100%(3)100% found this document useful (3 votes) 1K views122 pagesEmotional Design Elements
Emotional Design Elements
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© 2013 Smashing Media GmbH, Freiburg, Germany
ISBN 978-3-943075-574 (Version: Janua
Cover Des
ign Ricardo Gimence
PR& Press Stephan Poppe
‘eBook Strategy Andrew Rogerson, Talita Telma St
‘Technical Baiting: Tata Telma Stackle
ashing Medis Gmbtt
About This Book
Whether you're creating a game or a website, a lasting bond with users
‘is more often than not the result of emotional attachment. Knowing the
‘ns and outs of emotional design will enable you to imbue your creation
‘with personality and to shape the user’s perception. Find out how to in:
tegrate emotional appeal into your website, and how to turn your game
into more than a cold, flawless, technical challenge. A personal touch.
can make all the difference, if you know how to design it.
TABLE OF CONTENTS:
Inclusive DeSig@ ccnnnnnnnn
‘The Personality Layet cnn so
Give Your Website Soul With Emotionally Intelligent Interactions... 52
Not Just Pretty: Building Emotion Into Your Websites.
Playful UX Design: Building A Better Game...
Gamafication And UX: Where Users Win Or Lose ...
‘Adding.A Personal Touch To Your Web Design.
About The AuthorsInclusive Design
BY FARUK ATES »
‘We've come a long way sitice the days of the fitst Macintosh and the
introduction of graphical user interfaces, going from monochrome col-
ors to millions, from estranged mice to intuitive touchscreens, from
scroll bars to pinch, zoom, flick and pan. But while hardware, software
and the people who use technology have all advanced dramatically over
the past two decades, our approach to designing interfaces has not. Ad-
vanced technology is not just indistinguishable from magic (as Arthur C
Clarke said); it also empowers us and becomes a transparent part of our
lives. While our software products have definitely empowered us
tremendously, the ways by which we let interfaces integrate with our
lives has remained stagnant for all these years,
In the accessibility industry, the word “inclusive” is relatively com
‘monplace; but inclusive design principles should not be reserved for
the realm of accessibility alone, because they apply to many more peo-
ple than “just” the lesser-abled. Interface designers frequently think in
binary terms: either all of the interface is in front of you or none of itis,
But people are not binary. People aren't either fully disabled or not at
all, just ike they aren’t merely old or young, dumb or smart, tal or
short, People sit along a vast spectrum of who they areand what they
are like; the same is true when they use interfaces, except that this,
spectrum is of expertise, familiarity, skill, expectations and so on.
So, why do we keep creating interfaces that ignore al of this? Its
time for us to get rid of these binary propositions!
What Is “Inclusive” In The World At Large?
In the world at large—meaning not one particular industry, country or
demographic—the term “inclusive” applies to cultures in which, for ex-
ample, women are as welcome to contribute their opinion as men are;
in which a person’ race or sexual orientation has no bearing on theit
acceptance by a group; in which everyone feels safe and comfortable,
and no one feels suppressed, stymied or silenced: in other words, a cul
ture of equal opportunity. But when we apply the term tointerfaces, it
doesn’t mean that interfaces should be equal for everyone; rather, it
‘means that they should be equally accessible to everyone, and equally
empowering no matter what the user's skill evel or familiarity. When
these two aspects are combined, the product gets the best of both
‘worlds: itis accessible to more people, without being, compromised for
advanced users‘Super Marto Bros. was accessible to play for anyone, ana fun (and sometimes rustrat:
ing forall
‘An excellent example of software that has done this well isin the video
‘game genre, going back as far as 1985 with Nintendo's Super Mario
Bros. Itwas a game that truly anyone could pick up and play, with an
invisible interface that taught you everything you needed to know to
get started and become good at it, The screen would only scroll right, so
‘you couldn't walk left: You could jump, but standing on top of special
bricks did nothing, so you would try to jump against them from below.
Pipes visibly led down, so you'd try your luck with the down arrow on
the direction pad. And at the end of the level, the bonus flag was raised
high, encouraging competitive players to jump to the very peak for top,
points, All of the game's mechanics were explained in one level, without
a single instruction, tutorial or guiding word.
‘Many games since 1985 have not featured this principle to any sig,
nificant degree. Super Mario Bros. truly was a game whose interface
‘was equally empowering; meaning, the interface and product magni:
fied the results of your efforts based on the (skill) level of your input,
Put differently, beginners would see good results from their efforts,
‘while advanced users would see far greater results from theirs. These
principles aren't limited to video game design either, they apply just as
‘much to software applications and productivity tools, even websites!
So, let’s start with some simple inclusive design concepts.
Language And Aesthetics
Language has an impact on everything, because it is the primary way
‘we communicate as.a species. Its significances also frequently over-looked; a Duke University study revealed that gendered langage in job
listings affects a job's appeal’, independent of the type of job. There's
snore: while nota single participant in the study picked up on the gen.
deved language, each of them did find the listings more ot less appeal:
ing as a result. This raises the question: how much of an impact does
the language chosen for our designs have on the number of new users
‘who sign up or the number of customers we convince to purchase out
products? No good study in this area seems to exist or be readily avail
able, but one study (of a sort) that is available is the W3C’s own re
source on people's names around the world? andits effect on form de
sign. Le’s call ita good start and do more research into how language
shapes the Web.
But language is just one metric that we don't take into consideration
as often as we should, Aesthetics play a significant role as well, yet
there is alot more to aesthetics than taste and general appeal The
placement of elements, whether shapes are angular or rounded, and
our use of color al affect how different genders, demographics and cut
tures respond? to interfaces. Because no one color scheme will please
everyone all the world over, the more international out (targeted) audi
ences are, the more fully designed our localizations will need to be.
INTERFACE DESIGN LEGACIES
In the world of interface design, being inclusive means being accepting
and welcoming of the many different cognitive skills and levels of ex:
pettise among users. Historically, we have striven for the perfect mid.
dle ground between approachable and empowering, Making interfaces
‘more intuitive plays a significant role in that process, butt often de-
‘mands that we dumb interfaces down (ie. remove features), which can
be undesirable for the advanced user who wants more functionality or
control. With more comprehensive interfaces, a frequent “solution” to
this problem is to allow users to customize the interface to theit needs.
But is this truly empowering? When research shows that less than 5%
of people adjust default settings itis highly questionable whether cus-
tomization and settings are truly empowering in interfaces.
Earlier, I mentioned how most interfaces offer a binary proposition:
either the application is open or it isn't. When it’s open, the entire user
interface (UI) is typically available to you, whether or not you need all
of it This makes sense from a historical perspective—when all we had
1. heap/fwww fare og/top-storieawanted gender free ja
2 hnpivnwewe3org/interational queeriona/gs personal name
3 hupifsnew.netmagaaine com/fextures!fnd-perfectcolouryourwebsite
4p fevew ne convbroinaparkalzouatialdo-a2cr-change thew ettings!were physical interfaces—but it makes little sense with our modern
software ones, especially since most software interfaces are far more
comprehensive than a typical hardware interface.
When Steve Jobs announced the iPhone at MacWorld in 2007, he
compared the yet to be-revealed iPhone to popular smartphones of the
time, noting their main problem as being “the bottom 40% ie. the
hardware buttons on all of those devices. The buttons were there
“whether you need them or not” The solution, according to Apple, was
a large touchscreen with fully software-based UI controls. That way,
each application's interface could be optimally designed for its particu
lar purpose.
The point Apple made along the way was that sticking,to convention,
isa bad idea if you want to move an industry forward. Hardware but:
tons used to be all a phone had. Then, they were used to supplement a
tiny screen. The iPhone showed that, when it comes to innovation in in
terfaces, the screen should be the full surface, a blank canvas onto
which software could paint any interface. The unparalleled success of
the iPhone suggests that Apple has proven their point well.
But as fantastic as the iPhone may have been compared to the
smartphones before it it still suffered from this same binary UI prob-
Jem. The iPhone merely shifted the problem from being device wide to
being specific to individual applications, and then it masked the re
‘maining issues by removing features or hiding them in drill-down,
views, until one very elegant, simplified UI remained for each app—one
that lacked the ability to become more sophisticated for users who
‘wanted, or needed, mote.
isa familiar view. To others itis a snéngdshord of buttons. Image Source:
Julien Haters‘To be clear, removing features is notin itself a negative. Most
faces get better from the process, because every visible feature, every
Ul control adds to the overall cognitive load of the user. Think, for in
stance, of an airplane cockpit and its countless little contuols, dials and
meters covering every surface. If you are nota pilot, the mete sight of it
‘would overwhelm you. To an experienced pilot, however, itis simply
‘what they need in order to fly the plane. Is this really the best we can
do, though? Super Mario Bros. showed us we can do better.
In software, we have a situation that calls for the kind of innovation
Tm talking about As itis, more complicated, advanced and powerful
applications feature more complex interfaces, and some can be down:
tight overwhelming to first-time users. But not everyone wants to fly a
plane—some of us ate st trying, to get some simple work done. Appli
cation developers try to alleviate this problem with tutorials, guided
touts, help screens and overlays that explain each aspect of the Ul; a
‘great solution these things ate not. What we need are better interfaces,
interfaces that understand that we are human beings with different
needs. What we need are.
ter
Adaptive Interfaces
For interface designers with an eye on accessibility, most of their ef
forts have long focused on the tecnica! challenges faced by users, Many
commentators have encouraged us to consider cognitive (or learning)
disabilities as one partof the broader area of (Web) accessibility, but
rarely has anyone explained how to do this. Additionally, when some-
cone sees the term “cognitive disability,” they understandably think of
the mentally handicapped. But there is a huge range of cognitively able
people, and they exist not on a linear scale: a quantum physicist might
havea tough time figuring, out how to use a feature phone, whereas the
average teenager would have no problem with it,
People invest in an application (and, thus, its interface) in varying,
degrees, depending on how important the product is to their daily lives.
‘This means that your interface should cater to varying degrees of in-
-vestment in addition to differing levels of expertise and familiarity
Inan interface, each additional UI element increases complexity and
asks fora deeper investment on the user's part. This is why invisible in
terfaces (like the one in Super Matio) are so powerful: an interface that
appears only when needed reduces the cognitive load, reduces the in-
-vestment required to understand the product, and makes it easier for
5: herp fevew Pickr com/photoattap!22970903901the user to focus on the task at hand. A button that is relevant only in
certain contexts should be visible only in those contexts.
But we can take this principle toa level even beyond that. An inter
face that is truly inclusive of all kinds of userstis one that begins with
only the fundamentals and then evolves and adapts alongside the user
During this process, the interface can both grow and decay, acquiring,
more features and controls as the user becomes more fluent in using it
and dropping or reducing the prominence of UI controls that the user
does not use much, if at all.
Doing this automatically also makes more sense than offering the
user a large number of options to customize the UI, for two reasons:
first, users shouldn't be expected to spend a lot of time making an inter
face usable to them; secondly, people might not always know exactly
what they wart, but their behavior might make clear what they need. A
system that intelligently measures what the user needs in order to de
liver the most efficient, effective yet still understandable interface
could allow sucha thing, 4 highly effective interface is one that can be
changed not to how each user wants it, but to how each user needs it.
Of course, measuring the cognitive skill ofa user is difficult, and
even then it can only be approximated. Certain aspects of the user's be
havior can be measured, which helps to inform us about how familiar
the user is with the interface overall and how fluent they arein using it.
‘The speed with which a user navigates an interface and uses or ex
plotes its features isa good metric for how comfortable they are with
the interface. The fiequency of their use of “Help” and “Undo” features
suggests a certain confidence level, Users of keyboard shortcuts areal
‘most certainly looking for mote powerful features, and someone who
uses quotes and AND and OF in their search quetiesiis likely technically
minded. These and many other measurable aspects of people's behavior
can help shape your application's interface, which can then be adapted
tobetter suit theneeds of users.th
‘This is not the end of the story; rather, itis only the beginning, Tony
Fadell's new product, Hest, is a great example of an adaptive interface
The Nest thentastatlearnsfrom you
in the real world. The Nest Thermostat® learns from your behavior pat
terns as you go about your daily and weekly routines, and it becomes
predictive, 90 that you need to adjust the thermostat less frequently the
more you
eit
‘That's but one example. The possibilities open up even more with in-
clusive and adaptive interfaces. One type of user might need Feature A
very frequently, whereas another might need Feature B instead; a truly
inclusive interface would adapt to these needs and be equally powerful
for these two different types of users.
Conclusion
We've overcome the various technical challenges of interfaces and de
signs through Web standards, accessibility and ARIA, responsive Web
design principles and touchscreen devices. But we have focused so
‘much on these technical challenges that we've almost lost sight of inno
vating, the human aspects of interface and design. The next stage of
evolution for our industry is to explore how to make our applications
and products mote inclusive, taking into account the vast spectrum of
differences in our audience, and to make our interfaces smarter so that
they serve a wider range of people more effectively. Let our exploration,
of inclusive design begin! ©
6. herpstwvew:nest comThe Personality Layer
BY SIMON SCHMID »
“oh hai Smashing Magazine!” That's one of the dozen ways that Flickr
‘welcomes its usets upon signing, in every time. It's an easily overlooked
detail, one that the service would work without flawlessly. Yet this de
tail is a big part of Flickr’s particular design character that would be
missed if it wasn't there.
flickr’...
Sige Yad ~ acaba. Richi (Serst~ ial
= = OHHAI Smashing Magazine!
» Your Photostream
Rocont Uploads | Racantactvy
Thisis hou
iho” greets its users
ging the language upon ev
‘These easily overlooked details ate the ones that 'm particularly inter-
ested in because of the reaction they are capable of causing in users.
‘These details trigger an emotional response, and if used purposeful
ly and fittingly, they will help to form a personality that people will re
spond to positively when interacting with the product. This positive a
titude will often lead to people sharing and even advocating for your
product with their peers. This technique of connecting with users on a
personal levelis also referred to as “emotional design”
Alittle Theory
‘The term “emotional design” was defined by (among others) Aarron
Walter’. In his book Designing for Emotion, he describes emotional de-
sign by building on Maslow’s famous hierarchy of human needs?,
which posits that humans need to achieve elementary states of being,
suchas health and safety, before they can start thinking about higher
‘pneu Fiske com!
8 hp
9 hp
wikipedia orgfwiley Maslow hierarchy of needslevel needs, such as self-actualization. People who are seriously ill o
lack safety would find it difficult to think about self-actualization as ex-
pressed, for example, in morality, creativity and problem-solving,
poor on
Masta
erarchy of hurman needs (ef) ana the hierarchy of emotional design (ight)
lrmage:Aarran Welee?®)
According,to this theory, a product has to be functional, reliable and
‘usable (in that order) before a layer of pleasure can be applied. Emo-
tional design, then, is the pleasurable layer that you put on top of a
functional, reliable and usable product.
An effective emotional design strategy has two aspects:
You create something unique that transcends your own style and that
evokes a positive response in users,
You consistently use that style until it becomes a body of work, a per
sonality layer
In this atticle, we will look at some strategies you can follow, as well as,
some examples found in the wild, plus a few projects in which the con-
sistent use of emotional design results in a great personality.
