Conference PaperPDF Available

Ten Emotion Heuristics: Guidelines for assessing the user’s affective dimension easily and cost-effectively

Authors:
Ten Emotion Heuristics: Guidelines for assessing the
user’s affective dimension easily and cost-effectively
Eva de Lera
Universitat Oberta de Catalunya
Avinguda Tibidabo 39-43
08003 Barcelona
+34 3 253 23 00
edelera@uoc.edu
Muriel Garreta-Domingo
Universitat Oberta de Catalunya
Avinguda Tibidabo 39-43
08003 Barcelona
+34 3 253 23 00
murielgd@uoc.edu
ABSTRACT
Emotional appeal is a key dimension in user experience that
often goes unmeasured in most user-centered design projects.
This paper presents preliminary work for developing a set of
guidelines for efficiently, easily and cost-effectively assessing
the users’ affective state by evaluating their expressive reactions
during an interface evaluation process. The evaluation of this
dimension complements the analysis of the objective and
quantitative data gathered through usability tests and the
subjective feedback provided through post-test questionnaires.
Categories and Subject Descriptors
H.5.2 [Information interfaces and presentation] User Interfaces
General Terms
Measurement, Documentation, Design, Experimentation,
Theory.
Keywords
Affective computing, human-computer interaction, evaluation,
usability testing, emotions, heuristics, user-centered design.
1. INTRODUCTION
Emotion is a key aspect in user experience since measuring it
helps us understand the user’s level of engagement and
motivation. As Spillers [20] writes, “emotions govern the
quality of interactions with a product in the user’s environment
and relate directly to appraisal of the user experience. Users
generate emotion as a way to minimize errors, interpret
functionality, or obtain relief from the complexity of a task.”
Therefore, accounting for emotional cues during an interface
evaluation process provides usability practitioners, researchers
and interactive designers with valuable information. Nowadays,
there are several software applications that automatically
capture facial expressions and eye gaze which provide key
information to the practitioner. However, this paper defines an
observational system to help evaluate interactions in an easier,
time and cost effective manner through observation of the users.
Our tool allows researchers and practitioners to take into
account emotional measures such as gestures and oral
expressions without the requirement of extra software and
hardware. Measuring user’s emotion is both difficult and costly
[3, 11], therefore, most interface evaluation efforts focus on
cognitive and subjective aspects, neglecting the affective
dimension. To date, usability practitioners have mainly relied
on performance user test data and on the subjective information
from the post-test questionnaire to measure user satisfaction
and emotions. Measuring errors, time and other objective
measures provides key but partial information. Feedback
surveys or questionnaires provide only partial and often
unreliable data, especially considering that users tend to give a
positive evaluation to avoid blaming the person who developed
the application or simply to minimize the time spent on the
evaluation. Moreover, analyzing a questionnaire is a subjective
measure of the user’s feelings and emotions; therefore it is not a
dependable methodology to measure affect. As a result, most
common evaluation methods (not considering facial recognition
software and other advanced techniques as common methods)
have some limitations, as objective data is mostly cognitive and
a questionnaire’s subjective data provides the evaluator’s with
the user’s perception of his/her emotions and not actual state(s)
during the test.
Human emotions and affect are essential to understanding
users, as these can facilitate the development of persistence and
deep interest in a subject or goal. The analysis of this affective
dimension in empirical user-centered design (UCD) methods
helps us ensure that our users will be engaged and motivated
while using our systems. Therefore, analyzing and evaluating
emotional cues will provide practitioners with a third dimension
of analysis for collecting user data, supplementing typical and
common evaluation methods and resulting in a more accurate
understanding of the user’s experience.
Nowadays, there are few techniques and methodologies for
gathering affective data without asking the users what and how
they feel. We can give computers affective perceptual abilities
and measure physiological and behavioral signals such as body-
worn accelerometers, rubber and fabric electrodes, for example
[17]. We can also evaluate users’ eye gaze and collect electro-
physiologic signals, galvanic skin response (GSR),
electrocardiography (EKG), electroencephalography (EEG) and
electromyography (EMG) data, blood volume pulse, heart rate
or respiration and, more recently, facial recognition software.
