For whatever reason, I’ve found myself mentioning a passage a lot recently to clients. It’s from Donald Norman’s Emotional Design, and it is about the role emotion plays in usability.
A few points I found interesting:
- Anxiety inhibits creativity: Anxiety tends to make people less curious, less open, and less able to find new solutions to problems. Anxiety tends to make people very linear, constricted, and closed off to new approaches. Anxious people tend to cleave to what they already know and follow that whether it is appropriate to the problems at hand or not, which leads to the second point…
- Anxiety exacerbates usability problems: In a state of anxiety users will tend to fixate on details, lose the big picture and just repeat their mistakes over and over again, which leads to frustration and more anxiety.
- Anxiety is not always bad: It can help a user concentrate on the details when this kind of concentration on details is needed. Norman even suggests ways to build slight anxiety into an experience.
- The design process benefits from alternation between relaxed and anxious states of mind.
Here’s the passage:
… Everything you do has both a cognitive and an affective component — cognitive to assign meaning, affective to assign value. You cannot escape affect: it is always there. More important, the affective state, whether positive or negative affect, changes how we think.
When you are in a state of negative affect, feeling anxious or endangered, the neurotransmitters focus the brain processing. Focus refers to the ability to concentrate upon a topic, without distraction, and then to go deeper and deeper into the topic until some resolution is reached. Focus also implies concentration upon the details. it is very important for survival, which is where negative affect plays a major role. Whenever your brain detects something that might be dangerous, whether through visceral or reflective processing, your affective system acts to tense muscles in preparation for action and to alert the behavioral and reflective levels to stop and concentrate upon the problem. The neurotransmitters bias the brain to focus upon the problem and avoid distractions. This is just what you need to do in order to deal with danger.
When you are in a state of positive affect, the very opposite actions take place. Now, neurotransmitters broaden the brain processing, the muscles can relax, and the brain attends to the opportunities offered by the positive affect. The broadening means that you are now far less focused, and far more likely to be receptive to interruptions and to attending to any novel idea or event. Positive affect arouses curiosity, engages creativity, and makes the brain into an effective learning organism. With positive affect, you are more likely to see the forest than the trees, to prefer the big picture and not to concentrate upon details. on the other hand, when you are sad or anxious, feeling negative affect, you are more likely to see the trees before the forest, the details before the big picture.
What role do these states have in design? First, someone who is relaxed, happy, in a pleasant mood, is more creative, more able to overlook and cope with minor problems with a device — especially if it’s fun to work with. Recall the reviewer of the Mini Cooper automobile, quoted in the prologue, who recommended that the car’s faults be ignored because it was so much fun. Second, when people are anxious, they are more focused, so where this is likely to be the case, the designer must pay special attention to ensure that all the information required to do the task is continually at hand, readily visible, with clear and unambiguous feedback about the operations that the device is performing. Designers can get away with more if the product is fun and enjoyable. Things intended to be used under stressful situations require a lot more care, with much more attention to detail.
One interesting effect of the differences in thought processes of the two states is the impact upon the design process itself. Design — and for that matter, most problem solving — requires creative thinking followed by a considerable period of concentrated, focused effort. In the first case, creativity, it is good for the designer to be relaxed, in a good mood. Thus, in brainstorming sessions, it is common to warm up by telling jokes and playing games. No criticism is allowed because it would raise the level of anxiety among the participants. Good brainstorming and unusual, creative thinking require the relaxed state induced by positive affect.
Once the creative stage is completed, the ideas that have been generated have to be transformed into real products. Now the design team must exert considerable attention to detail. Here, focus is essential. One way to do this is through deadlines just slightly shorter than feel comfortable. Here is the time for the concentrated focus that negative affect produces. This is one reason people often impose deadlines on themselves, and then announce those deadlines to others so as to make them real. Their anxiety helps them get the work done.