Tolearn more about the theory of emotion in d
inthe artcle'Not Just Pre
ign, you might be interested
Building Emotion Into Your Websites”
to. hepifsarrane
1. hep
uxdesign smashingmagszin
omo1afoa/ suingThe Elements Of Emotional Design
‘The goal is to connect with users and evoke positive emotions. Positive
emotions" instill positive memories and make users want to interact,
with your product in the future
‘There's an additional benefit, though. In pleasant, positive situa
tions, people are much more likely to tolerate minor difficulties and ir-
relevance’, While poor design is never excusable, when people are re
laxed, the pleasant and pleasurable aspects of a design will make them
‘more forgiving of problems within the interface
Below is a non-exhaustive list (based on personal observation") of
ways to induce these positive emotions. OF course, people will respond
to things differently depending on their background, knowledge, etc.,
but these psychological factors should work in general
Positivity
See the article “What Are the Top 10 Positive Emotions!”
Surprise
Do something unexpected and new.
Uniqueness
Differ from other products in an interesting way'®,
Attention
Offer incentives, or offer help even if you're not obliged to.
Attraction
‘We all like attractive people, so build an attractive product.
Anticipation
‘Leak something ahead of the launch.
Exclusivity
Offer something exclusive to a select group.
Be responsive
Show a reaction to your audience, especially when they're not expect
ingit
ows, let see these principles applied to actual products.
fenwikipediaorgivikPleacure
1 hesp/fwwjnd.org/ da meafemation_ design attactve thing» work betterhrml
14 hepifthegodfoundercom
15 hupifnewhuffingtonport sonvkar-henleyfwhatare-thetop1e-pocit b-20377htm]
16 hupifwbitdoidea comblog/ie your start-up dex akeady-okenPractical Examples Of Emotional Design
Below are some details of emotional design on the Web. We cannot al-
‘ways attribute a particular strategy to it, such as “surprise” or “anticipa:
tion.” Sometimes more factors are at play, and people vill perceive
some things differently
‘Remember that just blindly copying these examples will not give
your product the personality it needs. Rather, infusing emotional traits
into the product thoughtfully will ensure that the personality sticks.
Here's a little test: browse Built With Bootstrap’? and see which ones
‘you like best.
Mimicking Emotions
SMILE
People who enjoy each other's company tend to mimic each other's be
hhavior'®? When someone you like smiles, you generally smile back.
‘This can work on websites, oo. The emotional brain is affected by pic:
tures, especially of people, and by stories. Let's look at one design that
tells a story and shows pictures of people.
index phpfnewsfeeloasea/people mis
ther bute seont cham
1 hp
20. hep
sxmag comlattled iowofurdesignHightise shows happy people, along with stories of them using the
product The smiles and testimonials from existing customers are a
powerful combination (for proof, read about the A/B testing” done on
Hightise) Oh, and don't forget to cultivate your ou personality
GENERAL HAPPINESS
Smiles seem to work in highly abstract form as well.
Engich Hop Login Join Ust
them
Cost before shipping = $20.00
Cantina channina Rata nhaokaut
‘Threadless’ shopping cartis sad when it's empty, but when you feed it,
it becomes happy. This detail will probably make you smile; even if you
don't end up buying anything, you'll eemember it for making you look
twice.
User retention
ATTENTION
‘User retention is another area that requites a lot of attention,
coab-teoting: pare finalAwhile ago, if you had tried to unsubscribe from Audible and stated
that your device wasn't compatible with its service, you would be given.
a code worth $100 to buy a compatible device on Amazon, That's a pow
exful surprise that you'll remember, even if you end up leaving,
Music
Etsy just plays “Every Time You Go Away” by Paul Youngif you at
tempt to unsubscribe from its email newsletter. The song might not
stop you from unsubscribing, but you will probably remember it the
next time you come across a product on Etsy’s plattform. Or you might
think of Etsy whenever you hear Paul Young,
Sea ee aon)
‘You Have Successfully Uneubseried
messages rom tay. 3 you unstseraea by mite, you ean resubtorte by jisina hare
x57 plays'Every Time You Co Asay” by Pau! Young whenyou ea
EDGY HUMOR
nupon probably wouldn't be able to change the mind of someone
‘who is determined to leave its service, but its video" definitely fits the
playful tone® of Groupon’s copy.
24 hupihsneetey com
25. huplivwnw
236, hesp/fwnw.ne comfbrainepark‘We're sorry to 800 you got
How sorry?
a ne nari een ys Gee erate ve yer ers pn a
unipennck.
Groxpor? gets edgy
Copy
Copy is the easiest way to introduce and play with personality. Your
website probably has text everywhere, and words communicate a per
sonality very well. Do you want your brand to be playful, stem, comical,
hip? Copy can goa long way in defining, who you are and who you ap-
pealto.
LEVITY
In the Everyday app, if you haven't put images in the library (which are
needed in order to play a video), yon will get this friendly reminder to
take some pictures of your “beautiful” face—one word that completely
changes the tone of the message.
ar hepag
Sr
Peete ee unc
Peery
Cieces
‘OK
Eveday’s* onboardng process
CONTRAST
“The “Pssst.” here says it really well—not only visually with all of the
“ses and the contrasting, color, but also aurally when read.days ago 0 notes HTML - Large: Copy) in cls-Mhare
HTML - Full Co
We have the Mario coin” seund [Forum eode | Gap/f]brntyasate
hen people upgrade to a @bute
aid plan”
gel Gascon .
Privacy
‘Tags quote butfer coin mario
Pest. Tis page ls Seeret- Itean ony be seen i
yeu give poopie ta ink
(days ago 0 notes
Skies privacy copy
We find the same nice detail on OK Cupid’s website when you specify
your location. “Ahh” could mean both “How wonderful” and “Yes, we
understand now. Welcome”
Location Cczoch Rapuble :
Your Gy in Czech Republi
‘Akh, Prague
MICROCOPY
Hunch says something you are probably not used to reading, This dif
ference alone could persuade you to go along, with them. First, it com-
municates that the email will be of interest to the user; secondly, it rec
cognizes that spam is evil
29. hupifokitch comyCreate a new account
Ifyou already hava a Hunch aecount, eign in.
Hunch Username
—
Userane aoa ton, Pease costo eno
Ems
yum ovtantyout nvr Soe
instintoting@arai com pans
Password Confirm Password
Passwords do rt ato,
& cet periodic Hunch updatse
iy bo an omal work ead. Aa ¢ wen con 09 ftn.
OL agrae to Hunchis Terms of Service
Hunch's8 way of assuring prospective uses ofthe safety oftheir daa,
MICROCOPY 2
Milk’s detail here makes you much more open to subscribing to the
newsletter. The approach is the same as the one above; assuring people
that they will be contacted only when it really matters, (Note that Milk
‘was recently acquired by Google and so has been shut down)
39. hupithanch «[Mik promises infrequent ematls and teases with earl access,
MICROCOPY 3,
Here is another approach from an as-yet unreleased project of mine,
The branding is lighthearted, s0 I've crafted this microcopy® to accom-
‘pany the invitation form. Hopefully, people will be more at ease sub-
‘mitting their address.
‘thanks for stopping by. This is just litle something | want you ta see
't you leave your emall address for me to reach you when you can be
rst to try this out. Here's a very rouch implementation of what we have
Success! You're on the list.
aera a
arty wary weneve span fete gery sn ys et
HM seoSo ct Ses ne an sts mnate nye es, era
rarer vat or stony ane usd Onc Paros
‘This saysthat your email addressissecurewith us
3 hepifearentAlso, note how the button doesn’t just say “Submit,” but rather “Request
an Invite” This adds a touch of exclusivity to the sign-up form. If you're
interested in this sort of thing, read about Pinterest’s sign-up process*,
Error Pages and Downtime
Not many situations are more annoying for a Web user than down
time. It can make users rather upset, especially if they depend on your
product. Emotional design helps you steer clear of such offenses. Below
are some examples.
SIMPLE CHANGE IN COPY
Flickr says it's having a massage. It’s not brilliant, but it's better than an
annoying error message.
Aickr-com ax
b Clae Cirasdy Claookmaries Civsm E- Oi»
flickr:
Flickr is having a massage.
For updates, please check the Flickr Blog and our Twitter account.
Hicks having a massage image: Luke Beard)
SAY SORRY AND OFFER A TREAT
Here's a better approach from Flickr. When it experiences more serious
problems, it puts up this splash page saying thatits tubes ate cloggedand that itis sorry. But instead of leaving it at that, itset users to a task
and offers the winning contestant.a valuable pro account.
flickr
Arrggh! Our tubes are clogged!
cata ts nuh’ we th yourgh te eneren res
(Sngeion wn FREE PRONECOUNT
ust tna page an eget na ot non na ee oct,
ip hrnst syartumonaeccontcrise woneewes
Seba
Toe scant nn cic atti
= Sereuey ne apoegin tet vntrareed ew Vevo
‘erg tata near ucrcon oa one
on atet oe Fo Bea
Thecompetition when Fickrs rubes are caged.
SORRY BUT...
there are more important things in life. When Tumblr went down re-
cently, it told users that it was already hard at work on resolving the
problem. In the next paragraph, it reminded users that there are bigger
problems ont there than a brief outage and that you could actually do
something about them.
5, hepitwwew. flicks comtMaron a ay
Tumblr supports peopie inneed,
Annoyances
Other online annoyances include waiting for a screen to load. But some
screens just need time to load. When your app is busy gathering infor-
mation, consider doing something on the screen, such as displaying a
tip.
VNC teins op cies ah vd etd ed ob he tenes
35 Loading...
‘Tot: O10 tec angle eh
Hlipmar®® bridges screens with helpful information.HUMOR
CAPTCHA are a eality in many places today, but that doesn’t mean
users have to like them, Heck, they're an incredible annoyance. Stack
Overflow at east explains with a fanny graphic why ithas to annoy
visitors,
Sesctevertion EXE Ka Em =
Human Verfetion
Stack Overfiow3? explains why thas toannoy you
with a CAPTCHA
Personalization
Another emotional strategy is to respond to the user’s input. I love
‘when something responds to me without my having to disclose person-
al details.
‘The landing page of the Thermo*® app detects yout location and up-
dates the graphics on the left, telling you the temperature of you loca
tion,
36. hnpiuneehipmunkcom!
37, htpifetackoveflovecom!
38. hupifthermomet‘Sweating Like a Pig.
You don't even n
d that much information about visitors. 37signals®
demonstrates
ple way to be attentive to visitors, without any
knowledge of them whatsoever
2° BTsignal: Web-based colboratior
37signals
Highrise remembers tk
about people you'd 1
Keep a permanent record of people you do business with.»
what was said, and when to fellow up next. Over 20,6
Email Design
Newsletters can be a great tool, but most people want to cut down on
noise and get only the most informative and well-produced ones.‘Newsletters can be worth subscribing to for various reasons: informa
tion, exclusive offers, humor, etc.
‘TELLING A STORY
Zaaly highlights the most interesting, “classifieds” in its newsletter. If
make you wonder what people come up with on the website and chal
lenge you to use the service more often.
Most Creative Zaarly: Weird and
Cool Apartment Furnishings
Apartment defibrillation: A
necessary service, now
‘apparently available on
Zaarly.
"Roommate moved out and
took my apartment's soul
with him, He took the
essence of what made MY
‘apanmont have @ heartbeat. Thinge like @ majestic cheetah papor-
‘mache head and a weird glass bubble lantem that hung from the
calling. They're gone. m sad he took all these great things. My
apartment lost its heart and it needs a defibrillator. Please help me
ddefib my apartment”
Like @ majestic cheetah head, you are the soul of our company. We
don't know what we'd do if yu left us! Se stick arcund, and let us
know whatideas you have for Zaarly by replying lo this e-mail, We
lave hearing from you
‘Your friends,
Ae Zao Tan
Zoar'y*?highlightsitsfavorite happenings on the websie
4p. apf zaarly com)PERSONALIZATION
Not that this is especially innovative, but Quora has enough data to
show me stuff that I would enjoy reading, If you have the data, then do
your users a service. Speaking of personalization, check out how adding,
the recipients name to an emait's subject line increases conversions*
(eliwe-W Your Quora Weekly Digest
People You May Know on Quora
co
Following 16 topics: Nusio, Food, Restawants.
‘Angwered Which speakers have spoken at both TED
‘re TeDx corferencae?
wered How di Tim Van Damme get cnt 16
owala?
——
‘Rosuered How cana web developer got tart with
Photoahon? Any books/aoral/rescurees to
reoommord?
—
‘Answered What isthe pecect startup team?
‘Top Content For You This Weok
Why did Twitter have
Quoret
many problems if its made with Ruby? a
extends your social graph and suggests reading talored to you
SURPRISE COPY
Notification emails are usually all business. But when someone takes
time to make something a bit more special*3, as the notification email
below from CD Baby shows, people will go to great lengths to tell others
«4. mpifestomberg.com/ poet 7147394
42. hnpilsnawe.quoracom!
45 hap fw foushourworkwweek comlblog/soafos! a/the-mort-succeetfuke-maibrever
wrote!
pailengagement
2about it. The string “private CD Baby jet” yields over 20,000 results on
Google. That's powerful word of mouth for just a tiny detail.
‘Your CD has been gently taken fiem our CD Baby shelves with
sterilzed contamination-free gloves and placed onto 2 sain plow.
A team of $0 employees inspected your CD and polished it to make sure
it was inthe best possible condition before mailing
(Que packing specials fom Japan lit a candle and a Ish fell over
the crowd as he put your CD into the finest goki-lined box that money
can buy.
‘We all had a wonderful celebration afterwards and the whole party
arched down the strect tothe post office where the entre tov of |
Portland waved “Bon Voyage!” ta your package, on its way ta you, ia
‘or private CD Baby jet on this day. Thursday, July Sth
hope yout had a wondestl ime shopping at CD Baby. We sure did
‘Yoor pichae ison our wall as "Customer ofthe Year.” We're all
exhausted but can't wait for you to come back to CDBABY.COM!!
‘Thank you, thank you, thank you!
Sigh
Derek Sivers, president, CD Baby
the Kee store with the best now independent mosic
tp: /edbaby. com cdbabyZedbabv. com (503)595-3000
The copy for CD Baby's notification ercal image: The Shifted Librarian
Storytelling
Weall know that stories get people to listen. Some compelling exam
ples are out there of product stories, one of which is Ben the Body.
guard. Its an iPhone app that protects the personal data on your phone.
‘The app is designed around the character of Ben. Way before it
launched, the developer put up a website on which Ben walked the
streets as you scrolled down*5, telling you that he'll protect your data
soon.Peery
&
PHOTOS
Cy
Sen the Bodyguard on the taser page
This character of Ben, the French bodyguard, is weaved into every bit of
the application consistently. It’s almost as if you were entrusting yout
data to a personal bodyguard,ross]
Ea
ER Te)
Easter Eggs
Easter eggs in general are meant to delight users. Even Google, a rela
tively serious character among online personalities, adds an Easter egg
‘or two to its search engine every now and then
Google Lot it snowLET IT SNOW
Awhile back, Google made it snow on its home page. It also let users do
abarrel roll’,
Easter eggs are usually unrelated to the service. They exist metely to
delight or surprise users, to give them a treat just to make them happy.
‘And happy users share.
Mascots
‘MailChimp has a distinct personality that deserves all of the atten:
tion® that it has attracted>®, A few details are worth pointing out,
THE JOKING MASCOT
distinctive part in MailChimp's emotional design is its chimp, which
‘g0es by the name of Freddie. Freddie cheers you up when your profile
‘page loads. And every time you reload, a random joke or link is shown.
‘One of Freddie the Chirp'srandom remarks. (Click on the image to see what he'srefer
ring to)
But note that emotional design like this can be done wrong, Remen
ber the Microsoft Office paperclip helper that got in the way every time
‘you tried to do something? Freddie the Chimp does not get involved; he
stays out of your workflow.