As we have already seen, most of these methods have
limitations as they can be intrusive for the user, costly and most
require specific skills and additional evaluation time.
Our aim was to find a non-invasive, cross-cultural, cost-
efficient and easy to carry out method to help gain further
© Eva De Lera & Muriel Garreta-Domingo, 2007
Published by the British Computer Society
Volume 2 Proceedings of the 21st BCS HCI Group Conference
HCI 2007, Lancaster University, 3-7 September 2007
Devina Ramduny-Ellis & Dorothy Rachovides (Editors)
understanding about the affective state of a person during an
interface evaluation with users. This observational technique
does not replace the current and most common methods used
during a UCD process, but complements the objective and
subjective data gathered, therefore adding a third dimension to
the evaluation process.
2. FACIAL EXPRESSIONS AND HUMAN-
COMPUTER INTERACTION
Emotions are best treated as multifaceted phenomena consisting
of behavioral reactions, expressive reactions, physiological
reactions and subjective feelings [6]. However, to date, most
instruments measure one component at a time or a group of
specific components, such as facial recognition software, that
does not yet gather other body gestures or vocal data. An
exception is the AMUSE tool which helps practitioners to
conduct interface evaluations by collecting and aggregating
different sources of data including psychological and navigation
data [2]. This approach is similar to ours in the sense that mixes
different data from more than one source. In summary, our
study aims at providing an observation instrument that helps
account for affective events during common usability
evaluations, providing more data than the one obtained through
an intuitive and unstructured observation but without using a
more complex, expensive, and costly technique.
Focusing on the expressive reactions component, facial
expressions are central in the area of emotional research [1].
The first major scientific study of facial communication was
published by Charles Darwin in 1872 [5], who concluded that
many expressions and their meanings (e.g., for astonishment,
shame, fear, horror, pride, hatred, wrath, love, joy, guilt,
anxiety, shyness, and modesty) are universal. Other studies
indicate that the facial expressions of happiness, sadness, anger,
fear, surprise, disgust, and interest are universal across cultures
[7]. Therefore, using facial expressions as a tool to evaluate the
emotional dimension is a cross-cultural tool.
Several studies on emotions and human-computer interaction
are based on the analysis of facial expressions. Nevertheless,
most focus on the analysis of physiological data or facial
recognition, omitting other non-verbal communication aspects.
Hazlett [10] describes how facial EMG sensors were used to
detect facial emotional responses while the subjects performed
tasks on websites. Partala and Surakka [16] studied the effects
of affective interventions by recording facial EMG responses
from the muscle sites that control smiling and frowning. Branco
et al. [1] approach was closer to ours in the sense that it
complements the traditional methods of software usability
evaluation by monitoring users´ spontaneous facial expressions
as a method to identify the moment of occurrence of adverse
events. However, they too used EMG sensors to do the
monitoring. All of the above-mentioned methods are costly,
require specific skills and are time consuming, a limitation for
most usability and human computer interaction practitioners.
Our technique is based in observation and does not require
extra implementation effort since most interface evaluations are
conducted observing and recording the user as he or she
interacts with the interface. In such a scenario, facial and body
expressions are often observed and recorded, but generally not
measured in a structured manner.
Another approach used to evaluate emotion is the instrument
developed by Desmet [6]. PrEMO is a non-verbal self-report
instrument that measures 14 emotions that are often elicited by
product design. This tool requires respondents to report their
emotions with the use of expressive cartoon animations. This
method is closer to the self-assessment questionnaires at the end
of the user test than to the analysis of emotions we had
envisioned. The information gathered through this method is
still subjective and does not provide and accurate understanding
of the user’s emotions.
