entire body keeps the rhythm.
All cultures have evolved musical scales, and although they differ,
they all follow similar frameworks. The properties of octaves and of
consonant and dissonant chords derive in part from physics, in part
from the mechanical properties of the inner ear. Expectations play a
central role in creating affective states, as a musical sequence satisfies
or violates the expectations built up by its rhythm and tonal sequence.
Minor keys have different emotional impact than major keys, univer
sally signifying sadness or melancholy. The combination of key struc
ture, choice of chords, rhythm, and tune, and the continual buildup of
tension and instability create powerful affective influences upon us.
Sometimes these influences are subconscious, as when music plays in
the background during a film, but deliberately scored to invoke specif
ic affective states. Sometimes these are conscious and deliberate, as
when we devote our full conscious attention to the music, letting our
selves be carried vicariously by the impact, behaviorally by the
rhythm, and reflectively as the mind builds upon the affective state to
create true emotions.
We use music to fill the void when pursuing otherwise mindless
activities, while stuck on a long, tiring trip, walking a long distance,
exercising, or simply killing time. Once upon a time, music was not
portable. Before the invention of the phonograph, music could be
heard only when there were musicians. Today we carry our music
players with us and we can listen twentyfour hours a day if we wish.
Airlines realize music is so essential that they provide a choice of
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styles and hours of selections at every seat. Automobiles come
equipped with radios and music players. And portable devices prolif
erate apparently endlessly, being either small and portable or com
bined with any other device the manufacturer thinks you might have
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with you:watches, jewelry, cell phones, cameras, and even work tools
(figure 4.7a & b). Whenever I have had construction work done on a
home, I noted that, first, the workers brought in their music players,
which they set up in some central location with a superloud output;
then they would bring in their tools, equipment, and supplies.
DfiWALT, a manufacturer of cordless tools for construction workers,
noticed the phenomenon and responded cleverly by building a radio
into a battery charger, thus combining two essentials into one easyto
carrybox.
The proliferation of music speaks to the essential role it plays in
our emotional lives. Rhyme, rhythm, and melody are fundamental to
our emotions. Music also has its sensuous, sexual overtones, and for all
these reasons, many political and religious groups have attempted to
ban or regulate music and dance. Music acts as a subtle, subconscious
enhancer of our emotional state throughout the day.This is why it is
everpresent, why it is so often played in the background in stores,
offices, and homes. Each location gets a different style of music:
Peppy, rousing beats would not be appropriate for most office work
(or funeral homes). Sad, weepy music would not be conducive to effi
cient manufacturing.
The problem with music, however, is that it can also annoy—if it is
too loud, if it intrudes, or if the mood it conveys conflicts with the lis
tener's desires or mood. Background music is fine, as long as it stays in
the background. Whenever it intrudes upon our thoughts, it ceases to
be an enhancement and becomes an impediment, distracting, and irri
tating. Music must be used with delicacy. It can harm as much as help.
But if music can be annoying, what about the intrusive nature of
today's beeping, buzzing, ringing electronic equipment? This is noise
pollution gone rampant. If music is a source of positive affect, elec
tronic sounds are a source of negative affect.
In the beginning was the beep. Engineers wanted to signal that
some operation had been done, so, being engineers, they played a
short tone. The result is that all of our equipment beeps at us.
Annoying, universal beeps. Alas, all this beeping has given sound a
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FIGURE 4.8
Richard Sapper's kettle with singing whistle, produced by Alessi.
Considerable effort was given to the sound produced by the whistling
spout: a chord of "e" and "b," or, as described by Alberto Alessi, "inspired
by the sound of the steamers and barges that ply the Rhine."
(Alessi "9091." Design by Richard Sapper, 1983. Kettle with
melodic whistle. Image courtesy of Alessi.)
sounds, allowing each individual caller to be associated with a unique
sound. This is especially valuable with frequent callers and friends. "I
always think of my friend when I hear this tune, so I made it play
whenever he calls me," said one cell phone user to me, describing how
he chose "ring tones" appropriate to the person who was calling: joy
ful pleasant tunes to joyful pleasant people; emotionally significant
tunes for those who have shared experiences; sad or angry sounds to
sad or angry people.
But even were we to replace the grating electronic tones with more
pleasant musical sounds, the auditory dimension still has its draw
backs. On the one hand, there is no question that sound—both musi
cal and otherwise—is a potent vehicle for expression, providing
delight, emotional overtones, and even memory aids. On the other
hand, sound propagates through space, reaching anyone within range
equally, whether or not that person is interested in the activity: The
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musical ring that is so satisfying to a telephone's owner is a disturbing
interruption to others within earshot. Eyelids allow us to shut out
light; alas, we have no earlids.
When in public spaces—the streets of a city, in a public transit sys
tem, or even in the home—sounds intrude. The telephone is, of
course, one of the worst offenders. As people speak loudly to make
sure they are heard by their correspondent, they also cause themselves
to be heard by everyone within range. Telephones, of course, are not
the only intrusions. Radios and television sets, and the beeps and
bongs of our equipment. More and more equipment comes equipped
with noisy fans. Thus, the fans of heating and airconditioning equip
ment can drown out conversation, and the fans of office equipment
and home appliances add to the tensions of the day. When we are out
of doors, we are bombarded by the sounds of passing aircraft, the
horns and engine sounds of motor traffic, the warning backup horns
of trucks, the loud music players of others, emergency sirens, and the
everpresent, shrill sounds of the cellular telephone ring, often mim
icking a full musical performance. In public spaces, we are far too fre
quently interrupted by public announcements, starting with the
completely unnecessary but annoying "Attention, Attention," fol
lowed by an announcement only of interest to a single person.
There is no excuse for this proliferation of sounds. Many cell
phones have the option to set their rings to a private vibration, felt by
the desired recipient but no others. Necessary sounds could be made
melodious and pleasant, following the lead of the Sapper kettle in fig
ure 4.8 or the Segway. Cooling and ventilation fans could be designed
to be quiet as well as efficient by reducing their speed and increasing
their blade size. The principles of noise reduction are well known,
even if seldom followed. Whereas musical sounds at appropriate
times and places are emotional enhancers, noise is a vast source of
emotional stress. Unwanted, unpleasant sounds produce anxiety, elicit
negative emotional states, and thereby reduce the effectiveness of all
of us. Noise pollution is as negative to people's emotional lives as
other forms of pollution are to the environment.
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If the visceral level grabs the viewer in the guts, driving automatic
reactions, the vicarious level involves the viewer in the story andemo
tional line of the movie. Normally, the behavioral level of affect is
invoked by a person's activities: it is the level of doing and acting. In
the case of a film, the viewer is passive, sitting in a theater, experienc
ing the action vicariously. Nonetheless, the vicarious experience can
play upon the same affective system.
Here is the power of storytelling, of the script, the actors, trans
porting viewers into the world of makebelieve. This is "the willful
suspension of disbelief" that the English poet Samuel Taylor
Coleridge discussed as being essential for poetry. Here is where you
get captured, caught up in the story, identifying with the situation and
the characters. To be fully engrossed within a movie is to feel the
world fade away, time seem to stop, and the body enter the trans
formed state that the social scientist Mihaly Csikszentmihalyi has
labeled "flow."
Csikszentmihalyi's flow state is a special, detached state of con
sciousness, in which you are aware only of the moment, of the activity,
and of the sheer enjoyment. It can occur in almost any activity: skilled
tasks, sports, video games, board games, or any kind of mindabsorb
ing work. You can experience it in the theater, reading a book, or with
intense problem solving.
The conditions required for flow to occur include lack of distrac
tions and an activity paced precisely to match your skills, pushing you
slightly above your capabilities. The level of difficulty has to be just at
the edge of capability: too difficult and the task becomes frustrating;
too easy and it becomes boring. The situation has to engage your
entire conscious attention. This intense concentration causes outside
distractions to fade away and the sense of time to disappear. It is
intense, exhausting, productive, and exhilarating. It is no wonder that
Csikszentmihalyi and his colleagues have spent considerable time
exploring the phenomenon in its many manifestations.
The key to success of the vicarious level in film is the development
and maintenance of the flow state. The pace has to be appropriate to
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avoid frustration or boredom. There can be no interruptions or dis
tractions that might divert attention if one is to become truly captured
by flow. Whenever we speak of films or other entertainment as
"escapist," we are referring to the ability of the vicarious state and the
behavioral level of affect to disengage people from the cares of life
and transport them into some other world.
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Video Games
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Video games are a mixture of interactive fiction with entertain
ment. During the twentyfirst century, they promise to evolve into
radically different forms of entertainment, sport, training, and edu
cation. Many games are fairly elementary, simply putting a player in
some role where fast reflexes—and sometimes great patience—are
required to traverse a relatively fixed set of obstacles in order to
move up the levels either to obtain a total game score or to accom
plish some simple goal ("rescue the beleaguered princess and save
her kingdom"). But wait. The story lines are getting evermore com
plex and realistic, the demands upon the player more reflective and
cognitive, less visceral and fast motor responses. The graphics and
sound are getting so good that simulator games can be used for real
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FIGURE 5.1
Oops! Uh oh, the poor chair.