47 expel wwrw google com
48, hep//imgty com/gndovastarrelerole
49, hespifvime com 4081566
50. hupi/blog thegodioundercomviagged/maiehimp
aLog-In Pages
Even log-in pages can be made interesting, MailChimp's changes on
special days, like Google's doodle. Check out some of the designs in the
dedicated Flickr pool.
You don't even have todo much to be special. Pocket greets you on the
log-in screen with a huge background image instead of a dull color
be comphotoalfreddiovonchimpfesta7.g7625ts87s044s/withAttention to Detail and Surprise
Many of the things covered above demonstrate some attention to de
tail, which is essentially what it all comes down to. The level of atten
tion to detail shows how much you love the product and how much you
respect your customers, Check out this spinner in Quip’s recently re
leased app.‘There is no need for the wings to flap, but I keep reloading just to see it.
Remember, though, such details should never be at the expense of us
ability
Surprises and attention to detail are eve
Dropbox’s early buzz was its video
here, One big reason for
which it posted to Diggas “Google
Drive killer coming from MIT startuy
Itwas carefully crafted for
that audience, witha lot of things left to he discovered (including jokes
that Diggers would understand and appreciate). More about that period
in Dropbox's growth can be heard in a talk by cofounder Drew Hous:
tonak Wew History Reokmarks Wado He TO
‘ropbox Trade Secrets
‘To get inspired with details, check out the great Tumblog Little Big De
tails
Three Diverse Examples Of Personality
Up tonow, we have looked at various aspects and examples of emotion-
al design. Below are instances of emotional design in different areas:
‘two from websites and one from the app economy.
EXAMPLE 1: GIDSY (A MARKETPLACE FOR THE PUBLIC)
Gidsy57 is a marketplace for activities run by users. As such, its develop-
ers have to worry about broad appeal.
Gidsy’s main color palette is blue and white, a combination known
to be liked and trusted. Itis no coincidence that Facebook, Twitter,
Linkedin’? and countless other brands use some shade of blue, While
‘you're at it, havea look at BaseKit’s infographic about the psychology of
color.
Gidsy’s personality is defined by a thoughtful use of vintage images,
lighthearted copy and surprise elements,
855, httpedieww drophox som!
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57. hitpigday cmd
58. hupislarenbllercauk/blogoocial media-brandi
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theworld
60, hrp/fuww base
g thocolosr poychology of bls
comtthe-paycholagy-of colour infographicConvey a feeling: Vintage images* can be found® all over the web:
site®S, They are often used to make a point or emphasize an emotion.
Ahoy there, sailor
4 Sorry, we could fin the page you were locking fat
jg
«vt ce
Irsvintage-styled 404 page epitomizes Gidsy's4 design personality.
Surprise: On reaching the footer, you'll find a call to action, urging you
to create a listing for free. Hovering over the wand will launch a rain-
bow, pointing you in the right direction and surprising you. Measuring
how well that particular detail converts visitors into users would be in
teresting,
6. p/giday.com/pree
62: hep
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gray com 404brbes
br bios,
Holp
bow playfully quidesyou ro.@*Learn more buttor
Copy: Simple copy with a bit of humor: “Well, hello gorgeous!” and
“Booooom. Your photo was deleted”
idsy ) Dashboard
Inbox Booking Hosting Edit profile Account settings
MEMES onc: wt tacetook to import your prot fom
Select an image on your computer
((Chsone ie] Noe chosen
Wel hello gorgeous!
‘Youve scesfily uploaded your photo
Thepage on which users upload their avatar:Booking Hosting —Editprofile. Account settings
ys Eventsagenda Bookings overview
amisu Hotness
’ 3 Comoked- Description hs ts be longer then 209 charter |
fai
‘A 2000000M Yourshotowseettes EE
Upload your photos. 2 photos minimum
listings.
etait x Once Onss
The page on\ahich users delete images
‘These details go a long way to giving a product.a friendly personality.
But you can also rethink large chunks of text, such as handbooks and.
manuals, Gidsy has done this in its handbooks section®S, Handbooks
usually are a dull experience—but not this one. It has already generated
alot of buzz and links in the design community, so you might have ak
ready seen it. Notice the subtle nod to ia’s Writer app®?
65, hitpilgday comhancbooke/making-the-perfec
66, he:
istingChoosing a Title |
‘The title for your listing should be short, sweet and to
the point. You have a limited number of characters that
you can use, so make it catchy. Using special characters,
e.g. @!"£$%A8e"*(), can interfere with your message.
You're better off avoiding these and sticking to good
old letters, spaces and numbers where needed.
No need to pur dates or times into your title - these will
be dealt with in other sections. Make sure you choose a
title that will help people find your listing. One thing
you can ask yourself ig which words you would use if
you were searching for a similar activity.
id's handbook has made it around the Web,
Newsletter: Well finish off our look at Gidsy with its recent newslet
ter, which just hit my inbox as I was about to finish writing this article
ty psc ny a eet wemomae =
mE
ee eae
See theiny ‘please reply" emai address?Gidsy has used another vintage shot to emphasize its message. Also,
notice the tiny detail of the sender’s email address, ploase—ro~
ply@gidsy. con,a friendly reminder that the company is listening
and attends to the smallest of details (I noticed that another Berlin-
based startup’ started doing it first)
EXAMPLE 2: AUTOMATTIC (GENERAL WEB HACKERY)
Automattic®® needs no introduction to this audience It is a perfect ex
ample of how to integrate humor into a generally humorless environ.
ment: coding, It espouses Matt Mullenweg’s eatly manta of “Code is,
poetry” anywhere it can, Let's look at what it has done with its Web
properties.
About Us
AutomatticIne. isa startup from a handful of people passionate about making he we
‘Open Source and the vast majority of our worki available undeclicenses like the GP.
world, Automattic fist got started around August of 2005, and has since grown tone
Abr fj ams
amson_ Adams
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while tying ret i gettoc muchBBQ ssueeon _Catectojointhe rel wot orasclose ase
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iesame 9 hen hero! enAMICO, NBS, caus taces, ecause apparent tees
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MySQL optnaaton. Bary erinjstveing and bbPressandhejaateotybteof WerePres,
ay ate larosse
Antomatics" Abou" page, packet ure
‘Humor: Automattic’ “About” page isa collection of good-natured bios.
‘Mullenweg's bio is this:
6 hep
thogodfounder compoot
58 ylemail-readmill-eadmill akes anatherap-As the Chief BBQ Taste Tester of Automattic, Matt travels theworld
sampling cuisine and comparing it to thegold standard of Texas BO.
Although he originally aspired tobe ajazz saxophonist, Matt sore
how wound wp studying economics which took hirt to Washington
Decl.)
Sounds like a fun place towork Isn't that exactly what most people
reading the page would like?
Slogan: Automattics slogan is, “We're much better at writing code
than haiku.” This humorous line is what Automatticis all about, and it
sets the tone for everything it does.
pgraues orowae nappy ane num wr ay.
“We are much better at writing code than haiku.”
— Matt Mullenweg, founder of Automattic
CONTACT Us PRIVACY oLIcY
Whar Automattic? is all about
‘Microcopy: People notice tiny details. For example, in the footer of
WordPress” home page is a signature that changes every time the
page reloads. It says, alternately, that WordPress is “An Automattic
[Production] “An Automattic [Medly], etc. This little change to the de-
scription shows the company's love for its product.
tomatic comsbout!
rordprees comyfooterNew Theme: Reto-fitted
‘Comment Netiieationa!
New Themes: Splendio and Suburbia
Pat Videoo from Your Phone er Pa
New Themes: Custer ar Debut
Titer MAUTOMATTIC Medey
Wordess?is"An Automattic Medley
2 Jetpack updates via email, Join 18,151 other followers,
an AUTOMATTIC aiauing
Pruacy Policy Terns efSeniee Suppor
etpack's*An Automartcairline,
Surprise: On Automattic’s Jetpack website, thee jetpacks soar actos
the screen whenever the page loads, reinforcing the product’s name
and exhibiting. a love of detail
17 hespifwardpreea com)Jetpack super “harges J
Worcs eireeaea Cann
Colclson moar
tpack
Easter egg: One lovely detail is WordPress’ “self-comparison” Easter
egg, Instead of removing the possibility of comparing a post's version
with itself, Automattic has builtin a little mechanism that turns the
page into a gray and white canvas, creating a Matris-like effect.
Initiating infinite 1o0p eschews! protocol.
Self destruct 19... 3So, when you hit that button, accidentally or not, the whole page turns
ray and simulates self-destruction mode, Matrix-style. In the end,
‘WordPress reminds you not tolet that happen again.
“TechFleece has a detailed description of how to find WordPress! Ma
tix Easter egg”
Antomattic isa great example of how to show personality ina
hacker-heavy environment.
EXAMPLE 3: CLEAR APP (TO-DO APP FOR DESIGN-SAVVY
USERS)
Emotional design can turn users into evangelists who share their posi
tive experience with others, People love sharing interesting stories; you
just have to give them one.
Consider the recent success of Realmac Software's to-do app for the
iPhone, Cleat”. It sure isn't the fist to-do app out there, but it cleverly
targets iPhone users and designers with a sleek, minimal interface and
afew interaction and transition patterns that have not been done yet.
It’s the kind of thing that we iOS geeks just drool over.
Anticipation: Realmac published a video” before the launch that
cleverly raises anticipation of the product. The video spread in some
parts of the design community” rather quickly
People's attention was captured not only by the design, but by some
creative treats and suprises.
Playful: The app sets the tone for playing around and having fun.
7 hupitwordoress
74 hetpttechleece com!
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45: heplinevnessslmacsofaware comicleae
75. hespvirweo com 5593267
‘77 hespifabbblecomJecarchi”qnclear
osiisihowtoringehohiddon-matricastersgesn-wordeae
eee a ces
Coe eo nnd
Surprise: On opening the theme settings page, people who have in
stalled the Tweetbot app are greeted with this message and ate given an
extra Clear theme. Chances ate high that people who use Tweetbot love
mes
itand would find this to be a welcome surprise.ease
Cee ee eae ec
rire)
era
Ifyou have nstalted the popular Tweetbot app, youl get abonus theme
‘Treat 2: If you follow the Twitter account of one of Clear’s developers,
you'll be awarded another theme for your social behavior. It was a clev:
erly engineered Faster egg hunt, resulting in an outburst of positive re
sponse by people on ‘Twitter who shared their enthusiasm and com
pared which themes they had acquired and missed.Bm CR
you follow one of lear’screators you are rewarded\with atheme,
‘This is one ofthe best effects of emotional design. Not only will people
enjoy using your product more, but they will share their excitement
And here isthe proof on Twitter(Chris De Jabet © )isss00 Sree)
To unlock @UseCiear's Sociaite theme, make, complete, and clear
1100 items in a ist. Prompt will haw to weet, dot. solearbonus
E47 Ben Kendall ©ooncai
= Aso you rave Tweetbt instal, you get a tre Tweetbt theme
for Guseclear. Nice touch!
Hg 54 Manik Rathee ovens
‘Wow - seriously ove gestures and aueso feedback in UseClear
‘Also, tweetbot Bonus theme s a... wel, bonus. cv/EEF2
49 Jaison De Mentalegre “Js20°0%" 2
Pleacanty auroreed when | unlocked the Tweetbot theme n
UseCiear Very cool ptwiter.convigadPreZ foc Stapoot paul
en pote
HIQ41_ Bas van der Ploeg sbavardploeg
(4p es swosora en Sneetstbanss home in seCtenr Love it
serps
sian
Hg 44 Tom Amfold oni Fon
‘OMG OTWEETEOT BONUS THEME FOR GUSECLEAR :0 //
Gtapbat paul
Sore of te buzz that the borus there dlonegenerated on Twitter
Surprise detail: When your to-do list is empty, Clear offers a tip on
how to fill it up.The second time, however, you are shown a motivational quoteFinal Words On Benefits And Risks
Emotional design is risky. Adopting a lighthearted tone when apologiz-
‘ng for something going wrong might not sit well with everyone. Don't
be afraid, though, to show your personality, as long as it's geared to the
right people. You can't and don’t want to be everything to everyone.
‘We haven't covered instances of emotional design gone bad, but
here's a word of advice: if you do attempt to be funny or quirky, the
‘most important thing is to listen and monitor your users’ reactions. If
something doesn't work, you need to be proactive, apologize and im-
prove. Showing that you're listening and ready to learn exposes your
humanity —putting you tight back in emotional territory again.
‘MailChimp handles the tisk of turning people off with an off
switch, which it calls “party-pooper mode.”
party pooper mode
© enable Maichimp humor! daable MaiChimp humor - because | am a pay pooper
itch on party pooper made
So, if you really don't like the chimp, you can disable him. Apparently,
not many do’
Or you could doit the other way and make some quirky behavior the
nnon-default state. Facebook has an Easter egg of its own, letting you
change the UT's language to pirate talk. It actually makes me enjoy
Facebook a little more.
78. hitpifspeakerdeck con/u/aavronipleorning-t-kovehumane-emotionabinterfacesde
signal‘This is really what it’s all about: helping users to enjoy something.
more—so much that they'll share with friends and strangers.
And if you'd like to learn even more about emotional design, check
out a good list of further resources on Smashing Magazine”.
79.
swew smashingmaguaine com|the personality ayer claredsea0Give Your Website Soul
With Emotionally
Intelligent Interactions
BY CHUCK LONGANECKER »
What isit that makes us loyal fans of the websites and apps we love?
‘When we sat down to answer this question for ourselves, we found
that the websites and apps we truly love have one thing in common:
soul. They're humanized. They have emotional intelligence designed in
to the user experience. And this emotional intelligenceis crafted
through thoughtful interaction design and feedback mechanisms built
into the website.
‘These elements give the website ot app personality and earn a spot
in our heatts.In our opinion, it's not going too far to say that giving
your website or app soul isthe key to earning loyal fans.In this atticle,
‘well look at some of the best examples of these emotionally intelligent
interactions and haw they infuse personality and soul into the websites
and apps where they/re found.
What Are Emotionally Intelligent Interactions?
‘An emotionally intelligent interaction is any state (or change in state)
of a website/app where the messaging or functionality includes atten:
tion to details that create a user experience that feels organic and hn
‘man. These interactions can bea big experience (like when an entire
‘website is down), ora very small experience (such as when an error
state ona form element appears). They can be derived from different el-
cements, including messaging and copy, color and design, and respon:
siveness to user inputs and system outputs.
Combining each of these crafted experiences creates soul and per
sonality fora website. And it’s that emotional connection with users
that builds lasting loyalty, and raving fans
EXAMPLES OF EMOTIONALLY INTELLIGENT INTERAC-
TIONS
Note: Several of the examples and iriages are from this brilliant website: Litle
Big Detais®.Ir’s one of the many mustreads and I recommienc adding ito
‘your favertesif you haven't dare so alread.Bottlenose®
Anew Web-based Twitter client that gives users a new way to explore
and use Twitter. The app does a great job of walking users through the
first run with the application, explaining the features in a way that is
clear and humorous. The confirmation buttons use phrases like “Makes
sense” and “Got it” which create a sense of personality and confidence
with the user, a far better choice than the typical “Next”
Search
You can search messages by just
‘the people you follow, or by anyone
You can save searches and track
them as streams.
Wutoo!
