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1 Introduction
Functionality and usability have long been the main considerations taken in to account
by practitioners developing interactive digital technologies [1]. However, user expe-
rience (UX) design has moved towards a more experiential approach, and no longer
focuses on just functionality and usability. Understanding the user that interacts with
technology [2] has led to more attention being paid by practitioners to psychological
aspects that influence a user’s perception of an experience.
There are two attributes of UX that influence the appeal, pleasure and satisfaction in
a user, pragmatic attributes, i.e. the attributes that fulfil a user’s functional and usability
needs, and hedonic attributes, i.e. those attributes that fulfil a user’s psychological
needs related to emotion and pleasure [3]. Despite both hedonic and pragmatic qualities
having a relation to positive affect, hedonic quality appears to have a stronger rela-
tionship to positive affect than the pragmatic quality of a user experience [4].
Given the effect of positive affect and hedonic qualities on the appeal of a tech-
nology to a user, the following research question can be raised: “What practices,
techniques or interventions can a practitioner implement to evoke positive affective
responses from users of a digital interactive technology?”. The aim of this review is to
evaluate existing research in the discipline of human-computer interaction (HCI) and
user experience to identify the different interventions that have been put forward by
researchers specifically intended to improve the emotional responses evoked in users of
digital interactive technologies. The focus of this review will not be on the functionality
or usability (pragmatic quality) aspects, but instead on the pleasurable and emotional
aspects (hedonic quality) of user experiences.
This review firstly describes some of the background knowledge on Human-
Computer Interaction, Human-Centered Design, User Experience and the
Hedonic/Pragmatic model of UX. The literature background also investigates some
concepts from psychology, such as the pleasure-arousal-dominance model [5, 6], and
the ten psychological needs [7]. The selection process of articles used for the review is
described in Sect. 3 including search terms, sources, as well as the data extraction
process. The extracted research was then reviewed to answer the research question.
2 Literature Background
This section describes key concepts that are relevant in this research, such as Human-
Computer Interaction (HCI), Human-centered design (HCD), User Experience (UX)
and The Hedonic/Pragmatic model. While the focus of this study is in the context of
HCI and UX, answering the research question involved understanding certain concepts
or models that relate to a user’s emotions from a psychology perspective, and, there-
fore, this section also describes relevant concepts from the field of psychology.
HCI is a broad term for the study of the interaction between humans and computers
[8]. Two key considerations in designing human computer interfaces are functionality
and usability [8]. The functionality of a technology is defined by what the technology
can do, either actions or services, for the user to achieve goals, while the usability of the
system is the degree to which the user can efficiently use a particular function or set of
functions provided by the system [9]. The functionality of a technology is only fully
realised if it is usable by the intended user of the technology [10], this is an important
consideration in the development of systems.
HCD is defined as “an approach to interactive systems development that aims to
make systems usable and useful by focusing on the users, their needs and requirements,
and by applying human factors/ergonomics, and usability knowledge and techniques”
[11]. HCD, originates from User-Centered Design (UCD), is a concept coined by
Norman in 1986, and later built on in his book “The Psychology of Everyday Things”
[12].
In UCD the user is at the center of the design process [12]. HCD aims to improve
the design of technologies/systems by understanding the needs, emotions, abilities and
experiences of the intended users [13]. Developing a system that meets the needs of the
user through HCD effectively can evoke positive experience from users.
Designing for Positive Emotional Responses 443
3 Research Method
This study followed a systematic literature review (SLR) process [21]. The research
question, derived from the title was: “What practices, techniques or interventions can a
practitioner implement to evoke positive affective responses from users of a digital
interactive technology?”.
The IEEE Xplore, Ebscohost, SpringerLink, ACM Digital Library, ScienceDirect,
ResearchGate, Google Scholar, Web of Science, Scopus and Semantic Scholar aca-
demic databases were used in the SLR process.
The search term used for the SLR to search academic research databases was:
(“user experience” OR “user (NEAR/2) experience” OR UX) AND (tool* OR
Technique* OR Method* OR Practic* OR Intervention OR Mean*) AND (emotion*
OR hedoni* OR Pleasur* OR Delight* OR Enjoy* OR arous* OR Domin* OR
“positive affect” OR affect*).