It lost its ball, and it doesn't want anyone to know! Look
how quietly it's sneaking out its foot, hoping to get it back
before anyone notices.
(Renwick Gallery; image courtesy of Jake Cress, cabinetmaker.)
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People, Places,
and Things
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Physical: Face, eyes, body, movement
Psychological: Preferences, humor, personality, feelings,
empathy, "I'm sorry"
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With the chair in figure 5.1, we succumb to the physical side. With
computers, we often fall for the social dynamics (or, as is more often
the case, the inept social dynamics). Basically, if something interacts
with us, we interpret that interaction; the more responsive it is to us
through its body actions, its language, its taking of turns, and itsgen
eral responsiveness, the more we treat it like a social actor. This list
applies to everything, human or animal, animate or nonanimate.
Note that just as we infer the mental intentions of a chair without
any real basis, we do the same for animals and other people. We don't
have any more access to another person's mind than we do to the mind
of an animal or chair. Our judgments of others are private interpreta
tions based on observation and inference, not much different, really,
than the evidence that makes us feel sorry for the poor chair. In fact,
we don't have all that much information about the workings of our
own minds. Only the reflective level is conscious: most of our motiva
tions, beliefs, and feelings operate at the visceral and behavioral levels,
below the level of awareness. The reflective level tries hard to make
sense of the actions and behavior of the subconscious. But in fact,
most of our behavior is subconscious and unknowable. Hence the
need for others to aid us in times of trouble, for psychiatrists, psychol
ogists, and analysts. Hence Sigmund Freud's historically impressive
descriptions of the workings of id, ego, and superego.
So interpret we do, and over the many thousands or millions of
years of evolution, we have coevolved muscle systems that display
our emotions, and perceptual systems that interpret those of others.
And with that interpretation also comes emotional judgment and
empathy. We interpret, we emote. We can thereby believe that the
object of our interpretations is sad or happy, angry or calm, sneaky or
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embarrassed. And, in turn, we ourselves can become emotional just by
our interpretation of others. We cannot control those initial interpre
tations, for they come automatically, built in at the visceral level. We
can control the final emotions through reflective analysis, but those
initial impressions are subconscious and automatic. But, more impor
tant, it is this behavior that greases the wheels of social interaction,
that makes it possible.
Designers take note. Humans are predisposed to anthropomorphize,
to project human emotions and beliefs into anything. On the one hand,
the anthropomorphic responses can bring great delight and pleasure to
the user of a product. If everything works smoothly, fulfilling expecta
tions, the affective system responds positively, bringing pleasure to the
user. Similarly, if the design itself is elegant, beautiful, or perhaps play
ful and fun, once again the affective system reacts positively. In both
cases, we attribute our pleasure to the product, so we praise it, and in
extreme cases become emotionally attached to it. But when the behavior
is frustrating, when the system appears to be recalcitrant, refusing to
behave properly, the result is negative affect, anger, or worse, even rage.
We blame the product. The principles for designing pleasurable, effec
tive interaction between people and products are the very same ones
that support pleasurable and effective interaction between individuals.
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we get so angry at inanimate objects? The computer—or for that mat
ter, any machine—doesn't intend to anger; machines have no inten
tions at all, at least not yet. We get angry because that's how our mind
works. As far as we are concerned, we have done everything right, so
the inappropriate behavior is therefore the fault of the computer. The
"we" who faults the computer comes from the reflective level of our
minds, the level that observes and passes judgment. Negative judg
ments lead to negative emotions, which can then inflame the judg
ments. The system for making judgments—cognition—is tightly
coupled with the emotional system: each reinforces the other. The
longer a problems lasts, the worse it becomes. Mild unhappiness is
transformed into strong unhappiness. Unhappiness is transformed
into anger, and anger into rage.
Note that when we get angry at our computer, we are assigning
blame. Blame and its opposite, credit, are social judgments, assigning
responsibility. This requires a more complex affective assessment than
the dissatisfaction or pleasure one gets from a well or illdesigned
product. Blame or credit can come about only if we are treating the
machine as if it were a causal agent, as if it made choices, in other
words, as a human does.
How does this happen? Neither the visceral nor the behavioral level
can determine causes. It is the role of reflection to understand, to
interpret and find reasons, and to assign causes. Most of our rich,
deepest emotions are ones where we have attributed a cause to an
occurrence. These emotions originate from reflection. For example,
two of the simpler emotions are hope and anxiety, hope resulting from
expectation of a positive result, anxiety from expectation of some
thing negative. If you are anxious, but the expected negative outcome
doesn't happen, your emotion is one of relief. If you expect some
thing positive, you are hopeful, and if it doesn't happen, then you feel
disappointment.
So far, this is pretty simple, but suppose you—at your reflective
level, to be more precise—decide that the result was someone's fault?
Now we get into the complex emotions. Whose fault was it? When the
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result is negative and the blame put on yourself, you get remorse, self
anger, and shame. If you blame someone else, then you feel anger and
reproach.
When the result is positive and the credit yours, you get pride and
gratification. When the credit is someone else's, you get gratitude
and admiration. Note how emotions reflect the interaction with oth
ers. Affect and emotion constitute a complex subject, involving all
three levels, with the most complex emotions dependent upon just
how the reflective level attributes causes. Reflection, therefore, is at
the heart of the cognitive basis of emotions. The important point is
that these emotions apply equally well to things as to people, and why
not? Why distinguish between animate and inanimate things? You
build up expectations of behavior based upon prior experience, and if
the items with which you interact fail to live up to expectations, that is
a violation of trust, for which you assign blame, which can soon lead
to anger.
Cooperation relies on trust. For a team to work effectively each
individual needs to be able to count on team members to behave as
expected. Establishing trust is complex, but it involves, among other
things, implicit and explicit promises, then clear attempts to deliver,
and, moreover, evidence. When someone fails to deliver as expected,
whether or not trust is violated depends upon the situation and'upon
where the blame falls.
Simple mechanical objects can be trusted, if only because their
behavior is so simple that our expectations are apt to be accurate. Yes,
a support or a knife blade may break unexpectedly, but that is about
the largest possible transgression a simple object can do. Complex
mechanical devices can go wrong in many more ways, and many a
person has fallen in love—or become outraged—over the transgres
sions of automobiles, shop equipment, or other complex machinery.
When it comes to a lack of trust, the worst offenders of all are
today's electronic devices, especially the computer (although the cell
phone is rapidly gaining ground). The problem here is that you don't
know what to expect. The manufacturerspromise all sorts of wonder
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Trust is an essential ingredient in cooperative, human interaction. Alas,
this also makes it a vulnerability, ready for exploitation by what is called
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"social engineering," the crooks, thieves, and terrorists who exploit and
manipulate our trust and good nature for their gain. As more and more
of our everyday objects are manufactured with computer chips inside,
with intelligence and flexibility, and with communication channels to
the other devices in our environment and to the worldwide network of
information and services, it is critical to worry about those who would
do harm, whether by accident, for the sake of mischief, for fun, or with
malicious intent to defraud or harm. Crooks, thieves, criminals, and ter
rorists are experts at exploiting the willingness of people to help one
another, both to figure out how to use onerous technology and when
someone appears to be in urgent need of assistance.
A common approach to improved safety and security is to tighten
up on procedures and to require redundant checking. But as more
people are involved in checking a task, safety can decrease. This is
called "bystander apathy," a term that came from studies of the 1964
murder of Kitty Genovese on the streets of New York City. Although
numerous people witnessed that incident, no one helped. At first the
lack of response was simply blamed on the callousness of New York
City residents, but social psychologists Bibb Latane and John Darley
were able to repeat the bystander behavior, both in their laboratory
and in field studies. They concluded that the more people watching,
the less likely anyone would help. Why?
Think about your own reaction. If you were by yourself, walking
along the streets of a large city and encountered what looked like a
crime, you might be frightened and, therefore, reluctant to intervene.
Still, you probably would try to call for help. But suppose a crowd of
people were watching the incident? What would you do then? You
probably would assume that you weren't witnessing anything serious,
because if it were, people in the crowd would be doing something.
The fact that nobody is doing anything must mean that nothing bad is
happening. After all, in a large city, anything might happen: maybe it's
actors making a movie.
Bystander apathy works in security as well. Suppose that you are
working as a technician at a power plant. Among your jobs, you are
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In my consulting work, I am often called upon to predict the next
"killer application," to discover the next product that will be so popu
lar that everyone will have to own it. Unfortunately, if I have learned
anything, it is that precise predictions of this sort are simply not possi
ble. The field is littered with the bodies of those who have tried.
Moreover, it is possible to be correct about a prediction, but very far
off as to its time frame. I predict that automobiles will drive them
selves. When? I have no idea: it might be twenty years, it might be one
hundred. I predict that video telephones will become so popular that
they will be everywhere, and we will simply take them for granted. In
fact, people might complain if there weren't any video. When?
Forecasters have been predicting widespread adoption of video
phones "in just a few years" for the last fifty years. Even successful
products can take decades before they catch on.
