Abstract
This chapter discusses our affective relationships with digital technology. These are regarded by some to be most important aspect of any experience and have been described as, “the most central and pervasive aspects of human experience” (Ortony et al. 1988, p. 3). Despite this, affect barely receives any attention in the definitions of UX.
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Notes
- 1.
This universality has been challenged by a number of researchers. Prinz (2004), for example, writes that emotions vary across borders, and quoting other authors he notes that in Inuit culture, for example, signs of anger are rarely seen and that the Malay language has no exact synonym for “anger.” He also asks us to consider the Japanese term amae, which is an indulgent feeling of dependency, akin to what a child feels towards a mother. Westerners may recognize something like amae in children but they rarely attribute anything of that kind to adults. Japanese also has a term oime for a feeling of indebtedness and fureai, which refers to a feeling of connectedness. For Prinz, emotions appear to be less like biological universals and more like “enculturated scripts”. A further example is from Lutz (1998) In her Unnatural Emotions. She claims that for groups in the South Pacific, emotional experience is not “pre-cultural, but pre-eminently cultural.” She writes, “the concepts of emotion can more profitably be viewed as serving complex communicative, moral, and cultural purposes rather than simply as labels for internal states whose nature or essence is presumed to be universal. … The complex meaning of each emotion word is the result of the important role those words play in articulating the full range of a people’s cultural values, social relations, and economic circumstances. Talk about emotions is simultaneously talk about society—about power and politics, about kinship and marriage, about normality and deviance …” (pp. 5–6).
- 2.
In an interesting footnote to attachment research, Hong and Townes (1976) conducted a cross-cultural study which investigated the incidence and characteristics of infants’ attachment to inanimate objects with specific reference to (local) child-rearing practices. They concluded that attachment to an inanimate object does indeed appear to be closely associated with child-rearing practices. They suggest that the occurrence of infant attachment to inanimate objects is lower in cultures in which infants receive a greater amount of physical contact, including a higher rate of breast feeding. These findings indicate that emotional attachment may be formed to inanimate objects in lieu of physical contact, which is relevant to smartphone technology: a smartphone is a device that can enable social interaction without a physical connection to another person.
- 3.
Ensoulment signifies the properties of ‘well-loved’ designs that embody meaning and reflect their owner’s identities and values (Blevis 2007). Ensoulment or attachment may be viewed, inter alia, as a consequence of personalisation or enchantment, is likely to encourage the preservation of an object even though it is no longer up-to-date or even useful and may lead to an artefact acquiring “heirloom status” (Blevis 2007).
- 4.
We should also recognise the recent interest in gamification. Deterding et al. (2011) tell us that “gamification” originated in the digital media industry with a first usage dating from 2008. Gamification is a poorly defined term but among its many usages, it refers to using game-like features to non-gaming digital environment for the purposes of motivation. So, for example, the language learning platform—duolingo (https://www.duolingo.com/)—has a gamified user interface. Duolingo employs daily email reminders, a within-learning environment “currency” which can be earned and then used to buy access to extra features. It has challenges and a learner can “gamble” with their currency. Gamification is proving popular in the design of educational software and has been proposed, like so many ideas before it, as a potential solution to the perennial problems of getting young people to engage with boring education. It is not clear whether gamification offers emotional experiences or is a smart re-invention of “token economies”.
- 5.
GOMS is the best known of the modelling techniques created to predict human performance (John and Kieras 1996). John (2003) describes the GOMS family as consisting of ideas for analysing and representing tasks in a way that is related to the stage model of human information processing (italics in the original). The components of GOMS are: goals—operators—methods and selection. A GOMS analysis begins with the user’s goals and identifying the necessary operators and methods he or she will need to employ to accomplish those goals. On those occasions when there is more than one possible means of achieving a goal, a selection rule is applied.
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Turner, P. (2017). Affect. In: A Psychology of User Experience . Human–Computer Interaction Series. Springer, Cham. https://doi.org/10.1007/978-3-319-70653-5_4
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