444 N. Makkan et al.
Once academic sources were extracted from the databases using the search criteria,
the sources were filtered based on selection criteria. Sources were included when:
• They were published in English between 1989 and 2019.
• They were peer review academic articles related to HCI and or UX.
• They reported on the effectiveness of a specific practice, technique or method that
can be implemented in a digital technology to invoke positive affect or improve
hedonic quality.
Articles were excluded from the study if they did not meet the inclusion criteria or
if they were duplicates. The SLR process involved (1) using the search terms in each
academic database to obtain a preliminary set of articles (2) the removal of duplicate
articles (3) the exclusion of articles based on the selection criteria (4) screening and
filtering of articles through abstract reviews to determine relevance. Initially 323
articles were identified, 301 were excluded and 20 formed part of the final set of articles
used in this study [21].
4 Results
This section contains the findings of this review. The results were analyzed for
information such as the types of articles reviewed, the journals the articles were
published in, and the geographical spread of the research reviewed. The contents of
each article were then analyzed through a thematic analysis to identify the themes and
to categorize each article.
4.2 Findings
The 20 articles were analyzed thematically to categorize them based on the way they
suggest designing for positive emotional responses in digital technologies. The
Designing for Positive Emotional Responses 445
Aesthetics. From the 20 papers reviewed, 9 studied the influence of aesthetics on UX.
These were further categorized under general aesthetics, animations and effects, color
appeal.
General Aesthetics. General aesthetics involved studying the influence of aesthetics in
general on the affective responses of users, rather than a specific aesthetic quality or
implementation. Bhandari et al. [24] performed a study on classical aesthetics (de-
scribed with the dimensions of symmetry, clarity and cleanliness) and expressive
aesthetics (with the dimensions of originality, creativity and special effects), and found
that both classical and expressive aesthetics had a significant effect on user emotional
states. Classical aesthetics significantly affects the valence (pleasure) dimension of
emotions, while expressive aesthetics reflects in the arousal dimension of emotion [24].
Another paper found that beautiful web-pages had a similar effect as pleasant pictures,
and ugly web-pages to that of unpleasant pictures [23]. Ugly webpages induced a
negative affective state, while pleasant web pages influenced the affective state of the
user towards the positive end [23]. A study on the visual complexity of a webpage
found that it bears a positive correlation to the arousal and pleasantness experienced by
the user [25]. Design aesthetics of an m-commerce site was shown to positively
influence the perceived enjoyment by the user, and it was shown that perceived
enjoyment is as important to the loyalty of a user as perceived usefulness [22]. Based
on these studies it can be said that practitioners can use different general aesthetic
characteristics or interventions, such as symmetry, clarity and cleanliness, and
expressive aesthetic qualities (creativity, special effects and originality) to evoke a
446 N. Makkan et al.
positive affective state in users [24]. Practitioners that implement attractive design
aesthetics are more likely to influence the perceived enjoyment of users [22, 23].
Animations and Effects. Articles classified as animations and effects studied the
influence of animations and other special effects on the affective responses of users.
A website containing both static and animated content is perceived as hedonically
superior [28]. A study on the effectiveness of parallax scrolling found that it did not
affect the perceived usability, aesthetic or satisfaction of the user experience but did
have a significant effect on the perceived “fun” experienced of the participant [26].
Another study on the implementation of parallax effects in an interactive interface
found that including such effects on an interface made it more likely to be perceived as
“cool” or “vivid” by users [27]. Based on these studies, implementing animations, such
as parallax scrolling effects, can allow practitioners to increase the likelihood of
inducing positive affect in the users.
Color Appeal. Articles classified under color appeal focused on the relationship
between the colors used in an interface and the affective state of users. A study on color
appeal of an e-commerce site found that color had a significant link with trust and
satisfaction when using an e-commerce platform [30]. The study also tested the effect
of different colors on multiple users’ (from different cultural backgrounds), and found
that certain colors can create an adverse reaction in users [30]. Bonnardel et al. [29]
studied the effect of colors on designers and users’ cognitive processes. Practitioners
should therefore carefully consider the combinations of color that are utilized on their
interfaces.