But even if exact prediction of successful products is not possible,
we can be certain of one category that almost always guarantees suc
cess: social interaction. Throughout the last one hundred years, as
technologies have changed, the importance of communication has
remained high on the list of essentials. For individual communication,
this has meant mail, the telephone, email, cell phones, and instant mes
saging and text messaging on computers and cell phones. For organi
zations, add the telegraph, the corporate memo and newsletter, the fax
machine, and the intranet, that specialization of the internet for intra
company communication and interaction. And for societal groups,
add the town crier, the daily newspaper, radio, and television.
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In the case of the personal computer, the frustrations and irritations
that lead to "computer rage" are indeed the domain of design. These
are caused by design flaws that exacerbate the problems. Some have to
do with the lack of reliability and bad programming, some with the
lack of understanding of human needs, and some the lack of fit
between the operation of the computer and the tasks that people wish
to do. All these can be solved. Today, communication seems always to
be with us, whether we wish it to or not. Whether at work or play,
school or home, we can make contact with others. Moreover, the dis
tinctions among the various media are disappearing, as we send voice
and text, words and images, music and video back and forth with
increasing ease and frequency. When my friend in Japan uses his cell
phone to take a photograph of his new grandchild and sends it to me
in the United States, is this email, photography, or telephony?
The good news is that the new technologies enable us always to feel
connected, to be able to share our thoughts and feelings no matter
where we are, no matter what we are doing, independent of the time
or time zone. The bad news is, of course, those very same things. If all
my friends were always to keep in touch, there would be no time for
anything else. Life would be filled with interruptions, twentyfour
hours a day. Each interaction alone would be pleasant and rewarding,
but the total impact would be overwhelming.
The problem, however, is that the ease of short, brief communica
tion with friends around the world disrupts the normal, everyday social
interaction. Here, the only hope is for a change in social acceptance.
This can go in two directions. We could all come to accept the inter
ruptions as a part of life, thinking nothing of it when the several mem
bers of a group continually enter their own private space to interact
with others—friends, bosses, coworkers, family, or perhaps their video
game, where their characters are in desperate need of help. The other
direction is for people to learn to limit their interactions, to let the tele
phone take messages by text, video or voice, so that the calls can be
returned at a convenient time. I can imagine solutions designed to help
facilitate this, so that the technology within a telephone might negoti
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ate with a caller, checking the calendars of each party and setting up a
time to converse, all without bothering any of the individuals.
We need technologies that provide the rich power of interaction
without the disruption: we need to regain control over our lives.
Control, in fact, seems to be the common theme, whether it be to
avoid the frustration, alienation, and anger we feel toward today's
technologies, or to permit us to interact with others reliably, or to keep
tight the bonds between us and our family, friends, and colleagues.
Not every interaction has to be done in real time, with participants
interrupting one another, always available, always responding. The
storeandforward technologies—for example email and voice mail—
allow messages to be sent at the sender's convenience, but then lis
tened to or viewed at the receiver's convenience. We need ways of
intermixing the separate communication methods, so that we could
choose mail, email, telephone, voice, or text as the occasion demands.
People need also to set aside time when they can concentrate without
interruption, so that they can stay focused.
Most of us already do this. We turn off our cell phones and deliber
ately do not carry them at times. We screen our telephone calls, not
answering unless we see—or hear—that it is from someone we really
wish to speak to. We go away to private locations, the better to write,
think, or simply relax.
Today, the technologies are struggling to ensure their ubiquitous
presence, so that no matter where we are, no matter what we are
doing, they are available. That is fine, as long as the choice of whether
to use them remains with the individual at the receiving end. I have
great faith in society. I believe we will come to a sensible accommoda
tion with these technologies. In the early years of any technology, the
potential applications are matched by the alltooapparent drawbacks,
yielding the lovehate relationship so common with new technologies.
Love for the potential, hate for the actuality. But with time, with
improved design of both the technology and the manner in which it is
used, it is possible to minimize the hate and transform the relationship
to one of love.
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CHAPTER Six
Emotional Machines
Dave, stop . . . Stop, will you . . . Stop, Dave . . . Will
you stop, Dave . . . Stop, Dave . . . I'm afraid. I'm
afraid ... I'm afraid, Dave . . . Dave ... My mind is
going ... I can feel it ... I can feel it ... My mind is
going . . . There is no question about it ... I can feel
it ... I can feel it ... I'm a. .. fraid.
l6l
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vive. He could threaten, "Kill me and you will die, too, as soon as the
air in your backpack runs out." But HAL doesn't do any of this; he
simply states, as a fact, "I'm afraid." HAL has an intellectual knowl
edge of what it means to be afraid, but it isn't coupled to feelings or to
action: it isn't real emotion.
But why would HAL need real emotions to function? Our
machines today don't need emotions. Yes, they have a reasonable
amount of intelligence. But emotions? Nope. But future machines will
need emotions for the same reasons people do: The human emotional
system plays an essential role in survival, social interaction and coop
eration, and learning. Machines will need a form of emotion—
machine emotion—when they face the same conditions, when they
must operate continuously without any assistance from people in the
complex, everchanging world where new situations continually arise.
As machines become more and more capable, taking on many of our
roles, designers face the complex task of deciding just how they shall
be constructed, just how they will interact with one another and with
people. Thus, for the same reason that animals and people haveemo
tions, I believe that machines will also need them. They won't be
human emotions, mind you,but rather emotions that fit the needs of
the machines themselves.
Robots already exist. Most are fairly simple automated arms and
tools in factories, but they are increasing in power and capabilities,
branching out to a much wider array of activities and places. Some do
useful jobs, as do the lawnmowing and vacuumcleaning robots that
already exist. Some, such as the surrogate pets, are playful. Some sim
ple robots are being used for dangerous jobs, such as fire fighting,
searchandrescue missions, or for military purposes. Some robots
even deliver mail, dispense medicine, and take on other relatively sim
ple tasks. As robots become more advanced, they will need only the
simplest of emotions, starting with such practical ones as viscerallike
fear of heights or concern about bumping into things. Robot pets will
have playful, engaging personalities. With time, as these robots gain
in capability, they will come to possess fullfledged emotions: fear and
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FIGURE 6.1
C3PO (left) and R2D2 (right) of Star Wars fame.
Both are remarkably expressive despite R2D2's lack of body and facial structure.
(Courtesy of Lucasfilm Ltd.)
anxiety when in dangerous situations, pleasure when accomplishing a
desired goal, pride in the quality of their work, and subservience and
obedience to their owners. Because many of these robots will work in
the home environment, interacting with people and other household
robots, they will need to display their emotions, to have something
analogous to facial expressions and body language.
Facial expressions and body language are part of the "system
image" of a robot, allowing the people with whom it interacts to have
a better conceptual model of its operation. When we interact with
other people, their facial expressions and body language let us know if
they understand us, if they are puzzled, and if they are in agreement.
We can tell when people are having difficulty by their expressions.
The same sort of nonverbal feedback will be invaluable when we
interact with robots: Do the robots understand their instructions?
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When are they working hard at the task? When are they being suc
cessful? When are they having difficulties? Emotional expressions
will let us know their motivations and desires, their accomplishments
and frustrations, and thus will increase our satisfaction and under
standing of the robots: we will be able to tell what they are capable of
and what they aren't.
Finding the right mix of emotions and intelligence is not easy. The
two robots from the Star Wars films, R2D2 and C3PO, act like
machines we might enjoy having around the house. I suspect that part
of their charm is in the way they display their limitations. C3PO is a
clumsy, wellmeaning oaf,pretty incompetent at all tasks except the
one for which he is a specialist: translating languages and machine
communication. R2D2 is designed for interacting with other machines
and has limited physical capabilities. It has to rely upon C3PO to talk
with people.
R2D2 and C3PO show their emotions well, letting the screen char
acters—and the movie audience—understand, empathize with, and, at
times, get annoyed with them. C3PO has a humanlike form, so he can
show facial expressions and body motions: he does a lot of hand wring
ing and body swaying. R2D2 is more limited, but nonetheless very
expressive, showing how able we are to impute emotions when all we
can see is a head shaking, the body moving back and forth, and some
cute but unintelligible sounds. Through the skills of the moviemakers,
the conceptual models underlying R2D2 and C3PO are quite visible.
Thus, people always have pretty accurate understanding of their
strengths and weaknesses, which make them enjoyable and effective.
Movie robots haven't always fared well. Notice what happened to
two movie robots: HAL, of the movie 2001 and David, of the movie
Al (Artificial Intelligence}. HAL is afraid, as the opening quotation of
this chapter illustrates, and properly so. He is being taken apart—basi
cally, being murdered.
David is a robot built to be a surrogate child, taking the place of a
real child in a household. David is sophisticated, but a little too per
fect. According to the story, David is the very first robot to have
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"unconditional love." But this is not a true love. Perhaps because it is
"unconditional," it seems artificial, overly strong, and unaccompanied
by the normal human array of emotional states. Normal children may
love their parents, but they also go through stages of dislike, anger,
envy, disgust, and just plain indifference toward them. David does not
exhibit any of these feelings. David's pure love means a happy devoted
child, following his mother's footsteps, quite literally, every second of
the day. This behavior is so irritating that he is finally abandoned by
his foster mother, left in the wilderness, and told not to come back.