3. THE 10 HEURISTICS
The ten emotion heuristics are based on theories that relate
expressive reactions to distinct emotions. The heuristics are
guidelines to help measure the affective state easily, cost-
effectively and cross-culturally. One of the theories in which
our work is based is the Facial Action Coding System (FACS)
[8], currently a well-known standard to systematically
categorize the physical expression of emotions. The Maximally
Discriminative Facial Moving Coding System (MAX) [12] is
another theory that links expression features to specific
emotions.
Using these theories and other research as a starting point, we
selected a subset of features that allowed us to partially assess
the emotional reaction of the users as they interacted with an
application. These set of features were identified from previous
user evaluations and helped us build a list of the most common
expressions taking place during user evaluations. We correlated
the emotional cues identified with an emotional state and
ensuring that these could be easily identified and measured
during a user evaluation. A total of 10 emotional cues were
selected. Better than any body parts, our faces reveal emotions,
opinions, and moods. However, we use all of our body to
communicate nonverbally. Thus, our list of heuristics includes
some features that are not directly related to facial expressions.
Our study focused on recording one measure for the 10
emotional cues, as more work and experimentation would be
required to provide a specific measure for each cue. The goal of
this study was to provide a positive, neutral or negative value to
the overall user experience.
Again, it is important to note that this emotional data needs to
be analyzed in conjunction with the user evaluation’s other
objective measures (time, errors, etc.) as well as the subjective
measures gathered through the feedback questionnaire. In
conclusion, the ten heuristics focus on taking into account the
user’s instantaneous emotional reactions, while the performance
and navigation data provides objective data and, the a
posteriori self-assessment provides the user’s perception of
his/her emotional state.
The 10 heuristics help measure the affective dimension when
the product designers are looking for a neutral and relaxed
interaction with the application. Therefore, these do not apply
when evaluating a game or music website, for example. The
smile heuristic included in this method represents the goal of
the evaluation: to see a user with relaxed facials, therefore,
without experiencing negative reactions or frustration.
1. Frowning. Frowning can be a sign of a necessity to
concentrate, displeasure or of perceived lack of clarity.
Darwin [5] wrote about how frowning is one of the signs
of deep and “perplexed reflection”. In their study, Partala
and Surakka [16] found that the frowning activity
attenuated significantly after the positive interventions
than the no intervention condition.
2. Brow Raising. Brow raising should also be considered a
negative expressive reaction. To lift the arch of short hairs
above the eye is a sign of uncertainty, disbelief, surprise
and exasperation [9].
3. Gazing Away. The gazing away from the screen may be
perceived as a sign of deception. For example, looking
down tends to convey a defeated attitude but can also
reflect guilt, shame or submissiveness [9].
4. Smiling. A smile, or elevation of the cheeks, is a sign of
satisfaction. The user may have encountered an element
of joy during the evaluation process. Partala and Surakka
[16] found that smiling activity was significantly higher
during the positive condition.
5. Compressing the Lip. Seeing the user compress his or
her lips should be perceived as a sign of frustration and
confusion. Lip and jaw tension clearly reflects anxious
feelings, nervousness, and emotional concerns. [9]
6. Moving the Mouth. If the user is seen mouth gesturing
or speaking to himself / herself, this is associated with a
sign of being lost and of uncertainty.
7. Expressing Vocally. Vocal expressions such as sighs,
gasps, coughs, as well as the volume of the expression,
the tone or quality of the expression may be signs of
frustration or deception.
8. Hand Touching the Face. Elevating the hand that is
placed on the mouse to his / her face is a sign of
confusion and uncertainty, generally a sign of the user
being lost or tired.
9. Drawing Back on the Chair. The user may be
experiencing negative or refusing emotions. By drawing
back the chair, he / she may be showing a desire to get
away from the present situation.
10. Forward Leaning the Trunk. Leaning forward and
showing a sunken chest may be a sign of depression and
frustration with the task at hand. Like with the previous
heuristic, the user might be encountering difficulties but
instead of showing refusal, leaning forward is a sign of
attentiveness, of “getting closer”.