Affective Computing. Six papers reviewed studied the impact of affective computing,
which were categorized in to 3 sub-categories, namely affective language, anthropo-
morphism, and conversational interactions. These papers studied the influence of using
emotional, more human-like language or human-like expressions on the affective
responses of users.
Affective Language. Affective language refers to the use of language that appeals to the
emotion of the reader/listener. The studies in this sub-category focused on the influence
of this implementation on the affective responses of users. A paper on the effect of
flattery from computers found that both flattery and sincere praise from the computer
had a significant effect on the affective response of the user, i.e. users had greater
positive affect obtained from the interaction, when compared to generic feedback from
the computer [32]. Flattery and sincere praise also improved the user’s perception of
their own performance, as well as the satisfaction, enjoyment and evaluation of the
computer’s performance [32]. Another study found that receiving apologetic messages
from a computer when something goes wrong made users less likely to experience
frustration when compared to non-apologetic or neutral messages [31]. Based on these
studies, practitioners could illicit positive affective responses from users through util-
ising affective language, such as apologetic messages when displaying error messages
[31] and providing sincere praise to users through the interface during interactions [32].
Anthropomorphism. Anthropomorphism is described as attributing human-like char-
acteristics or behavior to non-human entities [41]. The articles in this section studied
Designing for Positive Emotional Responses 447
Novel Interaction Techniques. One paper, by Dou and Sundar [37], studied the
effects of implementing different interaction techniques. Adding swiping gestures to a
web interface had a significant effect on the perceived enjoyment of a mobile website
[37]. Based on the above study, practitioners that implement interaction techniques
such as swiping and clicking can, therefore, influence the perceived enjoyment by the
user. While, once again, the findings of this study were not evidenced due to the lack of
further research, practitioners may still find benefit in implementing these techniques
into their products.
5 Discussion
Aesthetics was the most popular theme covered by the articles reviewed, comprising of
nine (9) of the 20 articles reviewed (36%), followed by affective computing, com-
prising of six (6) of the 20 articles reviewed (30%). Four (4) studies were on the
influence of need fulfilment on the affective responses of users. Only one (1) article
studied some sort of interaction technique on the affective responses of users.
Based on the above, aesthetic aspects of an interface are more likely to evoke a
positive affective response within users, as there is evidence to support the influence of
aesthetics qualities, techniques or implementations on the user’s affective response
[22–30]. Practitioners will likely find that they can evoke affective responses in users
through the aesthetics of the interface of a digital technology that they are developing.
Practitioners may also implement affective computing techniques, as there is also
evidence to support their influence on the affective responses of users [31–36].
Need fulfilment also influences the affective responses of users, and as such sat-
isfying these needs of users’ (such as those identified by Sheldon and King) [4, 38].
Practitioners can evoke affective responses from users through the implementation of
techniques such as gamification [39, 40].
Finally, while there is only one study supporting the influence of an interaction
technique on the affective responses of users, implementing those techniques may still
allow practitioners to evoke positive affect in users. Further studies into interaction
techniques and affective responses will benefit practitioners. It is important to note that
practitioners do not need to implement every identified means of evoking affective
response from users in their technologies, as certain implementations are relevant to
specific types of applications. For example, the findings on conversational interaction
may only be relevant to those interactive systems that involve users ‘conversing’ with
them, such as digital voice assistants or chatbots. Practitioners should identify the ideal
implementations that would best suit the interactive technology that they are
developing.
While the number of studies published over the last three decades that were relevant
to this study has steadily increased, there were still relatively few papers that were
available to review in order to answer the research question of this paper. Certain
interventions, while shown to positively influence affective responses, were studied in
very few papers, their findings were not verified with other research or similar results.
Further studies in this area of research should allow for new knowledge that can be
utilized by practitioners of UX.
Designing for Positive Emotional Responses 449
6 Conclusion
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