Wutoo uses a combination of smart messaging and subtle touches on
Ut elements to create a mote friendly and personable experience when
creating Web forms. Here are just a few:
+ Each page title is accompanied by a line of poetry. While it may seem
random, the poetry actually reinforces the elegance of the Wufoo solu-
tion. It's a unique way to bring personality to an otherwise tedious task
(creating forms).
80, hrpilsninelisbied
81 htpifbotienFl Forms
Form Manager
0, what men dare do!
ou Since You've Been Gone.
Ge
‘Automatically Rate Leads with aur InboundScore Inte
leads. Howeves ane hard work often stats after collection wt
poritize whic leads to tackle first. Our new InboundSeore it
+ The new report button’s punctuation. Think of the word “teport’, and
you're next thought is most likely “TPS.” But Wufoo adds an exclama-
tion point to the button. This gives it an element of energy and fun, 1e-
inforcing its value as a reporting feature.
EG New Form! |
ublic
+ The reports screen with no reports. Instead of a blank screen, Wufoo
takes the opportunity to deliver some true personality through its mes:
saging, and gets you on your way towards building your first report.
¥wr
MailChimp®s
‘As one of the best examples of emotional intelligence baked into a user
experience, MailChimp takes every opportunity to infuse soul intoits
application, as well as giving you a pitch perfect way to make it all dis-
appear.
404 Page
MailChimp's 404 pages brilliant: excellent copy, empathetic design,
and a prominent call to action to get users on their way. It's clever,
functional, and takes the sting out of 404'ing, Current MailChimp 404
Page®.
Sen Campaigns
MailChimp celebrates and encourages the user just as they send out an
ernail campaign. The capy “This is your moment of glory" is a perfect
encapsulation of the fear and anticipation that goes into deploying this.
83 http/fenilchimp com
84. hopifonedia emachingmagasine com/wp-contenvaploadesousfoy/maehimp 4944p
5Ea ka fendaees
This is your moment of glory.
+ TuttterPage:
Recently when MailChimp went down, they deployed a special back:
‘ground on their Twitter page that showed a sad chimp working furi-
ously to fix the problem. Because people naturally turn to Twitter to
earn about why things are broken, the background extended the per
sonality of that service to their Twitter account, creating an emotional:
ly intelligent experience for the user
Pinterest®s
‘This red-hot social network infuses personality into its website with a
thoughtful interaction during account creation. Instead of using the
typical password confirmation patterns, the app responds with “Looks
good!” as passwords meet their reqtirements and match. It's small
touch, but one that humanizes the sign-up experience, and empathizes
‘with the user who is creating their account.
Pinteres
Create Pinterest Account
Path®
On Path’s original website, the icon for the sign-up button arrow
changed to a smiley face when it was clicked on. This small change cre
ated a personal and welcoming moment during one of the first interac
85. hep:
6 hpi
pinterestcomd
pxtheomtions a user had with the application. Its a thoughtful detail added to a
step thatiis often overlooked by designers and users alike, and it set the
tone for the rest of the user’s onboarding experience
De) ou ED
‘hare life with olaoe frignde & family fF shar ite with ologo trionde & family
Hootsuite®?
‘The friendly owl mascot for Hootsuite is more than a cute face—the
‘mascot is the representation of the service itself, much like the chimp
from MailChimp. Hootsuite taps the Twitter API to pull data into its
app, and because Twitter has API limits, Hootsuite intelligently stops
making requests after long periods of user inactivity. When this occurs,
the Owl lets you know that he has taken a nap, and will wake up when
you need him again. It's a clever way to tum a potential negative expe-
rience (non-continuous updates) into a positive one that brands the
company, while providing the app with personality and soul
‘You have been inactive far ever
anour.
was bored, s0 | decides ta take a
nap Lelme know when you get
ack,
Feedburner’?
For newly created RSS feeds in Feedburner, the stats page takes the lack
of stats to create a personal interaction with the user. Many websites
miss these opportunities because they feel this state isn’t core to the ex:
perience. But Feedburner knows that most new users are interested inseeing their stats right off the bat—stats that don’t exist yet. Sowhen a
user visits the page Feedburner has fun letting them know that stats
aren’t quite ready yet, while creating an emotional connection with the
user in this process. It a huge win for the company in light of the al:
ternative: lifeless, blank page with no data.
Feed Stats Dashboard
‘Your feed is so new, we're still
playing with the bubble wrap.
‘Gheck back soon for @ full dose of stats.
6,82,
+426 individuals
See iv
jewed oF clicked items
ibscriber Information »
‘VisualHub
‘VisualHub takes advantage of the Mac installation screen for user int
teraction, encouraging users to get acquainted with their user manual
‘Move the app to the Applications folder, and move the manual to your
brain, So often this install process is written, anecessary evil to get to
the application. But as we've seen, smart developers leverage these ini-
tial interactions to set the tone with the user experience moving things
forward.osx
Apple has long been about attention to details, but typically the details
are in refinement (not necessarily emotional intelligence) But the Text
Edit icon contains a small Easter Egg,for Apple fans—the words of the
“Think Different” manifesto are inscribed on the notepad. It pays,
homage to their legendary founder, and reminds people why they love
Apple. It's a small touch that makes Apple what itis.Highrise ios
During the install of 37Signals Highrise iOS app, you can play agame
of Tic Tac Toe against the computer. Not only is this a thoughtful way
togive users something to do while the app undergoes the necessary
evil of being installed, but it’s also an homage to the film War Games, a
lassic. It’s a simple and effective way to display emotional intel
ligence during a typically “dead” point of an app's user experience.
hacIt’s your turn
XO
XOX
O
'm all done playing, thanks.
Download Complete
—_—_—_—
Mint com®®
Mint’s website maintenance page creates a charming experience for
users during what could be a stressful time. Not being able to access
your finances can create anxiety, and Mint uses that opportunity to
create a fun yet effective notice that lets you know that your money
and information is safe, even if the website isn't accessible,
Sq, hped/www minecom!well be Bight Back!
say MINT’S ENGINEERS
“Keeping your money safe?™ “OF course
Mints engineering team — working hard and 1
improventents. The site is down for maintenance and will be
back shortly. Sorry for the inconvenience
Risking mony mango
ad pernal Grane hat ks
hit Seen, Soe. ve se az
Sean Percival®,
Deviant Art
Deviant Art uses the portrait metaphor as part of the interaction in set-
ting up your Deviant Art profile. Not only does it tie in with the theme
of the website (and connect with its artist community), but it also is a
compelling metaphor and mechanic that encourages new users to com:
plete their profile.
0. ht
ot hp
srw eeampersival comWelcome to dewontart 1
‘Help us paint a better picture of you.
Tumble
‘When listening, to an audio file on'Tambl, the URL is appended with
an appeal to its users not to download the audio file, so that they can
continue to offer this type of content on their website. It’sa clever way
for communicating to its users without the typical JavaScxipt pop-up
warning,
Adding Soul To Your Website
Giving your website soul comes down to the interactions and the inten:
tional craft you putinto the design of those interactions. By being in-
tentional about user experience in those small moments that ate typi:
cally neglected, you can showcase the personality of your app, as well
as building loyalty among users. Taking cues ftom websites and appli
cations like those mentioned above will help you look for ways to in-
fuse your project with emotional intelligence.
These services and developers have created loyal user bases due to
their willingness to sweat out the details, and infuse their projects with,
emotional intelligence, The smal things can really make a difference in
the success of your website or application. Taking the time to create
92 hepeifveww tumble comthese well-crafted experiences is one of the most potent ways we know
of tocteate fans, and bring yout website to life with soul. =
&Not Just Pretty: Building
Emotion Into Your
Websites
BY SABINA IDLER »
Emotional design has become a powerful tool in creating, exceptional
user experiences for websites. However, emotions did not use to play
such an important role on the Web, Actually, they did not use to play
any role ata; rather, they were drowned by a flood of rational func-
tionality and efficiency.
‘We were so busy trying to adapt to the World Wide Web as a new
‘medium that we lost sight of its full potential. Instead of using the In
ternet on our terms, we adapted toits technical and, at first, impersonal
nature, If it wasn't for visionary contemporaries such as Don Norman
or Aarron Walter, we might still be focusing on improving processes,
neglecting the potential of emotional design,
In his book Errotional Design, Norman describes why “attractive
things work better.” He explains how attractive products trigger our
creativity and ultimately expand our mental processes, making us more
tolerant of minor difficulties, What he is saying is that attractive prod:
ucts make problem-solving easier, which makes them absolutely essen:
tial. Frotional Design is Norman's reaction to crities who said that if
they followed his rules, their designs would be only functional but ugly.
So, he conducted the necessary research and came up with three levels,
of visual design that all need to be considered in order for a design to be
both usable and pretty
User experience designer Aaron Walter contributed another great
‘book to this new eta of design: Designing for Emotion. In this book, he de-
fines emotions as the “lingua franca of humanity,” the native tongue
that every human is born with. He describes how important emotion-
al experiences are because they make a profound imprint on our long,
term memory and create “an experience for usets that makes them feel
like thete'sa person, not a machine, at the other end of the connection”,
Norman and Walter have recognized that emotions are key to the
full potential of contemporary Web design. Let's follow their example
and learn how we can contribute to a more personal, more targeted and
mote emotional World Wide Web.
In this article, we'll recap the foundation of a good design, take a
look at Norman's three levels of visual design and introduce practical
‘ways to build emotion into a website.age reds perpetulpivr 93. and gishaboy5o0%)
Foundation Of Good Design
A couple of things form the foundation of any good design, whether the
design is emotional or not. Why are we talking about the foundation of
a design here? Think of the construction of a house. Fitst, you need a
solid foundation; then, you can start to plan the division of space and
build walls. In Web design it's the same; you need to know your inter
nal design goals, who your users are and in what context they will use
your website. Once this groundwork is done, you can get started on the
design,
INTERNAL DESIGN GOALS
Before you get started on anything, ask yourself what your own goals
are. This does not mean you should put yourself at the center of atten-
tion for the rest of the process, but itis important to know what image
you want to communicate, what your values and visions are, and how
you want others to see you. With this knowledge at hand, you are
armed to be very clear and consistent not only in your actions, but also
in your appearance. A certain amount of continuity and predictability
adds to your reliability, which is important for getting people to com-
mit toa relationship with you.
toe perpetualplun/sg9sa10073sizefin
‘om phatoa/geishahoysa0|959738Sofeiesfin photPROSPECTIVE USERS
Know who you are designing, for. Your future users will be the people
‘who purchase and use your product or website, so make sure you know
what they want: General demographics will give you a rough picture of
‘who you are targeting, By drawing a clear picture of their goals, how
they are going, to use your website, and what matters and doesn't mat
ter to them, you will learn how to target your users. Without knowing
your prospective users, designing something relevant that is both us-
able and pleasurable will be quite tricky
CONTEXT OF USE
Finally, think about the context of use. Knowing the situations and cir
cumstances in which users will be visiting your website is valuable
Consider possible emotions that might be involved, and find out which
role you and your users play. Be aware that knowing the context of use
will make it easier for you to understand your users the moment
they visit your website. Itwill help you reach out to your customers and
to communicate with them mote effectively.
Norman's Three Levels Of Visual Design
‘Norman has identified three levels of visual design that designers can
apply to build emotions into their products. These three levels are based
on the way our brains function and can be seen as guide to a more ap.
pealing, effective, pleasurable and memorable design.
Inastudy on emotion that Norman conducted together with two
colleagues from Northwestern University, they were able to show that
different levels in our brain result in very specific and advanced human
attributes, Those levels are the reason why we are able to accomplish
and create things; why we can be artists, musicians and writers; why
‘we have culture with language, art, humor and music; why we ate con
scious of our role in the world, a consciousness that enables us to re
flect on out experiences, The three cognitive levels Norman has de-
fined and applied to visual design are the visceral, behavioral and re-
fective levels. Let’s look at them one by one.
‘VISCERAL LEVEL
‘The first and also lowest level is visceral This is the level of precon-
sciousness, where emotional signals from our envitonment get inter
preted automatically. The visceral level works instinctively, and both
our personality and cultural values can influence how we perceive
something, Impressions at this level have an immediate emotional im-pact on us, Norman calls activities that are initiated from the visceral
level “bottom-up behavior.”
Fora visual design, this means that the visceral level has to do with,
the initial impact of the appearance, touch and feel. The visceral quality
ofa design can be studied by observing people's first impression. A
‘good visceral design makes us feel at least something, hopefully mak
ing us happy and ideally getting us excited.
Vireo hasan appealing footer. The design has no other function than tocaich people's
artention. (Image:
BEHAVIORAL LEVEL
‘The behavioral level is all about how things work and how we use and
experience them, What matters on this level is function, performance
and the physical feel of something,
A visual design would need to feature relevant functions that ful-
fill actual needs. Behavioral design needs to be understandable and us
able. While confusion and frustration lead to negative emotions, fun,
case of use and effectiveness trigger positive emotions. To ensure a
‘good behavioral design, you have to really know your user's needs—for
example, by observing how they interact with the design in the field.
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REFLECTIVE LEVEL
‘The reflective level represents the highest level of our cognitive
thought processes, Norman calls activities that come from this level
“top-down behavior.” This level is conscious and capable of a high level
of feelings, emotions and cognition, On the reflective level, we interpret
and understand things, we reason about the world, and we reflect on
ourselves. The reflective level sets in after having been exercised, and it
dominates the other two levels, which means that through extensive
reasoning, we can overvule both automated behavior and emotional im-
pact.
In visual design, expertise enables us to respond differently to a de
sign than if we had no idea what we are looking, at. The reflective de-
sign defines our overall impression of a product, since we reflect on
all aspects of it messages sent, cultural aspects, the meaning of the
product and whether it’s worth remembering,
psd keyboard phantom-burtonUs highways mapped ike asubisay systan. This infographic as agrea reflective de
sign. (Image: Cameron Booth?
Inevery good design, all three levels work together. The need not be
equally weighted, but because we perceive a visual design on all three
cognitive levels, they should all a least be addressed. These different
levels of visual design might conflict, though. For example, our opinion
ofa design after having thought about it might diverge from our initial
impression of it. Also, people interpret designs differently and have dif
ferent preferences for the visceral, behavioral and reflective qualities of
adesign,
So, the appearance of a design makes up only one level of visual de-
sign—the visceral design. The behavioral level relates to how the prod-
uct works, and the reflective level relates to the long,term impact of the
design, Combining these three levels in the right way, you can make a
design.
Appealing
Grab the user’s attention and influence their perception.
Effective
Guide the user’s attention and make sure they find what they are look
ing for.
a7. hetpstwwwfastcodeeign.coms6sanosfingeniourinfographic-uchighwayemapped-
like a-sebway.system
»+ Pleasurable
Allow the user to appreciate your website and have fun.
+ Memorable
Build a relationship with the user and ensure a positive memory of you.
Implement Emotion In Your Visual Design
How: can Web designers apply this knowledge? And how can we build
emotions into our designs? A website usually includes several clements
that can make a design more personal and that can be regarded as
“emotion carriers” Some of these are obvious, such as colors, images
and shapes. Others are not so obvious, such as humor, recognition, dis-
sonance, tone of voice and engagement. Let’ look at the less obvious:
HUMOR
Humor isan effective way to connect with people. A good laugh or even
alittle smile can break the ice and make people feel comfortable,
‘whether its on the street, in the company of friends or on your website.