The role of emotion in advanced intelligence is a standard theme of
science fiction. Thus, two of the characters from the Star Trek televi
sion shows and films wrestle with the role of emotion and intelligence.
The first, Spock, whose mother is human but whose father is Vulcan,
has essentially no emotions, giving the story writers wonderful oppor
tunities to pit Spock's pure reason against Captain Kirk's human emo
tions. Similarly, in the later series, Lieutenant Commander Data is
pure android, completely artificial, and his lack of emotion provides
similar fodder for the writers, although several episodes tinker with
the possibility of adding an "emotion chip" into Data, as if emotion
were a separate section of the brain that could be added or subtracted
at will. But although the series is fiction, the writers did their home
work well: their portrayal of the role of emotion in decision making
and social interaction is reasonable enough that the psychologists
Robert Sekuler and Randolph Blake found them excellent examples of
the phenomena, appropriate for teaching introductory psychology. In
their book, Star Trek on the Brain, they used numerous examples from
the Star Trek series to illustrate the role of emotion in behavior
(among other topics).
Emotional Things
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Animals and humans have developed sophisticated mechanisms for
surviving in an unpredictable, dynamic world, coupling the appraisals
and evaluations of affect to methods for modulating the overall sys
tem. The result is increased robustness and error tolerance. Our artifi
cial systems would do well to learn from their example.
Emotional Robots
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doing that, why not make the pantry a specialized robot, one capable
of removing the clean dishes from the dishwasher and storing them
for later use? The special trays would help the pantry as well. Perhaps
the pantry could automatically deliver cups to the coffeemaker and
plates to the home cooking robot, which is, of course, connected to
refrigerator, sink, and trash. Does this sound farfetched? Perhaps,
but, in fact, our household appliances are already complex, many of
them with multiple connections to services. The refrigerator has con
nections to electric power and water. Some are already connected to
the internet. The dishwasher and clothes washer have electricity,
water and sewer connections. Integrating these units so that they can
work smoothly with one another does not seem all that difficult.
I imagine that the home will contain a number of specialized
robots: the servant is perhaps the most general purpose, but it would
work together with a cleaning robot, the drink dispensing robot, per
haps some outside gardening robots, and a family of kitchen robots,
such as dishwasher, coffeemaking, and pantry robots. As these
robots are developed, we will probably also design specialized objects
in the home that simplify the tasks for the robots, coevolving robot
and home to work smoothly together. Note that the end result will be
better for people as well. Thus, the drink dispenser robot would allow
anyone to walk up to it and ask for a can, except that you wouldn't use
infrared or radio, you might push a button or perhaps just ask.
I am not alone in imagining this coevolution of robots and homes.
Rodney Brooks, one of the world's leading roboticists, head of the
MIT Artificial Intelligence Laboratory and founder of a company that
builds home and commercial robots, imagines a rich ecology of envi
ronments and robots, with specialized ones living on devices, each
responsible to keep its domain clean: one does the bathtub, another the
toilet; one does windows, another manipulates mirrors. Brooks even
contemplates a robot dining room table, with storage area and dish
washer built into its base so that "when we want to set the table, small
robotic arms, not unlike the ones in a jukebox, will bring the required
dishes and cutlery out onto the place settings. As each course is fin
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FIGURE 6.3
What should a robot look like?
The Roomba is a vacuum cleaner, its shape appropriate for running around
the floor and maneuvering itself under the furniture. This robot doesn't look
like either a person or an animal, nor should it: its shape fits the task.
(Courtesy of iRobot Inc.)
body to hold the batteries and to support the legs, wheels, or tracks for
locomotion; hands to pick up objects; and cameras (eyes) on top
where they can better survey the environment. In other words, some
robots will look like an animal or human, not because this is cute, but
because it is the most effective configuration for the task. These
robots will probably look something like R2D2 (figure 6.1): a cylin
drical or rectangular body on top of some wheels, tracks, or legs;
some form of manipulable arm or tray; and sensors all around to
detect obstacles, stairs, people, pets, other robots, and, of course the
objects they are supposed to interact with. Except for pure entertain
ment value, it is difficult to understand why we would ever want a
robot that looked like C3PO.
In fact, making a robot humanlike might backfire, making it less
acceptable. Masahiro Mori, a Japanese roboticist, has argued that we
are least accepting of creatures that look very human, but that per
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form badly, a concept demonstrated in film and theater by the terrify
ing nature of zombies and monsters (think of Frankenstein's monster)
that take on human form, but with inhuman movement and ghastly
appearance. We are not nearly so dismayed—or frightened—by non
human shapes and forms. Even perfect replicas of humans might be
problematic, for even if the robot could not be distinguished from
humans, this very lack of distinction can lead to emotional angst (a
theme explored in many a science fiction novel, especially Philip K.
Dick's Do Androids Dream of Electric Sheep? and, in movie version,
Blade Runner). According to this line of argument, C3PO gets away
with its humanoid form because it is so clumsy, both in manner and
behavior, that it appears more cute or even irritating than threatening.
Robots that serve human needs—for example, robots as pets—
should probably look like living creatures, if only to tap into our vis
ceral system, which is prewired to interpret human and animal body
language and facial expressions. Thus, an animal or a childlike shape
together with appropriate body actions, facial expressions, and
sounds will be most effective if the robot is to interact successfully
with people.
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would produce better results. For all these reasons, and more, the robot
will need to be designed with the ability to read the emotional state of
its owners.
A robot will need to have eyes and ears (cameras and microphones)
to read facial expressions, body language, and the emotional compo
nents of speech. It will have to be sensitive to tones of voice, the
tempo of speech, and its amplitude, so that it can recognize anger,
delight, frustration, or joy. It needs to be able to recognize scolding
voices from praising ones. Note that all of these states can be recog
nized just by their sound quality without the need to recognize the
words or language. Notice that you can determine other people's
emotional states just by the tone of voice alone. Try it: Make believe
you are in any one of those states—angry, happy, scolding, or prais
ing—and express yourself while keeping your lips firmly sealed. You
can do it entirely with the sounds, without speaking a word. These are
universal sound patterns.
Similarly, the robot should display its emotional state, much as a
person does (or, perhaps more appropriately, as a pet dog or child
does), so that the people with whom it is interacting can tell when a
request is understood, when it is something easy to do, difficult to do,
or perhaps even when the robot judges it to be inappropriate.
Similarly, the robot should show pleasure and displeasure, an ener
getic appearance or exhaustion, confidence or anxiety when appropri
ate. If it is stuck, unable to complete a task, it should show its
frustration. It will be as valuable for the robot to display its emotional
state as it is for people to do so. The expressions of the robot will
allow us humans to understand the state of the robot, thereby learning
which tasks are appropriate for it, which are not. As a result, we can
clarify instructions or even offer help, eventually learning to take bet
ter advantage of the robot's capabilities.
Many people in the robotics and computer research community
believe that the way to display emotionsis to have a robot decide
whether it is happy or sad, angry or upset, and then display the appro
priate face, usually an exaggerated parody of a person in those states. I
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argue strongly against this approach. It is fake, and, moreover, it looks
fake. This is not how people operate. We don't decide that we are
happy, and then put on a happy face, at least not normally. This is
what we do when we are trying to fool someone. But think about all
those professionals who are forced to smile no matter what the cir
cumstance: they fool no one—they look just like they are forcing a
smile, as indeed they are.
The way humans show facial expression is by automatic innerva
tion of the large number of muscles involved in controlling the face
and body. Positive affect leads to relaxation of some muscle groups,
automatic pulling up of many facial muscles (hence the smile, raised
eyebrows and cheeks, etc.), and a tendency to open up and draw clos
er to the positive event or thing. Negative affect has the opposite
impact, causing withdrawal, to push away. Some muscles are tensed,
and some of the facial muscles pull downward (hence the frown).
Most affective states are complex mixtures of positive and negative
valence, at differing levels of arousal, with some residue of the imme
diately previous states. The resulting expressions are rich and inform
ative. And real.
Fake emotions look fake: we are very good at detecting false
attempts to manipulate us. Thus, many of the computer systems we
interact with—the ones with cute, smiling helpers and artificially
sweet voices and expressions—tend to be more irritating than useful.
"How do I turn this off?" is a question often asked of me, and I have
become adept at disabling them, both in my own computers or those
of others who seek to be released from the irritation.
I have argued that machines should indeed both have and display
emotions, the better for us to interact with them. This is precisely why
the emotions need to appear as natural and ordinary as human emo
tions. They must be real, a direct reflection of the internal states and
processing of a robot. We need to know when a robot is confident or
confused, secure or worried, understanding our queries or not, work
ing on our request or ignoring us. If the facial and body expressions
reflect the underlying processing, then the emotional displays will
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FIGURE 6.4
The complexity of robot facial musculature.
MIT Professor Cynthia Breazeal with her robot Leonardo.
(Photograph by author.)
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—Daniel Goleman,
Emotional Intelligence
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FIGURE 6.5
MIT's Affective Computing program.