4. OUR PILOT STUDY
Our pilot study aimed at demonstrating the validity of the 10
heuristics as a one measure observational system to help
evaluate, besides the traditional data gathered in user testing, a
set of expressions or emotional cues that a user may
demonstrate while interacting with a system. The 10 heuristics
are easy to identify during a typical user evaluation and can be
quickly analyzed in conjunction with the other gathered data.
Each of these cues was assigned a positive, neutral and negative
value and they are primarily aimed at evaluating the negative or
frustrated emotional state [19]. For example, as mentioned,
frowning is related to obstacles while the movement of the
cheeks with pleasantness [18]. However, since the study did not
experiment with each heuristic individually, the result of our
evaluation is either that the user had a positive user experience,
a neutral or negative one. In the study, identifying five negative
heuristics provided a negative experience value that would later
be evaluated in conjunction with the other data gathered.
In order to begin evaluating our methodology, we conducted a
test with 8 participants. Four participants were assigned to carry
out some tasks at an intentionally frustrating online
supermarket, and 4 other participants were asked to carry out
the same exact tasks at a much less frustrating online
supermarket. This helped us identify whether the emotional
cues gathered were in fact related to the difficulty of the task
(frustration event) or another variable. Our study gathered the
objective data (time, errors and number of clicks) and the
values for the emotional cues we noted in the 10 emotional
heuristics guideline (positive, negative and neutral). At the end
of the test, users were also asked to fill in a feedback
questionnaire that included questions about the difficulty of the
accomplished tasks and their overall satisfaction.
Our pilot study had a total of eight participants aged from 28 to
47. Half were men while the other half were women. All
participants used computers on a daily basis and had not
previously conducted their home shopping online. Half of the
participants carried out the tasks in one supermarket while the
other half in another online supermarket. While this is an initial
study and further research and testing needs to be done to fully
validate this technique, the results showed that the emotional
cues identified always accompanied moments of errors or
difficulty and, most importantly, that sometimes the emotional
cues would come unrelated to a specific negative event
providing us with new information about the user experience
that we would not have collected if we were just gathering the
other common data. When this happened, we would evaluate
the event as negative, and when five of these events would
happen during the user evaluation we would give the evaluation
a negative measure for user experience.
For our usability laboratory, we used Morae software [15].
Using this software, we captured a video image mixing the PC
screen and the participants’ faces. Additionally, Morae saved all
clicks and keyboard actions in a file. Capturing the user’s video
and audio allowed us to review specific moments as needed,
and to involve other observers that could not be present at the
time of the evaluation.
5. RESULTS AND FUTURE WORK
The interface evaluation analysis considered the three
dimensions. The cognitive dimension was analyzed through the
number of clicks, the time needed to accomplish the task, and
the number of errors. The user’s emotional perception was
gathered through the feedback questionnaire and the affective
dimension was observed through the 10 emotional cues. Users’
expressions and comments were also noted to support the
evaluation results. The tests were observed by a
multidisciplinary team; one user experience director, one
psychologist and one graphic designer.
The observers’ analysis of both the interactions and
observations recorded concluded that the emotional cues,
together with the objective data, provided a more accurate
understanding of the user experience and level of satisfaction
than the questionnaires completed at the end of the test.
Participants that encountered errors and took longer time
showed signs of frustration (emotional cues) during the
evaluation but did not mention them in the users’ feedback
questionnaire. Often participants want to please the practitioner,
avoiding criticism, and they do not want to provide an overall
negative evaluation. Besides, they tend to think that the cause
was their lack of ability, instead of it being a design problem.
The analysis of these signals or emotional cues also showed
consistency of emotional state throughout all participants as
they all expressed frustration in similar ways. However, these
cues were harder to identify when the participants did not
display many facial or bodily expressions. Some participants
were more expressive than others but the emotion heuristics
allowed us to provide a positive, neutral or negative value for
their overall experience. Identifying several emotional cues
during the user evaluation helped us understand if the
participant had an overall emotionally positive or negative
experience.