However, humor is also a delicate matter because itis extremely diff
cult to generalize. What's hilarious for one person might be ridiculous,
embattassing or even insulting to someone else
‘When using humor on your website, think a couple of things
through before launching, The foundation of design that was discussed
earlier is important here. Knowing your users and the context of use
will help you determine whether people will actually share your sense
of funny. Also, keep in mind that you will probably not manage to make
everyone stile, but avoid making people feel uncomfortable and espe
cially offending them by any means. And don't forget that the extent of
humor on yout website will influence the way users perceive you.
In Designing for Emotion Walter discusses an illustrative example of
humor on the Web: Freddie von Chimpenheimer, the cartoon mascot of
MailChimp®®. Walter describes Freddie as a friendly mascot who “wel
comes users and makes them feel at home” Freddie perfectly mitrors
the brand's traits, such as trustworthiness, simplicity and informality,
‘without making the whole website look goofy, The mascot works be-
cause Freddie cracks jokes that “you can share with your mama” bat at
the same time he never gets in the way of your workflow. This is im
98, hepifmaichimp com!portant. Humor can get people involved, but it should never annoy visi
tors.
& | i o i {
Freddie, the cartoon mascot of MailChimp,isagreat emotion carrer for humor
RECOGNITION
‘By nature, we constantly seek emotional connections with others.
‘That’s why we like to see images of faces on websites, and why we ap:
preciate somehow recognizing ourselves. When we see a face, we are
automatically triggered to feel something or to empathize with that
person. If we recognize content on a website—such as a problem, dilem-
sma, habit or whatever else—we feel connected and understood.
‘Walter explains in his book that we know ourselves so well that we
try to relate everything we see to ourselves. We can even relate to a
Web design that does not directly show human features. The recogni
tion of our body's proportions in a design is enough for us to perceive
the design as being familiar and harmonic. This reason for thisis the
‘golden ratio, which helps us feel connected toa design because we kink
the abstract concept of proportion to our own body.
By recognizing ourselves in a design, we sense that there is more
than just a scteen witha bunch of code and images. We perceive hut
‘man presence, which makes us feel comfortable and connected. Walter
describes the personality of a website as the key to makinga design
more human.Twitter based itsredesign entirely on thegolden rato. (Image: Doug Bouman®9)
DISSONANCE
Another trait that characterizes usas humans is that we try to fit the
‘world into patterns. Patterns help us understand and learn how
things work, and they give us an idea of what to expect—and we love to
know what to expect, because it makes us feel comfortable. In his atti
cle “Brains Agree: The Case for Website Usability Guidelines!°°, Todd
Follansbee offers a great explanation of why we love patterns so much
and of how we look for them on the Web just like everywhere else.
Usability guidelines are based on a deep understanding of how in-
formation is processed in our brains. Following these guidelines in
‘Web design helps us offer users a consistent structure that they can fit
into their mental models. As long,as users recognize patterns on a web-
site and find that everything matches their expectations, they can focus:
on the content and quickly achieve their goals.
However, if we build a website that doesn't fit these pattems, we can
expect two things to happen. Either users will become irritated because
they can’t find what they are looking for; this might lead to frustration,
‘which you want to avoid by any means. Or else users won't mind being
pulled ont of their habits and would welcome some distraction; they
‘might see the dissonance with their expectations asa positive or fun
experience
‘Again, how people react depends strongly on who they are and the
context in which they use your website. If you know that visitors in
tend to find certain information, make sure to meet their expectations
98 http licks comfphototwiterffice/sos4S1768
190. hetpifwww wilson web com deaignfollancbee-brae-woabliy hmand stick with patterns they are familiar with. If you expect users to
have the time and desire to explore, you can definitely play with some
dissonance to get their attention and get them involved.
branding firm Subplot has aclear layout for its website bur the navigation is fu
and out ofthe ordinary it engages people, hile stl being e
TONE OF VOICE
‘The tone of voice you use on your website is an important emotional
factor. How you communicate with users says a lot about your rela-
tionship with them. While you communicate certain messages
through words, your tone of voice reveals what you think of them and
also what you want them to think of you. The psychologist Friedemann
Schulz-von Thun illustrated these different layers of a message in his,
“four-sides’ model of communication'®
Your tone of voice strongly determines your first impression. If you
wrap a serious message in a humorous story, users might not take you
setiously. On the other hand, if you try to sell something fun and your
tone of voice is too serious, users might not take you seriously either
For your own website, know what you are selling, who is buying it
and the context in which you are delivering the message.
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log uadills convbetter cantent with communicaion-theary-modelsLi oem
Wrufoo!S creates a distinctive environment for conducting surveys through its tone of
ice
ENGAGEMENT
A perfectly usable and accessible website could still have a high bounce
rate, a low number of sign-ups, ot no characteristics worth remember
ing, In his presentation on “The Art and Science of Seductive Interac:
tions!°*, Stephen Anderson shows how engaging people helps us build
relationships and positive user experiences. The World Wide Web has
been around long enough that we take it for granted; we don't notice
‘good usability, and we are hardly surprised to find the content we are
looking for
‘Now is the time for something more than passive consumption of
the expected. We want to be engaged, have fun and be entertained.
‘This engagement could take the form of playing, interaction or person-
alization of content We love customizing things we can spend hours
playing social games online; and we welcome any entertaining video
that crosses our path, right?
Of course, as with all of the above, your users and their context,
should determine how you engage them. If users are simply looking for
the most efficient way to interact with your website, then make that in-
teraction as straightforward as possible. ‘The more time your users have
and the more curious they are, the more you will be able to draw them
103 httpifwufoo com’
1g, hrpifwww sideshate neverephenpaftheart-science-of seductive interactionstm Qome cay onten OD carrer
avery Footprint®5, userscanteam about tel impact on Slavery in an interactive
and ergagirg way
Conclusion
Emotional design turns casual usersinto fanatics, ready to tel others
about their positive experience, ~ Aarron Walter
Emotional design has many qualities. We become more creative if we
are confronted with something attractive. This creativity helps us solve
problems more easily. Emotions also give us positive experiences,
‘making us happier and giving us better recall. Norman came up with
three levels of visual design based on different levels of our cognitive
processing: the visceral level (appearance), the behavioral level (asabili-
ty), and the reflective level (personal satisfaction, self-image and re-
‘membrance), Internal design goals as well as the needs, expectations
and context of users will determine how the designer should balance
those three levels and what to emphasize in order to get the most out of
the design.»
RECOMMENDED READING
+ Emotional Desigr?®6, Don Norman
+ Designing for Emotion”, Aarron Walter
295, hepifalaveryfoorprinrorg/ourvoy/ewhars ander your roof
106, hese amazon com/Emotional Deagn-Love-Bveryday-Thinge/ap! 0465051559
107, tp wwe amazon comvDesigning-Emotion-Aarou-Waltedapt937s57008/re
1 YorbgokasiesUTFES3 id= 536579568Playful UX Design: Building
A Better Game
BY JOHN FERRARA »
sincerely believe that the user experience community should add
‘game design to its toolbox of competencies. If we're truly committed to
cxeating satisfying user experiences, then there's no reason why games,
which can satisfy people so richly, should be exchuded.
Operating, successfully in the games domain means learning a new
set of competencies, and I don't want to oversimplify the challenges of
designing high-quality game experiences. However, if you'te in a posi
tion to jump in and start designing, then I can atleast offer a primer to
help you steer clear of some of the most common mistakes.
1. Games Should Be Games First
‘Trading off the quality of the player experience in favor of some real:
‘world objective is ahvays self defeating, This isthe recurring problem
with “gamified” designs, which too often just cynically tack points and
leaderboards onto a product that is fundamentally gameless. First and
foremost, a game needs to be enjoyed.
Schwab MoneyWise's It's Your Life® pame has a noble mission: to
convince people to save more money for retirement and other long-
term objectives. I's Your Life presents players with a number of choices
between spending and saving money over the course of a simulated
lifetime. At the end, players get a letter grade on how well they did.
108, hep
new echwobmoneywise con/public/moneywitefparents edu
jor lfe.game
3Poy Again
teach step in Schwel/s Its YourLyf2°% gare, thechoicethatwil ead to a.inning
cutcorseisprety obvious.
‘The problem is that the designers were much more interested in ham:
‘mering home their message than creating an actual game experience. If
‘you want to win the game, then the tight choice each step of the way is
tosave your money and not spend any of it Ever, On anything, You can,
carn an A+, the highest possible score, if you:
Skip college,
Never move out of your parents’ house,
Never get married,
Never have children,
Never travel or take any vacations,
‘Work indefinitely past the age of 65,
Die alone with a lot of money and no one to leave it to.
‘Tm sure the designers reasoned that someone playing through the sce-
narios would elect to do meaningful things with their life, but they set
up the scenarios so that doing nothing with one's life while saving vig,
orously would be the surest way towin. Even though I's Your Lifeis
packaged as a game, the designers didn't commit to it being experi
enced as a game.
109. http/fwww echwsbmoneywite com/publicimoneywie/parents_educstorelactivities!
ita your life game
B2. Play Test, Play Test, Play Test
Games are highly dynamic experiences. The flow of events changes
from moment to moment, and each decision a player makes can lead to
a multiplicity of outcomes. Most games are also programmed with an
clement of randomness, 90 a player never has quite the same experi
ence twice. Multiplayer games throw even more unpredictability into
the mix.
Asa result, the designer directly controls not the gameplay, but
rather the underlying system in which play unfolds. Without actually
seeing the game in action, you cannot reliably anticipate how it will
work. Mike Ambinder, an experimental psychologist at game developer
Valve, puts it in scientific terms:
‘Every gamedesignis a hypothesis, and every instance of play isan ex
periment
“Interview with Mike Ambinder of Valve Sofware®®
Be prepared to put your game under the microscope again and again,
and to adapt the design to make it more enjoyable.
3. Games Don't Have To Be For Kids
With a large market catering to them, kids have the latitude to be very
discerning consumers of games. Marketing campaigns pushing big-
budget titles already crowd out one another, so you'll find that just get-
ting a young gamer’s attention is a tremendous challenge. You can't as
sume that kids will want to play your game just because it's a game.
And these days, kids ate the minority of people who play video
‘games. Fighty-two percent of gamers are over the age of 18, and 29% are
‘50 and older. Grown-ups are sometimes more receptive to playing
‘games outside of the mainstream, and they have more disposable in-
come to spend on games (ie. if you plan to sell your game).
tua, hspifsoeafeldmedia
afbookelgame-deeign/blog/ interview with mike ambinderofVideo game players
the U.S., by age
18%
29% under 18
50+ yeors eon
53%
18-49 yoors
Kids urder 18 represent a small rinority of goon players
‘Thisis not to say that kids cannot make up a portion of your audience.
But if your gameis clearly intended for young,children—as announced
in breathless starbursts, reading “Hey, kids!” and “Super-cool”—then
you will tur off the larger segment of gamers. So, consider targeting
your game to an older age group while keeping it accessible to a broad
range of ages.
4.Action Can Be Boring
Call of Duty: Modem Warfare 3 is an amazing action game_It also took
‘years tomake and a team comprising dozens of designers, artists and
engineers at a cost of many millions of dollars. You're probably not
‘making Call of Duty.
Its very difficult to sustain adrenaline-pumping excitement for
long, If you do choose to make an action-based game on a small scale,
‘you'll find that you're limited to very simple and short-lived scenarios,
suchas racing.a car, throwing a basketball or shooting.a spaceship. Tak-
enon their own, these types of experiences tend to grow tiresome
quickly,
‘You'll find a lot of creative opportunity in games that make the play:
ex think through interesting choices instead of executing twitch re
sponses ‘The card game Hear‘s, for example, is all about choices. Which
three cards should I pass to my opponent? Should I play a high card or a
low card? If play clubs one more time, will someone else stick me with,
the queen of spades? Should I shoot for the moon, or will that prove
self-destructive?iii
Hearts creates exciterent by presenting playersilth alot of ineresting choices
Each choice is evaluated from one trick to the next, depending on the
changing conditions of your hand and on new information about what
other players have done. Even though Hears can be a fairly long game,
‘itholds the players interest without any laser blasters or lava levels.
5. Fit The Game Into The Player's Lifestyle
‘Think about the real-life contexts in which people will play the game.
Start the design process by asking:
‘Who are your players?
How much time do players have to give to the game, and how much of
that time will your players actually be willing to give?
Will your players need to take a break from the game and continue it
later?
‘Where will your players be when they're playing the game?
What kind of hardware, software and Internet access will be available
toyour players?
Unisys developed a series of ontine games for the company’s sales team.
to send to customers as holiday greetings. A customer would receive a
link by email to an online holiday card with a personal message from
the salesperson, The card would then open into the game, branded with
Unisys’ loge,mini-golf
golf game™ was designed tobe aguick, nonintrusive divers
workday
Because the players were receiving these emails at work, the games
couldn't require a significant investment of time to reach the end, so all,
of them were designed to last less than five minutes, And because
‘many players would be accessing the game while sitting. in a cubicle,
‘with their computer speakers probably turned off, the few sounds in
the games were not made essential to the experience.
Farmville cleverly makes itself adaptable to the player's lifestyle.
Players need to dedicate only a few minutes ata time, during which
they can plant seeds for crops that take different amounts of real-world
time to harvest. Raspberries take just two hours, so they're useful when
the player is able to check in several times a day. Fight-hour pumpkins
fit in well just before and after a workday. Artichokes take four days to
harvest—better for playets who are able to check in only now and then,
‘These staggered growth rates allow the time commitment to be made
on the player's own terms,
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The staggered harvest times or cropsin Farm Ville alow playersto decide how muck
6. Create Meaningful Experience
Players have to invest their time, concentration and problem-solving
abilities to the challenges that a game throws at them. There should be
a point to these efforts, a payoff for their investment, When the game
ends, players should come away feeling that the experience was mean-
ingful
‘Agreat exampleis the card game Killer Bunnies", in which success
is ultimately determined by a card picked randomly from the deck. The
player who holds the match for that card (the “magic carrot’) is declared
the winner. No player has any control over which card is picked: the se-
lection is completely random, But the gameplay does give players some
control over which matching cards they hold,
as hip
ais hip
neve famicom
lesbunnieacom/Playersexercisesomecontrol over the outcome of Killer Sunnieshy acquiring carrot
cards, nereasing the probability that they TI capture herandomly selected magiccarrot.
Players compete for carrot cards over the course of the game, and
shrewd players will work to hold the greatest number of them before
the game is over. The game says a lot about the players’ mastery of the
strategy, tolerance for tisk and skill at reading other people. Players,
come aviay from the game knowing that they had control over their
chances of success, which makes the experience meaningful.
7. Don't Cheat
Because video game rules are enforced inside the black box of the com-
‘pater’s circuitry, there's a temptation among, designers to take short-
cuts by letting the game cheat, Don’t give in to that temptation. Players
‘will be able to tell when a game is cheating, and they will resent it.
Suppose you're designing a blackjack game that matches a player
against a computerized dealer. As the designer, you need to write a
script to control the dealer's actions. You want the dealer to be alittle
hard to beat but not impossible, One easy way to create challenge
‘would be to let the script choose which card from the deck is drawn
next. You would then program the dealer to picka card that either wins
or loses, and put in a randomizing function so that two out of every
three times it picks a winning card, This also creates an easy way to al-
low players to change the difficulty, so that on a harder setting the deal-
exwill pick a winning card four out of every five times, while on an eas-
ier setting it will win just one out of every three, How would anyone
even know you're cheating?