The diagram indicates the complexity of the human affective system and
the challenges required to monitor affect properly. From the work of Prof.
Rosalind Picard of MIT.
(Drawing courtesy of Roz Picard and Jonathan Klein.)
could sense when the learner was doing well, was frustrated, or was
proceeding appropriately? Or what if the home appliances and robots
of the future could change their operations according to the moods of
their owners? What then?
Professor Rosalind Picard at the MIT Media Laboratory leads a
research effort entitled "Affective Computing," an attempt to develop
machines that can sense the emotions of the people with whom they
are interacting, and then respond accordingly. Her research group has
made considerable progress in developing measuring devices to sense
fear and anxiety, unhappiness and distress. And, of course, satisfaction
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ing and graphing multiple physiological measures such as heart rate,
breathing rate, and skin conductance. A lie detector does not detect
falsehoods; it detects a person's affective response to a series of ques
tions being asked by the examiner, where some of the answers are
assumed to be truthful (and thus show low affective responses) and
some deceitful (and thus show high affective arousal). It is easy to see
why lie detectors are so controversial. Innocent people might have
large emotional responses to critical questions while guilty people
might show no response to the same questions.
Skilled operators of lie detectors try to compensate for these diffi
culties by the use of control questions to calibrate a person's responses.
For example, by asking a question to which they expect a lie in
response, but that is not relevant to the issue at hand, they can see
what a lie response looks like in the person being tested. This is done
by interviewing the suspect and then developing a series of questions
designed to ferret out normal deviant behavior, behavior in which the
examiner has no interest, but where the suspect is likely to lie. One
question commonly used in the United States is "Did you ever steal
something when you were a teenager?"
Because lie detectors record underlying physiological states asso
ciated with emotions rather than with lies, they are not very reliable,
yielding both misses (when a lie is not detected because it produces
no emotional response) and false alarms (when the nervous suspect
produces emotional responses even though he or she is not guilty).
Skilled operators of these machines are aware of the pitfalls, and
some use the lie detector test as a means of eliciting a confession:
people who truly believe the lie detector can "read minds" might
confess just because of their fear of the test. I have spoken to skilled
operators who readily agree to the critique I just provided, but are
proud of their record of eliciting voluntary confessions. But even
innocent people have sometimes confessed to crimes they did not
commit, strange as this might seem. The record of accuracy is
flawed enough that the National Research Council of the United
States National Academies performed a lengthy, thorough study and
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S U P P O S E WE could detect a person's emotional state, then what?
How should we respond? This is a major, unsolved problem.
Consider the classroom situation. If a student is frustrated, should we
try to remove the frustration, or is the frustration a necessary part of
learning? If an automobile driver is tense and stressed, what is the
appropriate response?
The proper response to an emotion clearly depends upon the situa
tion. If a student is frustrated because the information provided is not
clear or intelligible, then knowing about the frustration is important to
the instructor, who presumably can correct the problem through fur
ther explanation. (In my experience, however, this often fails, because
an instructor who causes such frustration in the first place is usually
poorly equipped to understand how to remedy the problem.)
If the frustration is due to the complexity of the problem, then the
proper response of a teacher might be to do nothing. It is normal and
proper for students to become frustrated when attempting to solve
problems slightly beyond their ability, or to do something that has
never been done before. In fact, if students aren't occasionally frus
trated, it probably is a bad thing—it means they aren't taking enough
risks, they aren't pushing themselves sufficiently.
Still, it probably is good to reassure frustrated students, to explain
that some amount of frustration is appropriate and even necessary.
This is a good kind of frustration that leads to improvement and
learning. If it goes on too long, however, the frustration can lead stu
dents to give up, to decide that the problem is above their ability. Here
is where it is necessary to offer advice, tutorial explanations, or other
guidance.
What of frustrations shown by students that have nothing to do
with the class, that might be the result of some personal experience,
outside the classroom? Here it isn't clear what to do. The instructor,
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whether person or machine, is not apt to be a good therapist.
Expressing sympathy might or might not be the best or most appro
priate response.
Machines that can sense emotions are an emerging new frontier of
research, one that raises as many questions as it addresses, both in how
machines might detect emotions and in how to determine the most
appropriate way of responding. Note that while we struggle to deter
mine how to make machines respond appropriately to signs of emo
tions, people aren't particularly good at it either. Many people have
great difficulty responding appropriately to others who are experienc
ing emotional distress: sometimes their attempts to be helpful make
the problem worse. And many are surprisingly insensitive to the emo
tional states of others, even people whom they know well. It is natural
for people under emotional strain to try to hide the fact, and most peo
ple are not experts in detecting emotional signs.
Still, this is an important research area. Even if we are never able to
develop machines that can respond completely appropriately, the
research should inform us both about human emotion and also about
humanmachine interaction.
It is surprisingly easy to get people to have an intense emotional expe
rience with even the simplest of computer systems. Perhaps the earli
est such experience was with Eliza, a computer program developed by
the MIT computer scientist Joseph Weizenbaum. Eliza was a simple
program that worked by following a small number of conversational
scripts that had been prepared in advance by the programmer (origi
nally, this was Weizenbaum). By following these scripts, Eliza could
interact with a person on whatever subject the script had prepared it
for. Here is an example. When you started the program, it would greet
you by saying: "Hello. I am ELIZA. How can I help you?" If you
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the computer was running, he assumed that Bobrow was using it from
home, and,according to Bobrow, "decided to use the 'obvious'com
munication link I must have left going" to chat with him. So the VP
typed some questions for Bobrow. But Bobrow was at home, asleep,
and what ensued was actually taking place between Eliza and the VP,
who assumed these responses came from Bobrow:
VP: Do you think that I can use the computer this morning?
Eliza: Why do you ask?
VP: I might be able to make some additional Telcom sales.
Eliza: Why aren't you so sure?
VP: My prospective customers have never seen a demonstration
of the system.
Eliza: Does this mean very much to you?
VP: Of course it does.
Eliza: You seem very positive about that.
VP: This is ridiculous.
Eliza: What do you mean, this is ridiculous?
VP: Is there any reason why I can't use the computer now?
Eliza: Tell me more about your prospective customers.
VP: Please dial me up on 4911850
In those days, computers were not very powerful, and the only way
that the Eliza program could tell when a person had finished a sen
tence was by noticing a period. Up to that last line, the VP had fin
ished each line with a period, but this time he neglected it. As a result,
the computer kept waiting for more typing and, therefore, didn't
answer. According to Bobrow, "This so infuriated the VP, who
thought I was playing games with him, that he called me up, woke me
from a deep sleep, and said: 'Why are you being so snotty tome?'
'What do you mean I am being snotty to you?,' I answered." Then,
Bobrow told me, "The VP angrily read me the dialog that 'we' had
been having, and couldn't get any response but laughter from me. It
took a while to convince him it really was a computer."
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As Bobrow told me when I discussed this interaction with him,
"You can see he cared a lot about the answers to his questions, and
what he thought were my remarks had an emotional effect on him."
We are extremely trusting, which makes us very easy to fool, and very
angry when we think we aren't being taken seriously.
The reason Eliza had such a powerful impact is related to the dis
cussions in chapter 5 on the human tendency to believe that any intel
ligentseeming interaction must be due to a human or, at least, an
intelligent presence: anthropomorphism. Moreover, because we are
trusting, we tend to take these interactions seriously. Eliza was written
a long time ago, but its creator, Joseph Weizenbaum, was horrified by
the seriousness with which his simple system was taken by so many
people who interacted with it. His concerns led him to write Computer
Power and Human Reason, in which he argued most cogently that these
shallow interactions were detrimental to human society.
We have come a long way since Eliza was written. Computers of
today are thousands of times more powerful than they were in the
1960s and, more importantly, our knowledge of human behavior and
psychology has improved dramatically. As a result, today we can write
programs and build machines that, unlike Eliza, have some true under
standing and can exhibit true emotions. However, this doesn't mean
that we have escaped from Weizenbaum's concerns. Consider Kismet.
Kismet, whose photograph is shown in figure 6.6, was developed
by a team of researchers at the MIT Artificial Intelligence Laboratory
and reported upon in detail in Cynthia Breazeal's Designing Sociable
Robots.
Recall that the underlying emotions of speech can be detected with
out any language understanding. Angry, scolding, pleading, consol
ing, grateful, and praising voices all have distinctive pitch and
loudness contours. We can tell which of these states someone is in
even if they are speaking in a foreign language. Our pets can often
detect our moods through both our body language and the emotional
patterns within our voices.
Kismet uses these cues to detect the emotional state of the person
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FIGURE 6.6
Kismet, a robot designed for social interactions, looking surprised.