In summary, and considering this as preliminary work that
requires further evaluation, measuring the affective dimension
with our observational system in conjunction with the other
data provided a better understanding of the user’s experience.
At the same time, it is important to note that not all emotions
can be identified through facial or bodily movements, so we
may not be able to evaluate all moments of frustration, anxiety,
or satisfaction, but the overall experience. Further research
should be conducted in evaluating emotions when these occur
without expression [4].
Our pilot study aims at providing a preliminary guideline to
help conduct a structured observation to evaluate the emotional
dimension during a user evaluation. The 10 emotion heuristics
provide researchers and practitioners with a set of guidelines
that can help them to begin incorporating the affective
dimension in their user evaluations.
6. ACKNOWLEDGMENTS
This work has been partially supported by the Campus project
promoted by the Generalitat de Catalunya
(www.campusproject.org) and by the Universitat Oberta de
Catalunya (www.uoc.edu).
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An important issue in the capture of the real user experience while interacting with technology is the ability to assess emotional quality. There are several methods for emotional quality evaluation in the literature. However, when the target users are deaf participants, communication problems arise. A substantial part of the deaf community communicates in sign language. Because user experience researchers are seldom fluent in sign language, they require the assistance of an interpreter whenever users are deaf signers. Evaluation of emotional quality may lose accuracy because of the mediation of an interpreter; consequently, emotional quality evaluation requires a special instrument that can be used in an intuitive and independent way by researchers and their deaf subjects. The authors present the process of creation and improvement of Emotion-Libras, an instrument for assessing the emotional quality of people with hearing disabilities when interacting with technology.
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Product design that provides aesthetic appeal, pleasure and satisfaction can greatly influence the success of a product. Traditional cognitive approaches to product usability have tended to underestimate or fragment emotion from an understanding of the user experience. Affect, which is inexplicable linked to attitudes, expectations and motivations, plays a significant role in the cognition of product interaction, and therefore can be usefully treated as a design aid. Emotion influences and mediates specific aspects of interaction before, during and after the use of a product. These affective states regularly impact how a user manipulates and explores a user interface in order to support a desired cognitive state. To better understand the specific qualities of user experience impacting desirability and pleasureability, it is necessary to understand how artifacts trigger and mediate affect and how these processes aid user cognition during interaction. The implications for design are that emotion acts as a critical component of artifact sense- making and determines how artifacts are interpreted (Rafaeli and Vilnai-Yavetz, 2003). Designers that understand how cognitive artifacts interchange with affective artifacts will be better able to support actual product use and perceived pleasure.
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This study examines the information encoded by the eyebrow frown and the smile. In a conceptual replication of Smith (1989), subjects imagined themselves in pleasant and unpleasant scenarios while muscle activities in the eyebrow and cheek regions were monitored electromyographically. Brow region activity was related to evaluations of motivational incongruence and perceived goal-obstacles, and, after taking these relationships into account, was uncorrelated with subjective pleasantness. In contrast, cheek activity was associated with subjective pleasantness and, after taking this relationship into account, nothing else. These results contribute to the literature indicating that individual components of facial expressions directly encode information about emotional state and clarify the nature of the information encoded by two of these components.
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The present study investigated the psychophysiological effects of positive and negative affective interventions in human–computer interaction during and after the interventions. Eighteen subjects were exposed to pre-programmed mouse delays in an interactive problem-solving task. Following the mouse delays three types of conditions were used: positive or negative interventions given via speech synthesizer, and no intervention. Facial electromyographic responses were recorded from the zygomaticus major and corrugator supercilii muscle sites. These muscles control smiling and frowning, respectively. Smiling activity was significantly higher during the positive than the other conditions. It was also significantly higher after the positive interventions than the no intervention condition. The frowning activity attenuated significantly more after the positive interventions than the no intervention condition. Following the positive interventions the users' problem solving performance was significantly better than after no intervention. In all, the results suggest that both types of affective intervention had beneficial effects over ignoring the user. The results suggest further that positive intervention may be especially useful.