&After playing the game a few times, you'll see how. The dealer will
do seemingly irrational things, such as hitting on 20 and magically
drawing an ace, The deck will not seem random, because certain cards
will tend to show up early and others will show up only after those pre
ferred cards have b
en drawn, After several play-thronghs, these pat
terns will become obvious, When players realize that a game is cheat
ing, they'll make the ultimate winning move by turning it off
8. Skip The Manual
‘The best way to convince people that a game is worth playing is by let
ting them jump in and try it out for themselves, Presenting written
instructions at the beginning of every new game merely cteates a batt
er to entry at the very time when you want to be most accommodating,
of players. Instructions can also become crutch, used to justify uncon:
ventional and unintuitive choices in the interface
The best place to teach people how to play a game is right there in
the game itself, Tutorials have become one of the most familiar pat
terns in games. Ask yourself, “What's the smallest amount of informa
tion the player needs to make the first move?” Then provide nothing,
‘more than that; you can get to the second move when the time comes
Playingiis learning, If people are interested in the game, theyll be moti
vated to fill in the blanks themselves by playing it9. Make The Game Make Sense
Players need to understand winy things happen in the game in order to
feel that they’re in control. In game design, a sensible experience relies
on some mutual understanding between the designer and the player:
+ When the player loses, the reason they lost should be clear. If it’s not,
then the player won't be able to get better at the game by avoiding the
same mistake in future
+ When the player wins, the reason they won should be clear. If not, then,
replicating the victory will be hard.
+ Every effect should have a clear cause. When something happens, the
player should be able to see why it happened.
+ The object of the game should be clear. The player needs to know what
they're working toward.
+ The player should always know what actions may be performed. At
every moment, visible or aural cues should be provided to let the player
know what they can do.
10, Make It Easy To Try Again
Step back and think about the game as a discontinuous and iterative ex-
perience. When a player loses, cycling, back into the game to try again
should be instant and effortless. Even large commercial games with
‘multimillion -dollar development budgets make the mistake of forcing a
lengthy loading screen into that anxious period between a player’s loss,
and a second attempt.
Stretching that space of time to the second, thitd or twentieth go-
round inevitably tries the player’s patience. Games such as Braid! and
Prince of Persia: The Sands of Time” take a clever route around this
problem by allowing players to rewind time to a safe point before their
losing moment.
Playing To Your Strengths
‘These 10 guidelines will help you get started, but plenty of challenges
lie ahead as you set about designing and developing, your game, and
‘you'll need to learn how to manage them as they come up. One last
hep
aise
aidkgame com!
rw. youtuhe combat
XaqiHPPVQpiece of advice isto play to your strengths. If you havea background
in designing conventional user interfaces, by all means use the skills
and techniques that you gained from it.
Wireframing, user testing, rapid prototyping, storyboatding, flow
diagramming and other core skills all translate well to game design and.
can help you pull through the inevitable rough patches. When a game
design isswe confounds yon, trust your instincts and ask how you
‘would handle a similar problem outside of the context of the game
More often than not, you'll point yourself in the right direction. »
87Gamification And UX:
Where Users Win Or Lose
BY PETER STEEN HOGENHAUG »
‘The gaming industry is huge, and it can keep its audience consumed
for hours, days and even weeks. Some play the same game over and
over again—and occasionally, they even get out their 15-year-old Nin-
tendo 64 to play some Zelda.
Now, am not a game designer. I actually don't even play games
that often. Iam, though, very interested in finding out why agame can
keep people occupied for a long period of time, often without their even,
noticing that they've been sitting in front of the screen for hours.
‘want my apps and products to affect my visitors in the same way.
mage credit: Axel Bfaende™®)
So, what do games have that we miss in UX and Web design? Games
have stunning graphics, missions, high scores, ete. But adding any of,
those to our designs does not necessarily provide a better user experi-
ence—in many cases they'te frippery. What we ate teally looking for is,
‘what those elements bring to the games.
186. hep/feew axelpfaendercomUsing game theories in areas not otherwise associated with games
is often referred to as gamification. This term, however, has gotten a
sather negative air recently, because people tend to use it for the wrong,
purposes. A common issue with gamification is that itis used in mar
keting with no other goal than to sell products. I don't think gamifica
tion should be used this way—in the long ran, it does nothing good for
the company trying to sell. Instead, gamification should be used toim-
prove the experience of buying and using a product.
In this article, welll explore how and when to use gamification to im.
prove the user experience of websites and apps, and also when not to
seit
Definition Of AGame
Sid Meier, creator of the Civilization series, once said that game is “a
series of interesting choices!" I believe there's more toa game than
that For me, the interesting part of a game is what happens in between,
the choices: exploring new areas, learning how to control your charac
ter, pulling people out cats for fun, etc
In their book Andrew Rollings and Ernest Adams on Gamne Design,
Rollings and Adams speak of four actions related to games: play, pre-
tending, rules and goals.
PLAY
Playing usually a ecreational activity, and your actions are often
nonessential to the game. A game is mote of a patticipatory form of en
tertainment, whereas books and movies, for example, are mainly pre
sentational. Ina game, you decide the storyline.
In Danish and many other languages, the word “play” can be trans-
lated as two words, “lege” and “spille” Legeis like when children are
playing, Spilleis like when you'te playing a game. The difference is
small but present. When childien ate playing, there are usually no ini
tial goals or rules—they are playing simply because they want to
play.
Originally introduced in the Amsterdam International Airport, the
urinal fly isa great example of a usable yet fun product Its intentis to
keep the bathroom floor clean; when you aim for the fly, you'te less
likely to spill. You can urinate without trying to hit the fly, but for alot
of people trying to hit itis a better and more fun experience,
1u7-hep/feww half real neydictonaryfaintrestingehoiceeThe urinal fly is proven to reduce spitage. (Image: Sustainable Sanitarion Atiance™§)
Another example is Danish gas station F24.In December 2on, it intro
duced new multimedia pumps at its stations. Customers can play
‘games while filling gas, with a 10% chance of winning.a prize. They
don’t have to play the game while filling their cars, but the chance of be-
ing able to drive away without having to pay for the gas is enticing, It's
a great idea because people talk about the game with their friends, and.
the next time theit friends need to fill up, they will go to Fag to try it for
themselves.
‘The iPhone app Clear"9 was extremely populat when it launched 1e-
cently. The app has a simple concept: keeping lists of tasks. But the way
you interact with the tasks is different from what we've seen before
Some people even said they made up tasks just to be able to mark them
as complete. Very few products are able to make their users do
that, but we should try to accomplish it with everything we create.
‘With websites, a recent trend is parallax scrolling, Mike showed
‘what single page designs could be with its Better World!” and We Run
“Mexico websites. lot of people scrolled up and down those websites
just to watch the effects over and over again. We were intrigued be
cause they were different from other single page websites.
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Games often allow a player to be another person. They give the player a
different reality. People tend to behave differently if no one knows who
they are
‘This could very well be the reason why people love social networks,
forums and chat rooms. You get to create your own identity, or at least
choose which parts of you others get to see.
RULES
Any game has tules—rules that define what players can and cannot do.
‘Adams and Rollings refer to six functions defined by game rules: semi
otics, gameplay, sequence of play, goal(s) of the game, termination con-
dition and meta rules
‘The semiotics of a game are the symbols that are used and how those
symbols are interpreted. In Web design, we can look at icons as semi
otics. Our users need to understand the icons that we use, otherwise
the icons have no reason for being, Always consider whether to use an
icon, text or both—you wouldn't want to frustrate users just by choos,
ing the wrong visual representation of a function
Gameplay is a combination of challenges (ie what the player has to
overcome) and actions (i.e. what the player has to do in order to over
come the challenges). The challenges have to suit the player, which is,
why games often let players choose the difficulty level. This, however,
probably wouldn't work on a website
‘The sequence of play can be thought of as the progression of the
‘game In Super Mario Bros, the simple sequence of play is, “Run
through the level, collect stuff, defeat enemies and hit the flag.” On the
next level, the same (or a slightly different) sequence starts anew. On a
shopping website, the sequence of play could be Search for product
Reac. reviews —+ Click Buy” —> Check out. If you have a good experience,
you are likely to return to the website to buy again.
While a game often has a main goal (in Angry Birds, its to defeat the
pigs), players are often motivated to set their own goals as well (such as,
to get thee stars in al levels). We'll come back to goals shottly.
‘The termination condition defines when the game ends. In terms of
‘Web design, the termination condition could define when the user has
completed a task; for instance, checking out of a store. We have to en-
sure that the visitor has had a great expetience up to this point, other
‘wise they will not come back
o+ We should be careful about meta rules in Web design. They are excep:
tions to the rules, defining when the rules do not apply. On websites,
‘we need to stick to the rules to ensure that we don’t confuse users
GOALS
Everyone loves completing a task. Achieving a goal is one of my fa
vorite things—whether its to deliver a website to a client, running a
certain distance or learning something new.
Even a small goal can bring great satisfaction. A while back, Ryan
Carson of Carsonified posted a screenshot! of one of the steps in Twit
ter’s incredibly clever sign-up process. It has changed a bit since, but
the concept is the same: while teaching you how to use the service,
‘Twitter makes you feel like you're accomplishing a goal by reaching the
end of the progress bar
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‘When I (very occasionally) pall myself together to go for a run, and T'm
almost at my goal, the lady on the Nike+ app on my iPhone says,
“You're almost at your goal. Keep it up!” This always pushes mea little
harder. In its app, Nike takes advantage of our desire to compete—be it
hinkvitamin com/user-sciencltwitterusing': followeragainst friends or ourselves. Most importantly, Nike motivates and
encourages its users.
‘When you encourage users to complete a task, they are more likely
totry to doit On websites, such a task could be registering, filling out a
profile, signing up for a newsletter or simply buying a product. Give the
tusera sense of success; again, the good experience will satisfy cus:
tomers and, thus, make them return,
Not all games havea quantifiable outcome or an achievable goal,
though. Take Sin City, Space Invaders and flOw'™* If you haven't tried
{Ow,1 encourage you to do so. Inthe game, “players with differing
skill levels can intuitively customize their experiences in the zone and
enjoy the game at their own pace”
‘The process is often a goal in itself. A goal on a website is often to
find information or to buy a product, and so the user has to be able to
actually find this information—and enjoy doing it
‘These are, according to Adams and Rollings, the four main compe
nents of a game. Let's ty to expand on them.
COOPERATION AND COMPETITION
Games are more fun when you have someone to play them with. You
can fight against an opponent or collaborate on completing a task. Re
‘member when you could connect two Game Boys to trade Pokémons?
In these days of social networking, we have the ideal conditions for
cooperating with friends, Social networking is probably way more
about marketing than we realize. Companies know that if they show us
products that our friends are buying, we'te more likely to buy them,
too. Take Spotify; your Facebook stream is filled with music being lis
tened to by your friends. You can listen to it yourself, comment, like
and so on. Spotify engages you in its product—even if you don't even
use Spotify,
Services such as FourSquare and Facebook Places ely heavily on so-
al relationships. When your friend ousts you as mayor of Starbucks,
‘you of course have to go to Starbucks to reclaim the title. The processis
simple, but itactually involves three of the four actions mentioned
above. You're playing. game with your friend with the goal of being
the mayor of Starbucks, and the game is more or less defined by rules,
a set of steps you have to go through to complete your turn.
134, hupifwww jenovachen conyflowingames(flowing hemHow To Use Gamification In UX Design
‘Why should we make our websites usable? Why even spend time on
UX? It’s rather simple, actually. Usability expert Jakob Nielsen explains
it well,
On the Web, usability is @ necessary condition for survival If aweb-
siveis difficult to use, peopl eave. Ifthe homepage fi'stociearly
state what acompary offers and what userscan coon thesite, people
leave. If usersgetlost on awebsite, they leave. If awvebsite's informa
tions hard toread or doesi* answer users keyquestions, they leave
Note a pattern here? There's no such thing as auser reading a website
marwal or otherwise spenting much tine trying to figure out ani
terface. Thereare plenty of other websites availabe; leaving is thefirst
ine of defense when users encounter a difficulty
‘Thisis why we spend so much time on usability and UX design. If we
scare off our visitors before they have even had a chance to look at what
we're selling, then we won't sell anything,
We arenot looking to transform our products into games. Instead,
‘weare trying to learn ftom an industry with an extremely engaged
audience. We shouldn't blindly use these theories; rather, we should
adapt them to our needs and to the platforms on which we deliver our
products, without compromising with the quality of our products.
Gamification shouldn't be something you apply after designing and
building your product. Gamification is a part of the design process it
self. But how do we put this into practice? While the process will be
shaped by your product and andience, here are some ateas to consider
‘when applying game theories to your product or website, along with,
some good resources on implementing them.
TANGIBLE USER INTERFACES
Since the bitth of the personal computer, we've been accustomed to us-
ing a mouse and keyboard. However, in the world of games, the physi
cal controls change with the platform. On a PlayStation, you have the
‘geometric buttons and a couple of jogs. On an iPhone, you havea
touchscreen and an accelerometer. You might have a tennis racket for
the Wii, One game can be controlled differently on two platforms; for
example, you might steer a car with the keyboard arrows on a PC but
tilton an iPhone,
bial
94With the
bile market ever expanding, we need to make sure that
our users have a good experience, whatever platform they use to visit
our websites. We need to adapt our products to the platform they are
being served on.
If you own an iPhone, try visiting Google Images", and compare
the mobile to the desktop version. Swiping through the result pages is a
great experience because you're used to that gesture on the i0S plat
form. Visit YouTube from a PlayStation 3, and you will be greeted by a
design suited to a media center
‘When I got my first iPhone, I spent a lot of time playing with the in
terface. But the interface was stil limited to a set of predefined ges
tures. With the iPhone 4$ came Siti, which enabled us to interact with
the device in a completely new way, and it took mobile devices to the
next level in accessibility
ae cere esr
wre sing Guy Armost Runs in
For further reading, make sure to check the following resources:
+ “Responsive Web Design8," Ethan Marcotte
+ “Redirect Mobile Devices'*2," Chris Coyier
+ “List of User Agent Strings'>°," UserAgentString comLOCATION-BASED WEBSITES
Popular games are often location-based —i.e. the location of the player
affects the game. Can we benefit from thisin Web and UX design?
Heck, yeah!
I liven Denmark. I recently visited Amazon's US website and was
greeted with this message:
SS siping tomdenmask? Vie AMAZONCOLK con
Amazor!5! uses location to divectyou tothe stre for
your area
Amazon detects where! live and points me to Amazon UK. Checking
iy location may bea simple technical task, but it makes it feel almost
asif they know me.
Social networks are taking advantage of our urge to play and the
fact that we almost always have a GPS-enabled gadget with us. To get a
discount, someone can check in at H&M, and at the same time tell the
entire world that they're shopping at HSM. Thatis extremely cheap ad
vertising,
For further reading, make sure to check the following resources:
*Geolocation'" Mark Pilgrim
Geolocation'# HTML Demos and Examples
CONSTRUCTIVE AND HELPFUL FEEDBACK
In games, we often see direct feedback to our actions. For instance,
‘your guide might interrupt a game that’s not going, so well to help you
remember how to use some skills that you learned earlier in the game.
Providing feedback to your usets, especially when something goes
‘wrong, is crucial. Be honest with your users, and help them move on,
‘There are many ways to give users direct viswal feedback in a de-
sign: show them what page they are on, use consistent colors for links,
create a helpful 404 page, give useful information when afield isn’t
filled in correctly ina contact form,
One of my favorite features of Google ists “Did you mean” sugges:
tions, Many people are poor spellets, but that shouldn't prevent them,
from buying your product. Adding a “Did you mean?” feature to your
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é‘Web store's search engine can help these users find the product they've
looking for.