(Image courtesy of Cynthia Breazeal.)
with whom it is interacting. Kismet has video cameras for eyes and a
microphone with which to listen. Kismet has a sophisticated structure
for interpreting, evaluating, and responding to the world—shown in
figure 6.7—that combines perception, emotion, and attention to con
trol behavior. Walk up to Kismet, and it turns to face you, looking you
straight in the eyes. But if you just stand there and do nothing else,
Kismet gets bored and looks around. If you do speak, it is sensitive to
the emotional tone of the voice, reacting with interest and pleasure to
encouraging, rewarding praise and with shame and sorrow to scold
ing. Kismet's emotional space is quite rich, and it can move its head,
neck, eyes, ears, and mouth to express emotions. Make it sad, and its
ears droop. Make it excited and it perks up. When unhappy, the head
droops, ears sag, mouth turns down.
Interacting with Kismet is a rich, engaging experience. It is difficult
to believe that Kismet is all emotion, with no understanding. But walk
up to it, speak excitedly, show it your brandnew watch, and Kismet
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FIGURE 6.7
Kismet's emotional system.
The heart of Kismet's operation is in the interaction of perception,
emotion, and behavior.
(Figure redrawn, slightly modified with permission of Cynthia Breazeal,
from http://www.ai.mit.edu/projects/sociable/emotions.html.)
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ing. Therefore, the interest and boredom that it shows toward people
are simply programmed responses to changes—or the lack thereof—
in the environment and responses to movement and physical aspects
of speech. Although Kismet can sometimes keep people entranced for
long periods, the enhancement is somewhat akin to that of Eliza: most
of the sophistication is in the observer's interpretations.
Aibo, the Sony robot dog, has a far less sophisticated emotional
repertoire and intelligence than Kismet. Nonetheless, Aibo has also
proven to be incredibly engaging to its owners. Many owners of the
robot dog band together to form clubs: some own several robots.
They trade stories about how they have trained Aibo to do various
tricks. They share ideas and techniques. Some firmly believe that their
personal Aibo recognizes them and obeys commands even though it is
not capable of these deeds.
When machines display emotions, they provide a rich and satisfy
ing interaction with people, even though most of the richness and sat
isfaction, most of the interpretation and understanding, comes from
within the head of the person, not from the artificial system. Sherry
Turkic, both an MIT professor and a psychoanalyst, has summarized
these interactions by pointing out, "It tells you more about us as
human beings than it does the robots." Anthropomorphism again: we
read emotions and intentions into all sorts of things. "These things
push on our buttons whether or not they have consciousness or intelli
gence," Turkic said. "They push on our buttons to recognize them as
though they do. We are programmed to respond in a caring way to
these new kinds of creatures. The key is these objects want you tonur
ture them and they thrive when you pay attention."
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and three) and wrote a sequence of stories to illustrate the dilemmas
that robots would find themselves in, and how the three laws would
allow them to handle these situations. These three laws dealt with the
interaction of robots and people, but as his story line progressed into
more complex situations, Asimov felt compelled to add an even more
fundamental law dealing with the robots' relationship to humanity
itself. This one was so fundamental that it had to come first; but,
because he already had a law labeled First, this fourth law had to be
labeled Zeroth.
Asimov's vision of people and of the workings of industry was
strangely crude. It was only his robots that behaved well. When I
reread his books in preparation for this chapter, I was surprised at the
discrepancy between my fond memories of the stories and my
response to them now. His people are rude, sexist, and naive. They
seem unable to converse unless they are insulting each other, fighting,
or jeering. His fictional company, the U.S. Robots and Mechanical Men
Corporation doesn't fare well either. It is secretive, manipulative, and
allows no tolerance for error: make one mistake and the company
would fire you. Asimov spent his entire life in a university. Maybe that
is why he had such a weird view of the real world.
Nonetheless, his analysis of the reaction of society to robots—and
of robots to humans—was interesting. He thought society would turn
against robots; and, indeed, he wrote that "most of the world govern
ments banned robot use on earth for any purpose other than scientific
research between 2003 and 2007." (Robots, however, were allowed for
space exploration and mining; and in Asimov's stories, these activities
are widely deployed in the early 2000s, which allow the robot industry
to survive and grow.) The Laws of Robotics are intended to reassure
humanity that robots will not be a threat and will, moreover, always be
subservient to humans.
Today, even our most powerful and functional robots are far from
the stage of Asimov's. They do not operate for long periods without
human control and assistance. Even so, the laws are an excellent tool
for examining just how robots and humans should interact.
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robots have sensing mechanisms that cause them to stop or back away
whenever they bump into anything or come too close to an edge, such
as a stairway. Industrial robots are often fenced off, so that people
can't get near them when they are operating. Some have people detec
tors, so they stop when they detect someone nearby. Home robots
have many mechanisms to minimize the chance of damage; but at the
moment, most of them are so underpowered that they couldn't hurt
even if they tried to. Moreover, the lawyers are very careful to guard
against potential damage. One company sells a home robot that can be
used to teach children by reading books to them and that can also
serve as a home sentinel, wandering about the house, taking photo
graphs of unexpected encounters and notifying its owners, by email if
necessary (through its wireless internet connection, attaching the pho
tographs along with the message, of course). Despite these intended
applications, the robot comes with stern instructions that it is not to be
used near children, nor is it to be left unattended in the house.
A lot of effort has gone into implementation of the safety provision
of the first law. Most of this work can be thought of as applying to the
visceral level, where fairly simple mechanisms are used to shut down
the system if safety regulations are violated.
The second part of the law—do not allow harm through inac
tion—is quite difficult to implement. If determining how a machine's
actions might affect people is difficult, trying to determine how the
lack of an action might have an impact is even more so. This would be
a reflective level implementation, for the robot would have to do con
siderable analysis and planning to determine when lack of action
would lead to harm. This is beyond most capabilities today.
Despite the difficulties, some simple solutions to the problem do
exist. Many computers are plugged into "noninterruptible power sup
plies" to avoid loss of data in cases of power failure. If the power
failed and no action were taken, harm would occur, but in these cases,
when the power fails, the power supply springs into action, switching
to batteries, converting the battery voltage to the form the computer
requires. It can also be set to notify people and to turn off the comput
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remote locations, or when one wishes to study a topic for which there
is not easy access to teachers. Robot teachers will help make lifelong
learning a practicality. They can make it possible to learn no matter
where one is in the world, no matter the time of day. Learning should
take place when it is needed, when the learner is interested, not
according to some arbitrary, fixed school schedule.
Many are bothered by these possibilities, so much so that they reject
them out of hand as unethical, immoral. Although I do not do so, I do
sympathize with their concerns. However, I see the development of
intelligent machines as both inevitable and beneficial. Where will
there be benefits? In such areas as doing dangerous tasks, driving
automobiles, piloting commercial vessels, in education, in medicine,
and in taking over routine work. Where might there be moral and
ethical concerns? Pretty much in the same list of activities. Let me
explore the beneficial aspects in more detail.
Consider some of the benefits. Robots could be—and to some
extent already are—used in dangerous tasks, where people's lives are
at risk. This includes such things as searchandrescue operations,
exploration, and mining. What are the problems? The major ones are
likely to come from the use of robots to enhance illegal or unethical
activities: robbery, murder, and terrorism.
Will robot cars replace the need for human drivers? I hope so.
Every year, tens of thousands of people are killed, and hundreds of
thousands seriously injured through motor vehicle accidents.
Wouldn't it be nice if automobiles were as safe as commercial avia
tion? Here is where automated vehicles can be a wonderful saving.
Moreover, automated vehicles could drive more closely to one anoth
er, helping to reduce traffic congestion, and they could drive more
efficiently, helping to solve some of the energy issues associated with
driving.
Driving an automobile is deceptively simple: most of the time it
takes little skill. As a result, many are lulled into a false sense of secu
rity and selfconfidence. But when danger arises, it does so rapidly,
and then the distracted, the semiskilled, the untrained, and those tern
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porarily impaired by drugs, alcohol, illness, fatigue, or sleep depriva
tion are often incapable of reacting properly in time. Even well
trained commercial drivers have accidents: automated vehicles will
not reduce all accidents and injuries, but they stand a good chance of
dramatically reducing the present toll. Yes, some people truly enjoy
the sport of driving, but these could be accommodated on special
roads, recreational areas, and race tracks. Automation of everyday
driving would lead to loss of jobs for drivers of commercial vehicles,
but with a saving of life, overall.
Robot tutors have great potential for changing the way we teach.
Today's model is far too often that of a pedant lecturing at the front of
the classroom, forcing students to listen to material they have no inter
est in, that appears irrelevant to their daily lives. Lectures and text
books are the easiest way to teach from the point of view of the
teacher, but the least effective for the learner. The most powerful
learning takes place when wellmotivated students get excited by a
topic and then struggle with the concepts, learning how to apply them
to issues they care about. Yes, struggle: learning is an active, dynamic
process, and struggle is a part of it. But when students care about
something the struggle is enjoyable. This is how great teaching has
always taken place—not through lecturing, but through apprentice
ship, coaching, and mentoring. This is how athletes learn. This is the
essence of the attraction of video games, except that in games, what
students learn is of little practical value. These methods are well
known in the learning sciences, where they are called problembased,
inquirylearning, or constructivist.