Feedback is not only about responding to the visitor's actions, but al
so about foreseeing their actions. Olark’* is a great example. Olatkis
a customer-support service that puts chat functionality on your web
site, When you visit Olark’s website and you've been there for 10 sec
onds doing nothing but scrolling, the chat window appears with the
message, “Thanks for stopping by! May I help you?” Even though the
‘message is automated for all users, it gives them the impression that
they're chatting with areal person. When a visitor replies to the auto
‘mated message, they're connected to an Olark employee, who then an:
swers their questions,
Be cateful not to annoy visitors, though. Remember Clippy? Respect
‘your users—if they close the chat window, don't reopen it when they
visit another page on your website
For fusther reading, make sure to check the following resources:
“Did you mean... in PHP*S} Alejandro Urbano
AutoSuggest jQuery plugin, Drew Wilson
DON'T IGNORE THE CONTENT
I won't get into this argument—I'm simply stating that I believe that
content is still the most important part of any product. Your candy
‘might be wrapped in pretty paper, but people won't buy it twice if it
tastes like junk. This, of course, doesn’t mean that we shouldn't wrap
it nicely; pretty paper certainly has its advantages.
‘As Katie Salen and Eric Zimmerman assert in Rules of May*?, “Con:
text shapes interpretation” (pages 44~46). Visiting a business website
for which the designer chose Comic Sans as the font really takes the fo-
cus off of the content. Make sure that your design represents the con-
tent—use the design to substantiate your message
In “Gamification Is Not Game Design’ Adam Loving has this to
say:
You cannot increase the intrinsicualue of something by adding game
mechanics. You CAN make the value more visible. You CAN charge
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”theparadigmn and context of our site visitor from user to play
er increasing their engagement.
Gamafication is just a tool to serve content mote digestibly. Don't
overuse it; your website or app will not improve from the application of,
‘game theories. The product needs to be great, otherwise it won't matter.
Gamiification can improve the user experience, but by no means can it
create it alone—the user experience is also created by logical structure,
‘good writing, motivation, flow, ete.
In his much debated blog post “Design Is Horseshit'*, yongfook
tells us: “Focus on value creation. Design enhances value, it does not
create it” And as Joshna Porter mentions in his response post" this
statement is entitely true “when you believe that design is just making
things look good”
‘The same could be said of gamification. A point system and badges
are not what make a product good, but rather the experience they pro
vide combined with the productitself. Gamification really can create val
uue—it depends entirely on the user. School teachers know this; to be
effective, they have to look at the student, not the class. Not everyone
learns the same way. Two times two might equal four, but there ate a
snillion ways to learn that. For instance, Treehouse’ has a great prod-
uct not because you can earn badges; that’s fun and all, but the value
lies in the high quality of the teaching material,
ren oer theta voce aes TH
On Trechouse'4, you can urdock badges by taking ¢uizzes and completing codechal
STORYTELLING
Vitaly Friedman, editor in chief of this very magazine, said at the Fron-
tend conference (video) in Oslo in 2011 that we should be better at
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38storytelling in Web design. The Web is not a static medium—why
don’t we embrace that? The possibilities for creating beautiful, useful
and helpful interfaces and products are endless, but we rarely take ad
vantage of them. We need to experiment in order to create better inter
faces. As Vitaly said, we need to tailor our designs to the particular
needs of the client, We need to stop focusing on selling products; we
don’t have to trick people into buying, No one will buy a product that
they don’t know something about; tell the user what your product does
and why it does it the best before even attempting to sell it
In October 20n,, ZURB posted an article advocating for hiding the
sign-up button in order to get more sign-ups, On the home page of a
client's website, ZURB replaced the sign-up button with a“Let’s go" but
ton, inviting the visitor to learn more about the product, before even
‘mentioning anything about signing up or buying a product Sign-ups ac
tually increased by —wait for it—350%!
ENGAGE YOUR USERS.
In Angry Birds you can earn badges for completing various tasks
throughout the game. I don't know about you, but I've played the same
levels over and over again untill got three stars, We want to be best
Other than getting badges for ranking high, you also get badges for
playing longer, hitting a certain number of pigs, ete.
‘When I visit one of my local bakeries to buy bread, | get a stamp on a
card. The next time! visit the bakery, get another stamp, When I have
10 stamps, I get free bread, Simple but effective. I would never visit an
other bakery. Research by Joseph Nunes and Xavier Dréze'*S shows
that prestamping such cardsis effective. Irmakes customers feel as if
they have begun collecting stamps, asa result, they feel more moti-
vated to complete the card than those whose cards are not prestamped.
Ina Web store, you could give customers double the value on their first
purchase or increase the discount they get according to how often they
buy from you.
‘There are many ways to engage users. Ask them for feedback—and
listen. Create a Facebook page or Twitter profile, and be active. If you
can afford it, giving away free stuff also helps to spread the word about
your company. Competitions are often a great way to engage users.
This Easter, WOW HD'® held a competition in which users had to
browse its Web store to find Easter eggs. For each egg, found, the visitor
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9‘got a coupon code. In the process, the visitor would come upon a lot of
products on which they could spend their coupons. Create fun compet
tions instead of asking basic questions.
BE PERSONAL AND FUN
My wife and I visited Las Vegas a couple of years ago. I handed a wait
ress my credit card to pay for our dinner, and she handed it back to me
and said, “Thank you, Peter.” I thought to myself, “How does she know
my name?” only to realize that she'd seen my name on the exedit card.
Butit felt like she knew me. It feltlike she cared.
Merhaba pshoeg!
Now you know how ta greet aoopl Fr Turké
Fickr*4 greetsyou in different languages
‘This is easy to do when the user has registered an account on your web-
site, Whenever they're logged in, address them by name to make them
feel like you're speaking directly to them. When you log into Flickr,
you're greeted with the word “Hi” in one of many languages, followed
by your name. On Amazon, you get personalized recommendations
‘when you're logged in, based on items recently bought and viewed
EASTER EGGS
Ever sincel got my first computer, I've loved Easter eggs—hidden de
tails like the “Here's to the crazy ones” speech in the TextEdit icon on
‘Macs X, and even hidden games like Snake in Terminal. Many web:
sites also have Faster eggs. Most of the time, they're just developers
having fun, bat why not let your users have some fun, too.
‘There are several ways to include Easter eggs in your application or
website One of my favorites is the Konami Code'*®, The Konami Code
appeared by mistake in the 1985 arcade game Gradius. Itis entered by
pressing certain buttons in acertain order: up, up, down, down,
left, right, left, right, B, A, Start,anditisproba-
bly relevant only to websites related to games and technology.
1a http
48 hep
few licks som?
-nwkipedia orgflcyKonami CodeSeveral websites, including, Geek & Hype? and the website of Paul
Irish’S® (which you just have to try) use the Konami Code. You could use
it to give users a discount orjust to show them something fun.
Another way to use Easter eggsis by placing them on your 404 page
Of course, you don’t want visitors to end up there, but having some-
thing fun there might lighten the mood, Check out Fabgog* for great
4404 inspiration.
em
eV
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S's 404 page!®* features avideo inshich atear of ex special forceshunts dou the
missing page.
For further reading, make sure to check the following resources:
+ KonamiJs3, George Mandis
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mnaptortoeeWhen Not To Use Gamification In UX design
Don't rush out to add badges and point systems to your designs,
though. Gamification certainly has its limits
SELL THE PRODUCT, NOT THE EXPERIENCE
Of course, we all know that we're selling a product. When you visit a
physical store, you get an experience. Music comes out of the speakers,
and pictures are hung with beautiful people wearing clothes that you're
_20ing to buy because you want to look like them, The store assistant of:
fers your gitlfriend or boyfriend a cup of coffee, telling them that they
look gorgeous in that sweater. And you leave the store with a good ex
perience.
‘We want to give out visitors a good experience. But our product is
still the website, with all ts content, be ita Web store, a restaurant
‘ment or out own portfolio. A great experience doesn't give visitors
much if that’s all there is. Focus on creating.a great product before
‘making it look pretty.
‘As mentioned earlier, gamification doesn't sell the product It can
make the experience more fun, which will hopefully bring the cus
tomer back, But to be honest, if you don’t have a great product, you
should probably be spending your time on that instead.
WEBSITES SHOULDN'T HAVE DIFFICULTY LEVELS
Games always have to have difficulty levels; completing a game with
out at least failing.a couple of times is no fun. On a website, however,
users should find what they're looking for as quickly as possible; if they
‘get annoyed, they will hit the “Back" button and you won't sell any-
thing, This doesn’t mean you can't experiment with navigation and ef
fects. But, to quote Steve Krug, just don’t make your users think—at
least not too much,
DON'T SPAM. EVER.
So, you want to promote this shiny new product of yours. What do you
do? Perhaps you think to offer a discount if customers tell at least 150 of
their friends on Facebook aboutit. The problem is that everyone hates
spam, and the saying “Bad publicity is beter than no publicity” is not
really true
Your Twitter followers probably don’t care that you've checked into
‘MeDonald’s for the fourth time this week on Foursquare—and if they
do, they/ll follow you on Foursquare. The main reason I don't use
location based social networks such as Facebook Places and Foursquareis that they were introduced to me as spam in my Twitter stream. Even
though users can opt out of sharing their location, consider whether
‘you should give them the option at all. Doing so could come back to
haunt you.
NEVER FORCE VISITORS TO PLAY
Don't make it arequirement to play your game. Not everyone wants
to collect badges, and you should respect that. Giving discounts to
those who want to play is one thing, but don'texclude anyone from
buying,
GAMIFICATION IS A BALANCE
Before even thinking about using gamification, consider how it might
affect your reputation. For instance, websites for law firms and banks
probably shouldn't be “fun” to use. Some aspects of gamification just
aren't suitable for companies that want to be taken seriously. Imagine
getting a 10% discount from your lawyer for liking them on Facebook, T
‘would havea hard time taking that lawyer seriously
ors.
By contrast, helping visitors find the closest branch when visiting your
bank website on a mobile device will show them that you care, Figure
‘out how you want your company to he seen before using gamification.
Conclusion
Gamification is here to stay, and unfortunately many people will con:
tinue to use it the wrong way. We've covered a few ways to use gamifi
154. hupijyokcbank come omycation wisely. The goal is to enhance the experience of using your prod:
uct, without punishing users who just want to buy the product and
People love having unique experiences. Experiences are what
brings people back. But don't let the experience get in theit way of buy-
ing your product
Reading List
GAMIFICATION
To learn mote about gamification, have a look at these articles and
books:
+ *Gamification Is Bullshit'557 Ian Bogost
+ *Gamification Is(n't) Bull*hit®5 Adena DeMonte, Badgeville
+ ‘Gamification Is Not Game Design’ Adam Loving
+ *Gamification: Hype or Game Changer'"5 Nicholas Lovell, Wall Street
Journal
+ *Gamification'®97 Jon Radoff
+ “How Gamification Plays a Role in Social Media?™,’Profileness
+ “The ‘Gamification’ of Education'®” Elizabeth Corcoran, Forbes
+ Gamfication by Design: Lmplementing Gare Mechanics in Web ard Mobile
‘Apps'®, Gabe Zichermann and Christopher Cunningham
+ Andrew Rollings and Ernest Adamson Game Design!
Emest dams
Andrew Rollings and
15, hupifnawrbogoet comyblagigamficn:
156, hep flog badgeville comlindex phap/20u/08/u/gamificaton-ient bully
157, hepifadamloving comdinternet programming)gamification
18. hpfbloge ws} com/tech-europel20u/05/04/gamificanon-hype-orgame-changer|
169, hepfeadoff.comblog/so1l0ah6lesmiticationy
10, hpiptofleneescomlhowe gamficationplaye vole am eoctal media
16, hsp forbes com 20/0 25feducation-intesnetacratch-technology-gamifica
tion htmPhexeasHomepagechannel
162, epee amazon com/Gamifiation-Derign-Ipplementing-Mechanice Mbilldp!
1449307670
163 hrtpi/www amazon comyAndeewRollings Ernest Adame Deaign/dpisg2730019REFERENCES AND RESOURCES
Inaddition to the above, be sure to check out these articles and books.
“Design Is Horseshit!17 yongfook
“Design Is Not Horsepoop'®37 Joshua Porter
“Why You Should Bury Your Sign-Up Button,” Joshua Porter
“Why Burying Sign-Up Buttons Helps Get More Sign Ups?” Dmitry
at ZURBlog,
Seductive rteraction Design: Creating Payful, Fun, ard Effective User Exper
erces'®®, Stephen P. Andersen
164, httpfyonsfook com/post4295124427\design-inhoroechit
165, hepfbokardo comyarchivea/design-ie noc harsepoopt
16 hep fbokardo com/archiveahhy-you-ahoulbury-yoursign-up button!
167, htp/Awwew2urb comdarticllSi6hehy burying-sign-upbuttonchelpeget-mor
268, hupifamashed bylsedetdoeignAdding A Personal Touch
To Your Web Design
BY SABINA IDLER »
‘The Web is technical by nature. Different scripts and pieces of code are
linked together through hyperlinks, forming an endless net of interwo-
ven, encrypted information—data that is accessible only through tech:
nical interfaces, such as Web browsers, or applications. Yet, Web pro-
fessionals have made it their calling to tame the “wild” Web and turn it
into an accessible, user-friendly and, most ofall, personal medium.
Personality will set your brand apart frame competiters and help you
connect with « passionate audience
~ Aaron Walter*®9
Designers can do plenty of things to counteract the technical appearan:
ce of the Web One very effective way is simply to make it look less
technical, by using a more human, personal style.
In this article, we will discuss different aspects of freehand drawing
and writing in Web design and how they can enhance the user experi
ence of your website.
Identity And Authenticity
Freehand drawings and other sketched elements are a great way to
show personality and convey a feeling of authenticity. Imagine getting,
aletter or greeting card from someone you cherish. Do you expect the
text to be typed or handwritten? A handwritten note is way mote per-
sonal than a computer-written one, right? On the Web, it's similar. It
might be a different medium, but content that obviously comes directly
from a human is more authentic and more trustworthy. Let's look at
three examples of how freehand drawings can help you create an iden:
tity and stay authentic
269, hepifww smashingmmagazine com) 20103)27redeoigning with personality)LOOK AND FEEL
First of all, hand-drawn content has a unique look and feel. Compare it
to handwriting, Creating a personality and unique appearance for
your brand or product is important,
Mockups reproduces the experience of
interfaces on a whiteboard but
Using your computer so they're easier to
share, moiy, and get honest feedback on,
Wireframes made with Mockups look ike
skeiches, so stakeholders won't get
“distracted by litle details, and can focus
‘onwhat'sreally important instead.
Thre [ook and fee! of B
‘sauthentic ond distinctive
Balsamig’” does a great job here. It offers a mockup and wireftaming,
tool. While its features are quite advanced, its look and feel is basic, re
calling pen and paper sketches from way back. The low fidelity helps us
focus on the essential functionality while also making the product au-
thentic and distinctive
RECOGNITION
Freehand drawings have character. Through the touch of human im
perfection, they gain a certain tension thatiis hard to recreate digitally
This special touch draws attention and allows people to pause to ap-
preciate and process the hand-drawn content, more so than they
might appreciate any old perfectly illustrated image.
fltepads
logo's distinctive and easy toremember
a7. hepwwewbalaamigc‘The source-code editor Notepad» has a distinctive hand-drawn logo,
‘The little chameleon not only reflects the functionality of the program
(the transformation of code), but is also cute and draws attention. The
sketched style reflects the creative nature of what you can do with
Notepad++ and makes sure you don’t confuse it with other editing
tools.