Here is where emotion plays its part. Students learn best when
motivated, when they care. They need to be emotionally involved, to
be drawn to the excitement of the topic. This is why examples, dia
grams and illustrations, videos and animated illustrations are so pow
erful. Learning need not be a dull and dreary exercise, not even
learning about what are normally considered dull and dreary topics:
every topic can be made exciting, every topic excites the emotions of
someone, so why not excite everyone? It is time for lessons to become
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alive, for history to be seen as a human struggle, for students to under
stand and appreciate the structure of art, music, science, and mathe
matics. How can these topics be made exciting? By making them
relevant to the lives of each individual student. This is often most
effective by having students put their skills to immediate application.
Developing exciting, emotionally engaging, and intellectually effec
tive learning experiences is truly a design challenge worthy of the best
talent in the world.
Robots, machines, or computers can be of great assistance in
instruction by providing the framework for motivated, problembased
learning. Computer learning systems can provide simulated worlds in
which students can explore problems in science, literature, history, or
the arts. Robot teachers can make it easy to search the world's libraries
and knowledge bases. Human teachers will no longer have to lecture,
but instead can spend their time as coaches and mentors, helping to
teach not only the topic, but also how best to learn, so that the students
will maintain their curiosity through life, as well as the ability to teach
themselves when necessary. Human teachers are still essential, but
they can play a different, much more supportive and constructive role
than they do today.
Moreover, although I believe strongly that we could develop effi
cient robot tutors, perhaps as effective as Stephenson's The Young
Lady's Illustrated Primer (see page 171), we would not have to abandon
human teachers: automated tutors—whether books, machines, or
robots—should act as supplements to human instruction. Even
Stephenson writes in his novel that his star pupil knew nothing of the
real world and of real people because she had spent far too much time
locked up in the fantasy world of the Primer.
Robots in medicine? Yes, they could be used in all its aspects. In
medicine, however, as in many other activities, I foresee this as a part
nership, where welltrained human medical personnel work with spe
cialized robotic assistants to increase the quality and reliability of care.
Laser surgery on eyes is now close to complete machine control,
and any activity where great precision is required is a candidate for
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control of the director? Will robot athletes compete, if not with
humans, then perhaps in their own leagues—but thereby leading to
the demise of human leagues? Such a situation might very well hap
pen with chess tournaments and leagues, now that computer chess
players can beat even the best human players. What about jobs such as
accounting, bookkeeping, drafting, stock keeping, or even simple
management jobs? Will these be replaced? Yes, all this is possible;
some of it has already started. Robot musicians? The list of potential
activities is large, along with the dangers of social upheaval.
When robots are used for activities such as space exploration,dan
gerous coal mining, or searchandrescue missions, or even when they
do simple things around the house, such as vacuum cleaning and other
chores, there is not apt to be much resistance. But when they starttak
ing over large numbers of jobs or displacing large amounts of people
from routine activities, then this does become a legitimate concern,
one that raises serious issues for society.
I believe that we should welcome machines that eliminate the drea
ry tedium of many jobs—the dull shuffling of paperwork probably
being even more demeaning than many of the lowpaid, routine serv
ice jobs. This welcome, of course, assumes that machines will free
people to engage in more creative activities, where they can apply
their abilities both more pleasurably and effectively.
I have visited many parts of the world where poverty, continual
hunger and starvation, and high death rates have made me doubt the
benefits of today's systems. I have seen silk factories in India where
young girls are locked into buildings, forced to weave from early
morning till evening, locked in so that they cannot leave—or even
escape the building if there is fire—without someone from the outside
unlocking the doors. My study of history has taught me that such
inequity, brutality, and callous treatment of so many is not unusual,
and long predates the development of modern technology.
Yes, I see the downside of the deployment of intelligent machines
and robots, but I also see the downside of no deployment. Call me an
optimist, if you wish, but I believe that in the end, the human ingenu
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S e v e n : T h e F u t u r e o f R o b o t s 209
ity that we show in creating these powerful devices will also serve us
in ways to create more enriching, more enlightened activities for all of
us. Optimism does not blind me to the inequities and problems of
today's life: optimism reflects my belief that we can overcome them in
the future. Yes, we still have poverty, starvation, political inequity, and
wars, but these result more from the evils of people than from our
technologies. I do not see why the introduction of smart, emotional
robots and machines will change this situation, either for the worse or
for the better. To change evil, we must confront it directly. It is a
social, political, and human problem, not a technological one. This, of
course, does not minimize this problem nor does it absolve us from
working toward a solution. But the solution must be social and politi
cal, not technological.
The story becomes even more complex if I expand the view beyond
the shortterm horizon. At some point, robots and other machines are
apt to become truly autonomous. This is a long time away, perhaps
centuries, but it will happen. Then, there will indeed be major disrup
tions of life when much or all human work can be done by robots:
farming, mining, manufacturing, distribution, and sales. Education
and medicine. Even many aspects of art, music, literature, and enter
tainment. Robots may manufacture themselves. At that point, the rela
tionship between natural animals and robots becomes exceedingly
complex. The complexity will be amplified because many humans will
actually be cyborgs—part human, part machine. Artificial implants
already exist, mostly as medical prostheses; but some people are talk
ing about having them implanted on demand, the better to enhance
natural capabilities. Strength, athletic ability, sensory capability, mem
ory, and decision making could all be aided by implanted, electronic,
chemical, mechanical, biological, or nanotechnology devices. Steroids
are used by athletes to enhance their existing strength, and laser treat
ment of the cornea has been done by some athletes and pilots to
enhance normal acuity. The artificial lenses in my eyes—implanted
after cataract removal—have provided me with far better vision than I
have ever had before, with the sole problem being that my eyes cannot
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We are in a new era. Machines are already smart, and they are get
ting smarter. They are developing motor skills, and soon they will
have affect and emotion. The positive impact will be enormous. The
negative consequences will also be significant. This is how it is with all
technology: it is a twoedged sword always combining potential bene
fits with potential deficits.
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EPILOGUE
I T R I E D AN E X P E R I M E N T . I posted a request to some internet
discussion groups for examples of products and web sites that they
loved, hated, or had a love/hate relationship with. I received around
150 email responses, many passionate, and each listing several items.
The responses were highly biased toward technology, not surprising
ly, because this is the area in which most of the respondents worked;
but technology did not receive high marks.
One of the problems with such a survey is the "too obvious to
notice" effect, as reflected by the old folk tale that a fish is the last to
notice water. Thus, if you ask people to describe what they see in the
room in which they are sitting, they are apt to leave out the obvious:
floor, walls, ceiling, and sometimes even windows and doors. People
may not have reported what they truly liked because that might have
been too close to them, too enmeshed in their lives. Similarly, they
might have missed the disliked things because they were absent. Still, I
found the responses interesting. Here are three examples:
213
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I bought a VW Passat because the controls inside the car were pleasur
able to use and look at. (Get in one at night—the dashboard lights are
blue and redorange.) It makes driving more fun.
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I remember deciding to buy Apollinaris, a German mineral water, sim
ply because I thought it would look so good on my shelves. As it
turned out, it was a very good water. But I think I could have bought it
even though it was not all that great.
Many products were loved for their behavioral design alone—that
is, their function and utility, usability and understanding, and physi
cal feel:
LieNielsen hand planes: I can plane tiger maple and produce a smooth,
glassy, surface where most planes would tear out chunks of wood.
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I still tell people about my experience, years ago, with the Austin Four
Seasons Hotel. I checked into my room to find a TV Guide on the bed,
with a bookmark placed on the current date.
Something that puts a smile on my face every time I visit the site is that
the logo on the site "Google" is like a little cartoon that changes with
relevance to something current. They will have a little devil peeking
through the O for Halloween, or some snow caps on it during winter. I
just love that.
Perhaps the most enthusiasm, though, was shown for communica
tion services that enhanced social interaction and a sense of communi
ty. People loved their instant messenger tool:
I can't imagine my life without it.
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FIGURE Epi.1
The Google logo during the holiday season.
Google playfully transforms its logo during the end-of-the-year holiday season.
(Courtesy of Google.)
Email was seldom remarked upon—in part because it is like water
to these technologists, but when it was spoken of, it was a lovehate
response:
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2 1 8 E m o t i o n a l D e s i g n
Personalization
How can massproduced objects have personal meaning? Is it even
possible? The attributes that make something personal are precisely
the sorts of things that cannot be designed ahead of time, especially in
mass production. Manufacturers try. Many provide customization
services. Many allow special orders and specifications. And many pro
vide a flexible product that, once it has been purchased, can be tuned
and tailored by the people who use it.
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Numerous manufacturers have tried to overcome the sameness of
their product offerings by allowing customers to "customize" them.
What this usually means is that the purchaser can choose the color or
select from a list of accessories and extracost features. Cell phones
can be equipped with different faceplates, so you can get one in differ
ent colors or designs—or paint it yourself. Some web sites advertise
that you can design your own shoes, although, in fact, the only real
alternatives you have are some choices among a fixed number of sizes,
styles, colors, and materials (e.g., leather or cloth).
It is possible to have clothes made individually. In the past, they
were made by tailors and seamstresses who would measure and fit a
garment to your particular size and preferences. The result was well
fitting clothes, but the process is extremely slow, labor intensive, and,
therefore, expensive. But what if technology were used to allow cus
tomization of everything—somewhat like the personal fit that one
gets from tailors and seamstresses, but without the delay and cost?