PERSONALITY
Obviously, freehand drawings carry personality. They are authentic
and help users to connect with your website or app. Hand-drawn con:
tent confirms that real people are behind the content, people v:ho
have put thought and effort into the design to make it usable and trust
worthy.
Mathboard looks personal and easy to use
‘MathBoard” is an iPad app that help kids practice their arithmetic
skills. The app has a classic chalkboard look, freshening up the dry and
precise character of arithmetic. The whole app is set up in quiz form,
and kids can actually write on the board to do rough work if needed.
‘The personal appearance of the app makes it easy and attractive to use.
an. hipifootepad-plurplasInformation And Content
‘The way you present information on your website determines whether
people will see it and, even still, understand it. Draw attention to your
content at the right time in the user's visit to your website. The content
should look attractive and promising enough to involve the visitor. In
formation must be clear, relevant and actionable in order to be effec
tive, Below are three examples of ways in which frechand styles can
‘make the presentation of your content more effective
EXPLAIN FEATURES
You can use freehand drawings to explain your product, such as its fea~
tures, Creatives often use simple sketches to explain a concept ot pre-
sent an idea that might otherwise take ages to put into words. With
your website, you encounter a similar situation. You'll have a product,
concept or idea that you want to get actoss to visitors. By using hand-
drawn icons or simple sketches, you create an intimate atmosphere,
as if you were speaking to your visitors directly.
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Stickiesconjures the idea of presentations. (rage: Test Fight
Online service TestFlight!73 makes use of just this effect. In addition to
the many other hand-drawn elements on its website, the company
points out its main features with simple sketched sticky notes, accom
panied only by a few brief lines of text. This conjures the idea of pre
sentations, drawing attention to the features one by one to make them
‘more clear
‘VISUALIZE WORKFLOWS.
Frechand style isalso a great way to familiarize visitors with your
‘workflows. No one expects you to come up with the perfect solution
17s huspe/teetfightapp om
109out of thin air. The fact that you admit that a process is involved and.
that this process can be rough and bumpy only makes you human and
likeable, Itdemonstrates that you try out different directions before
deciding on the right track.
A
Thishand drawn workflow conveys creativity and a thorough working process. (Image:
Alex Faure'74)
Designer and front-end developer Alex Faure'™5 demonstrates well how
a hand-drawn visualization of a workflow can educate visitors and
build trust He seems to not only know what he is doing, but also thinks
things through and involves his clients in the process
GUIDE USERS
‘Whether you are designing a website or an app, keeping your users in
mind and guiding them towards the various goals they might have is,
always important. Hand-drawn icons can be a good way to doo. It's no
secret that icons are helpful when navigating a website or app. Why
‘would hand-drawn icons be any different? While perfectly illustrated
icons might be more detailed and clearer, they are computer-made and
can easily look sterile and technical. Hand-drawn icons are personal,
and we are more inclined to accept guidance from another human
than from a machine.
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‘The iPhone app Stamped"? uses very nice, meaningful icons to guide
users. The app enables you to stamp and share your favorite things,
suchas places, books and movies, The hand-drawn style perfectly
‘matches the personal nature of the app, encouraging users to keep
stamping
Team Presentation
‘The importance of team pages increases continually. While we used to
accept certain level of anonymity on the Web, we are now eager to
know whois behind a website, service or product. Also, having the hy
pothetical option to contact someone is not enough we want to know
exactly who we would be contacting, The more personal your team pre
sentation, the more likely your visitors will trust you. Here are some
suggestions on how to enhance your team presentation with hand-
drawn elements
BE LIKEABLE
Being perceived as likeable is important. Even if you offera ton of in:
formation on yourself, if people think you are arrogant or too extrava
‘gant, it will dono good. We are much more willing to trust someone
wwe lilce than someone whose character we cannot assess. Hand-drawnelements can make you more likeable by making you look creative,
spontaneous and easy-going,
eed
‘The Knock Knock Factory? welcomes its visitors with a personal and
likeable presentati
board in the background say a lot about Keith, the
of its tea
The pictograms sketched on the chalk:
fearless leader.” The
company obviously considers it important to give visitors a clear pic:
ture of who they are about to deal with. It's catchy and gives visitors a
positive feeling, before they have even looked around the rest of the
website, Itcreates an immediate personal connection and makes the
visitor feel welcome to the website.
BE TRUSTWORTHY
Besides likability, trustworthiness i also important. At the end of the
day, anyone can hide behind a website, pretending to be someone they
are not. Showing auther
icity is a great way to make sure visitors take
you for who you are. Only if people trust you will they open up to
what you have to say or engage in your desited actions, such as buy
ing the product. Hand-drawn elements are usually not the easiest con-
tent to produce for a design; they requil
passion—skills we associate with honest and trustworthy people.
e skills such as creativity and
7 pifkackknoskfactary.cWefee! norecomfortabte around people we trust. mage: Pleca
The software agency Polecat has found a trustworthy way tointro-
duce itself. Instead of realistic photographs, it has put thought and pas
sion in its team presentation, using abstract yet creative illustrations,
‘The illustrations have a rough and sketchy look to them, making them
even more human. And only first names are disclosed, giving an easy:
‘going, familiar feeling,
BE REAL
‘An important aspect of trustworthiness is authenticity. Your visitors
must not doubt that you really exist and that you exist in the way
that you present yourself on your website. The Web can be ascary
place, especially considering that users will probably never meet the
people behind websites in person. Anyone can use a Web font, but
handvvtiting and hand-drawn elements reveal something about your
person, making you look more real
178. hepYuu! max
The authentletty ofa reams important. mage: Grove
the people at Grove’? found the perfect balance between creative,
carefree and authentic for their team presentation. Snapshots of all
team members are neatly arranged as Polaroids, with the names look
ing handwritten. It looks as if someone walked through their work
space, taking Polatoids of everyone, including the team’s dog, Does it
_get more real than that?
Storytelling
Freehand drawings are a great way to tell stories. Storytelling is ex-
tremely personal, an ancient means of communication, mediated at
‘most (back then) by a cave wall. This basic method of exchanging infor
‘mation transcends all technical advances and gives us a comforting,
human feeling, Sketches help us ignore the impersonal nature of the
Web and put a face to the humans behind it
ENTERTAIN
Entertainment entails emotional involvement—something that is much
easier to achieve when humans are involved, rather than mindless ma-
chines. On the Web, hand drawings are a great way to establish a
familiar and human experience, one that helps visitors to relax and
enjoy themselves.
279, hepBonar
=D
Drawingsereatea failiay and hursan experience. (image: Axuré)
‘The prototyping tool Axure!* welcomes visitors to its home page with,
an amusing yet informative story about UX Man, who is ‘accused of
having superhuman powers” The freehand style of the drawing is eye
catching, There is no reason to doubt that a lot of thought has gone into
this fun and inviting landing page
EXPLAIN
Hand-drawn stories grab our attention because we like to recognize In
‘man elements on the Web, Whereas a too-clean Photoshopped image
‘might not gain our rust, hand drawings appeal directly to our emo-
tions, making us more attentive and receptive to information.
Sign documents anywhere.
Hand drawings appeal divecty t@ our emotions. @rage:slgnNow|
18o hepy/fwwwaxure com)‘The app Signtlow* uses hand-drawn images to explain its main bene-
fits right on the home page. The way it ines up the benefits, connected
by the “flying” documents, creates a narrative. You can almost hear
someone explaining the images as you tead the descriptions below. The
story draws visitors in, making it easy to follow.
ENGAGE
Personalized elements such as freehand drawings also engage visitors
‘Along with user experience, “user engagement” has also become a hot
topic. Once engaged, we are interested and willing to perceive and
process the information given to us. So,a website that manages to
engage us has already made a big step towards a positive user ex-
perience
The easiest and most powerful travel guide ever
Awebsite that manages to engage ushas made aig step towards a postive user exper
‘Travel app TouristEye** engages effectively with a good story. The
step-by-step introduction to ts product is turned into a small adventure
story, a treasure hunt waiting to be solved. Even without the text, the
drawings are meaningful and reflect the free spirit of a nip,
Attention-Grabbers
Freehand elements, such as handwriting, are just not what we expect in
a technical medium like the Web. They go against the straight lines and.
symmetry that we associate with the Web. Thus, a perfect opportunity
to grab the visitor’s attention. Handwritten comments and instructions
feel human and make us feel like we are being addressed directlyINVITE
You can use this personal method of communication for different
things. First, you could easily
te visitors to perform certain actions,
suchas liking you on various social media platforms or sharing your
content, We are mote likely to respond to messages that appear to con-
cem only us, not the general public. Even though the message is on
your website for everyone to see, you can create a feeling of connect-
edness by addressing visitors directly.
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‘se a handwritten message on its landing page, together
witha happy smiley and an arrow that guides the visitor's eye to the
green button. The header is simple yet effective, drawing, attention to
the cal-to-action button without being intrusive or annoying,
MAKE CURIOUS
You can also use hand-drawn elements to make visitors curious
and, in doing so, to guide their line of vision and trigger certain actions.
aie a great way to guide the attention of visitors.
The creative agency Radley Yeldar'® shaws a minimalist drawing of a
hand that appears to be tapping on the screen, along with the line “Thisis not just a footer.” The visitor is motivated to mimic the gesture of the
hand and click on the screen, if only to find out what happens. This isa
‘great subtle way to bring the footer to the visitor's attention.
POINT OUT DETAILS
Last but not least, hand-drawn elements can be handy for pointing out
details. Again, it’ all about grabbing the visitor’s attention and drawing
it to the relevant area. Just as you use arrows and other marks to high:
light content in a book or other offline medium, these elements work
{great on your Website. After all, highlighted elements bear a certain
importance that makes them worth checking out
No MoRE oVERELOw: HIDDEN
Hightighted elements are expected oe treportant, (mage: Orb
Orbit!*S uses hand-drawn arrows to point out adjustable elements ofits
image slider plugin. The hand-drawn quality of the arrows draws atten
tion to the defined areas of the slider, and it also stands out, obviously
not being part of the slider itself,
Don’t Overdo It
Sometimes, freehand drawing doesn't suit the nature of a website.
‘Make sure not to overdo it and that visitors would truly appreciate a
more personal design. Don't hesitate to ask visitors if you are not sure
how far to go; for example, by conductinga live survey!®® on your web-
site.
While certainly many examples are out there of how not to use
hand-drawings on a website let's look at only one. The aim of this att
neve zurb comiplayground/sbitjquesyimage-shder
ill.comy producto
285, http
285. hpcle is to point out positive examples and offer ideas on how a freehand.
style can improve the user experience, but itis also important to be
aware that it's not always effective and that you should use hand-
drawn elements within reason.
SOY
oan
The overdone hand drawings make the buttons look obtrusive and pushy. image
Joshua Keene
For example, designer Joshua Keenes"*? uses hand-drawings to draw at-
tention to his social media buttons. While the concept might work, the
fact that he overdoes it has two side effects, First, so much is going on
that your attention gets lost before even getting to the actual target,
‘making you lose focus before taking any action, Secondly, the invita-
tion to hit one of the buttons becomes quite obtrusive and pushy, likely
scaring people away, rather than welcorning them to the social commu
nity.
Conclusion
Having a personal experience on the Web is becoming increasingly im-
portant. We no longer want to visit cold, formal and anonymous web-
sites. Rather, we want to feel comfortable surfing the Web and to meet
the people behind a website, and we need to trust them before we are
‘willing to interact with their website.
Freehand drawings have a human quality, the perfect bridge over
the gap between the technical, impersonal Web and the accessible,
user-friendly and personal experience that we expect today. =
287 hap
sw johuakeenceco kfAbout The Authors
Chuck Longanecker
Chuck Longanecker is the CEO and co-founder of cigitel-eepat
user-expetience design company'** passionate about creating products,
like SlideDeck*, Hello Bar'®° and Impress, that make the Web more
intuitive and compelling,
Faruk Ates
Faruk Ates does creative things on the Web, like Modemnizr®. He is a
designer, developer and an entreprenerd. Faruk previously worked as
Product Designer at Apture and Ul Engineer at Apple, and is currently
working on an exciting new venture of his own. Read more on his site,
farukat.es'??.
John Ferrara
John Ferrara isa user experience designer at Vanguard and the author
of the new book, "Playful Design: Creating Game Experiences in Every:
day Interfaces!" published by Rosenfeld Media'®5.John has worked
in UX design for over thirteen years, designing web sites, desktop soft
ware, and video games, In 2010 he co-founded Megazoid Games, which,
focuses on cteating mobile, social, and educational player experiences.
John’s nutrition education game “Fitter Critters” was a top prizewinner
in the 2010 Apps for Healthy Kids contest, awarded by Michelle Oba-
a's ‘Let's Move!” campaign. He lives in the Philadelphia area with his
wonderful wife and supethero daughter
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193 herpfarakat eo!
154 hupifrorenfeldmedia com/booke/game-devign!
195, hrp/ftoseneldmediacomybookstPeter Steen Hogenhaug
Peter isa webfinterface designer based in Aalborg Denmark. He studied
Medialogy at Aalborg, University, and is currently working at FlexDan-
‘mark'®®, You can connect with him on Twitter: @pshoeg!7
Sabina Idler
Sabina is community and content manager, technical writer, and
UXer @ Usabilla'®®, Her education focussed on usability, her passion is,
the user experience and design is her key to both of them. For the de-
signers among you, check out Usabilla’s new tool at discov
e.usabilla.com*° and collect, rate, and share design elements on the
entire web.
Simon Schmid
Simon is the editor of the Ul/marketing blog TheGodfounder""! with a
not so secret love for bootstrapping, Personal Site”, Twitter>°5, Tum:
bes,
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hegodfoundercomy
202. hepifsimonechmid mel
Ihupifewitercomvizimonet
»monschmid eur eomyAbout Smashing Magazine
Smashing Magazine’ is an online magazine dedicated to Web design:
ers and developers worldwide. Its rigorous quality control and thor-
ough editorial work has gathered a devoted community exceeding half
a million subscribers, followers and fans. Each and every published arti-
leis carefully prepared, edited, reviewed and curated according to the
high quality standards set in Smashing Magazine's own publishing pol
icy 298
‘Smashing Magazine publishes articles on a daily basis with topics
‘ranging from business, visual design, typography, front-end as well as
back-end development, all the way to usability and user experience de-
sign, The magazine is—and always has been—a professional and inde
pendent online publication neither controlled nor influenced by any
third patties, delivering content in the best interest ofits readers. These
‘guidelines are continually revised and updated to assure that the quali-
ty of the published content is never compromised,
About Smashing Media GmbH
Smashing Media GmbH" is one of the world’s leading online publish:
ing companies in the field of Web design. Founded in 2009 by Sven
Lennartz and Vitaly Friedman, the company’s headquarters is situated
in southern Germany, in the sunny city of Freiburg im Breisgau.
Smashing Media's lead publication, Smashing Magazine, has gained
‘worldwide attention since its emergence back in 2006, and is supported
by the vast, global Smashing community and readership. Smashing
‘Magazine had proven to be a trustworthy online source containing
high quality articles on progressive design and coding techniques as
‘well as recent developments in the Web design industry.
295, htpiasvnw.emashinemagarine com
208, http/fveww.smashingmagazine comlpubliching policy!
207-hetpifwew smashing:mediacom