The idea is popular. Some believe that manufacturing to order—
mass customization—will extend to everything: clothes, computers,
automobiles, furniture. All would be manufactured specifically to
specification: specify the configuration, wait a few days, and there it
is. Several clothes manufacturers are already experimenting with the
use of digital cameras to determine a person's measurements, lasers
to cut the materials, and then computercontrolled manufacturing of
the items. Some computer manufacturers already work this way,
assembling products only after they have been ordered, allowing the
customer to configure the product according to their desires. This
has a benefit to the manufacturer as well: items are only manufac
tured after they have been purchased, which means that no stockpile
of finished products is required, dramatically reducing the cost of
inventory. When manufacturing processes are designed for masscus
tomization, individual orders can be made in hours or days. Of
course, this form of customization is limited. You can't design a radi
cally new form of furniture, automobile, or computer this way. All
you can do is to select from a fixed set of options.
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Customization
There is a tension between satisfying our needs by purchasing a
readymade object versus making it ourselves. Most of the time we are
unable to build the objects we need, for we lack the tools and expert
ise, to say nothing of the time. But when we buy someone else's
object, seldom does it fit our precise requirements. It is impossible to
build a massproduced item that fits every individual precisely.
There are five ways of dealing with this problem:
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Similarly, building custom sound systems in automobiles is now a
major business, with proud owners showing off their sound systems in
regional meetings and contests. So, too, with customization of auto
mobiles, changing the electronics that control the acceleration and
performance, altering the shocks, the tires and rims, and paint.
Of course, the home is perhaps the biggest site of customization.
Newly constructed, identicallooking houses soon transform them
selves into individual homes as their occupants change furnishings,
paint, window treatments, lawn, and, over years, modify the house's
structure, adding rooms, changing garages, and so on.
We are all designers. We manipulate the environment, the better to
serve our needs. We select what items to own,which to have around
us. We build, buy, arrange, and restructure: all this is a form of design.
When consciously, deliberately rearranging objects on our desks, the
furniture in our living rooms, and the things we keep in our cars, we
are designing. Through these personal acts of design, we transform
the otherwise anonymous, commonplace things and spaces of every
day life into our own things and places. Through our designs, we
transform houses into homes, spaces into places, things into belong
ings. While we may not have any control over the design of the many
objects we purchase, we do control which we select and how, where,
and when they are to be used.
Sit down and decide where to put your coffee cup, your pencil, the
book you are reading, and the paper you wish to write on—you are
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These personal web sites and web logs have become essential parts
of many people's lives. They are personal, yet shared. They are loved
and hated. They bring out strong emotions. These are truly exten
sions of the self.
Personal web sites, web logs, and other personal internet sites are
prime examples of personal, nonprofessional design statements. Many
people expend great amounts of time and energy in writing their
thoughts, in collecting their favorite photographs, music, and video
clips, and otherwise in presenting their personal face to the world. For
many people, as with my correspondent, these personal statements
represent them so intimately that it is inconceivable to imagine life
without them—they have become an essential part of their self.
We are all designers—because we must be. We live our lives,
encounter success and failure, joy and sadness. We structure our own
worlds to support ourselves throughout life. Some occasions, people,
places, and things come to have special meanings, special emotional
feelings. These are our bonds, to ourselves, to our past, and to the
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Personal Reflections and
Acknowledgments
229
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2 3 0 P e r s o n a l R e f l e c t i o n s a n d A c k n o w l e d g m e n t s
continual disagreements with Gibson. These were delightful disagree
ments, enjoyed by both of us, disagreements of the most fruitful, sci
entific kind, the kind that teaches. The combination of my interest in
errors and my adaptation of Gibson's notion of affordances led to The
Design of Everyday Things. (Had Gibson not died, I'm certain he
would still be arguing with me, disagreeing with my interpretation of
his concept, ostentatiously disconnecting his hearing aid to show that
he wasn't listening to my rebuttals, but secretly smiling and enjoying
every minute.)
George was both a cognitive psychologist and a major figure in the
study of emotion. But even though I spent many hours debating and
discussing topics in emotion with him, reading all his works, I never
knew quite how to integrate emotion into my studies of human cogni
tion and, especially, into my studies of the design of products. I even
gave a talk at the very first conference on cognitive science, in 1979,
entitled "Twelve Issues for Cognitive Science," with emotion as num
ber twelve. But even though I said we should study it, I didn't myself
know how to go about doing it. My argument was convincing to at
least one person in the audience: Andrew Ortony, now a professor at
Northwestern University, tells me that he switched his area of
research to emotion as a result of that talk.
In 1993,1 left academia to join industry—serving as vice president
at Apple Computer and then as an executive in other hightechnology
companies, including Hewlett Packard and an online, educational
startup. In 1998, my colleague Jakob Nielsen and I established a con
sulting firm, the Nielsen Norman group, which has exposed me to a
wide variety of products in several different industries. Eventually,
though, academics drew me back, this time to the computer science
department at Northwestern University. I now spend half time at the
university, the other half with the Nielsen Norman group.
At Northwestern University, Andrew Ortony reawakened my dor
mant interest in emotion. In the decade that I was away from acade
mia, much progress had been made in understanding the neuroscience
and psychology of emotion. Moreover, while in industry, helping
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Personal R e f l e c t i o n s and Acknowledgments 231
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232 Personal R e f l e c t i o n s and Acknowledgments
T H I S B O O K , like all my works, owes its existence to many other
people. It started with the ever encouraging prods of both my patient
agent, Sandy Dijkstra, and my business partner, Jakob Nielsen. No, not
quite nagging, but continual reminders and encouragement. I'm always
writing, always jotting things down, so out of these notes I created a
manuscript entitled "The Future of Everyday Things." But when I
tried teaching this material to students at Northwestern University, I
discovered it lacked cohesion: the framework that tied the ideas togeth
er came from the new work on emotion that I was doing with Andrew
Ortony and Bill Revelle, and this was not part of the book.
Ortony, Revelle, and I were developing a theory of emotion, and as
we made progress, I realized that the approach could be applied to the
field of design. Moreover, the work finally enabled me to resolve the
apparent contradictions between my professional interest in making
things usable and my personal appreciation of aesthetics. So I discard
ed that first book manuscript and started anew, this time using the the
oretical work on emotion as a framework. Once again, I tried teaching
the material, this time with far better success. My students in that first
class, and then the ones who tried out the manuscript of this book,
were all most helpful in transforming unrelated notes into coherent
manuscript.
Along the way, my professional colleagues have provided consider
able advice and resources. Danny Bobrow, my longterm colleague,
with intelligent pokes, prods, and irritating questions where he would
find the flaws in any argument I attempted. Jonathan Grudin, with a
continuous flow of email, oftentimes from dawn to dusk, with com
ments, papers, and critiques. Patrick Whitney, head of the Institute of
Design in Chicago, who invited me to serve on his board and provided
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P e r s o n a l R e f l e c t i o n s a n d A c k n o w l e d g m e n t s 233
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234 Personal R e f l e c t i o n s and Acknowledgments
The book slowly transformed from eighteen disorganized chapters
into the present seven chapters, plus prologue and epilogue, through
two massive rewrites, guided by Jo Ann Miller, my editor at Basic
Books. She worked me hard—fortunately for you. Thanks, Jo Ann.
And thanks to Randall Pink for diligently gathering final photographs
and permissions.
Although I have left out many who helped during the long gesta
tion period for this book, my thanks to all, named and unnamed,
including all my students at both Northwestern University and the
Institute of Design who helped me clarify my thoughts through the
various revisions.
Don Norman
Northbrook, Illinois
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Notes
235
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236 N o t e s to p a g e s 2 1 -60
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N o t e s t o p a g e s 6 3 9 9 237
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2 3 8 N o t e s t o p a g e s 9 9 1 2 7
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N o t e s t o p a g e s 1 2 9 1 5 7 239
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2 4 0 N o t e s t o p a g e s 1 6 1 1 9 2
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N o t e s t o p a g e s 1 9 4 2 2 7 241
Robots (Breazeal, 2002).
194 "These things push on our buttons." Quotations of Turkic taken from an inter
view with L. Kahney, in Wired.com (but I corrected the grammar). (Kahney, 2001).
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References
243
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Index 251
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252 Index
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Index 253
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254 Index
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Index 255
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256 Index
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Index 257
Vogue, 5758 Wolf, Mark, 131
Volkswagen (VW)automobiles, 68, 214 Women, 43
Wright, Will, 129
Watches, 84(fig.), 8486, 85(fig.), 214 Wusthof chef knife, 141
Watches Tell More than Time (Coates), 87
Water bottles, 62(figs.), 6364, 214215 XBOX video game player, 40
WaterHaven Shower, 69(fig.), 70
Web sites, 81, 86, 104, 213, 216, 218, 219 Zen View, 109110, 111
personal web sites, 226 Zyman, Sergio, 60
See also Internet
Weizenbaum, Joseph, 188, 191
Wild Bunch, The (film), 123
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