Evaluating Creative Mobile Applications Development
Using Emotional Design
Nixon Muganda Ochara
Carina De Villiers
Hossana Twinomurinzi
University of Pretoria
School of Information Technology
Department of Informatics
+27(12) 420 3373
University of Pretoria
School of Information Technology
Department of Informatics
+27(12) 420 3798
[email protected]
[email protected]
University of South Africa
School of Computing
College of Science, Engineering and
Technology
+27(11) 670 9361
[email protected]
Jaco Pretorius
University of Pretoria
School of Information Technology
Department of Informatics
+27(12)4203798
[email protected]
ABSTRACT
In this research paper, we adopt an integrative view of user
involvement in software development; where, a user’s
psychological state, at various phases of development, is linked to
the contribution of user involvement in the success of software
development. We explore the link between creativity and
emotional design in order to evolve a conceptual framework for
studying creativity in the fast growing area of mobile applications
(apps) development. Action research, which is regarded as
participatory, emancipatory and contextual, was adopted in this
study. The study used a case study design and a survey of 1,502
students registered for a first year course in Management
Information Systems at a large urban University in South Africa.
Results from this study found that for app development to be more
creative and innovative, emotional design should be part of the
broader process of improving requirements engineering in
Information Systems Development (ISD). We also found that in
situations where emotional feedback is genuine, requirements
engineering problems related to the “misinformation effect”
common in ISD can be minimized. The third claim we affirm
stronger is how users in ISD play a closer role as co-developers of
mobile apps in order to realize true creativity and innovativeness.
This study further demonstrated how subjective feelings in ISD
can be evaluated using visual artifacts such as the Emocard.
Categories and Subject Descriptors
D.2.1 Requirements/Specifications: Elicitation methods (e.g.,
rapid prototyping, interviews, JAD; Languages; Methodologies
(e.g., object-oriented, structured); Tools
General Terms
Information Systems Development
1. INTRODUCTION
A critical raison d’être for the success of software development
projects is premised on user involvement. However, over the
years, the contribution and role of user involvement continue to
be contested (Henfridsson & Lindgren, 2010). Conceptually,
classic user involvement is viewed as a subjective psychological
state reflecting the importance and personal relevance of a system
to a user (Hartwick & Barki, 1994). A much more contemporary
view is; where contact with users at various phases of the systems
development process is reified (Henfridsson & Lindgren, 2010).
The research reported in this paper adopts a much more
integrative view; where, a user’s psychological state, at various
phases of development, is linked to the contribution of user
involvement in the success of software development.
The hybrid view resonates with the philosophical perspective in
software development movements such as agile development and
extreme programming (XP) that there is increasing humanity and
effectiveness in software development (Beck & Andres, 2004;
Gruner, 2011). The concept of humanity of software systems is
intricately interwoven with the psychological state of recipients
(individuals, organizations) of software solutions. We see
creativity as a critical component of humanity in software
development, and Pyshkin ( 2014) recognizes it as a product of art
and human creativity. O’Bower (1997) also elevates the notion of
creativity as the only crucial ability required in programming;
while Sergei Arkhipenkov states that “software development is a
kind of human activity which is mistakenly attributed to
engineering” (Arkhipenkov, 2012).
Creativity in software development is justified on the basis that
users seek value from solutions that are presented to them. Value
propositions in software development are not limited to basic
software features alone; but should also consider propositions
related to performance and excitement (for distinctions, see
Terninko1, 1995). The basic and performance features are
Keywords
Creativity, Software Development, Emotional Design, Mobile
Applications Development; Creative Design
1 Basic features are those that the product type is expected to deliver. A
basic feature of a mobile phone, for example, is a database function to
store telephone numbers. Performance features are those that
typically captured through structured and formalized requirements
elicitation approaches and designed into the system. However, the
third aspect, that is, building excitement features in software
development products is much more elusive and is linked to
creativity in the development process. We see creativity as
instrumental in designing software solutions that surprises users
due to one or more ‘excitement features’ (Mann, 2002; Desmet,
Porcelijn, & Van Dijk, 2007). However, capturing and evaluating
user’s excitement about a sofware concept or feature still remains
problematic and research in this area is nascent.
1.1 Research objective
This study, in line with Desmet, Porcelijn, & Van Dijk (2007)
research, seeks to investigate how creativity in app development
can enhance the evaluation of user excitement.
The key research question is: How can creativity in design
enhance user involvement?
We consider creativity to be the “generation of a product that is
judged to be novel and also to be appropriate, useful, or valuable
by a suitably knowledgeable social group” (Sawyer, 2012, p. 8).
This is a sociocultural conceptualization of creativity that takes
into account that software development efforts in organizational
setups are typically group innovations involving structures and
processes of organizational systems. The purpose of the study is
addressed by, first, enumerating on the theoretical link between
creativity and emotional design as the basis of enabling ‘exciting’
software solutions. A research model is then proposed that
captures these linkages. The paper then describes the research
context, methodology, results and then discusses the implications
and future research directions.
A key assumption that is made in studying processes of creativity
is that a creative ‘event’ actually occurs. This is not always the
case, not only because there is no guarantee that the event occurs,
but also the difficulty of identifying a solution as creative (Dorst
& Cross, 2001). However, part of the study undertaken here is
premised on the second assumption and the solution envisaged in
this paper should partially addressed this concern.
2. CREATIVITY IN EMOTIONAL DESIGN
In this section, the link between creativity and emotional design
will be established in order to evolve a conceptual framework for
studying creativity in app development. The starting point is to
anchor the conception of creativity on an action theory person, in
which Sawyer (2012, p.88) makes the point that: “Creativity takes
place over time, and most of the creativity occurs while doing the
work. The medium is an essential part of the creative process, and
creators often get ideas while working with the materials”. Two
key highlights of this sociocultural conceptualization of creativity
from an action theory perspective are that in creativity: the
product or process must be novel, and it must be appropriate to
some domain of activity. The notion of novelty must be adjudged
by experts as appropriate in a particular domain.
differentiate between competing products. Mobile phones have
performance features such as weight, screen size, and stand-by time.
The third type of features, excitement features, are those that the
consumer did not expect to see in the product and is excited to learn are
there.
Csikszentmihalyi (1999) has aptly crystallized ideas of the
soiocultural conception of creativity in his General Systems
Model of Creativity (Fifure 1). He recognizes that in any creative
process, a person begins the creative process by developing a
created product or solution. The individual in the creative process
relies on a repertor of personality and cognition that define their
background. However, the individual’s effort is not adequate in
adjudging creativity as either appropriate or novel. This is because
the individual operates within a social system, and however
inspired or creatively-trained the individual, the adjudgement of
appropriateness and novelty of creativity is left to the “experts”
within a particular domain in the social system. The field is
created by a group of experts or the people who are evaluating the
creative product. For instance during the process of developing an
information systems innovation, users are engaged in various
ways to help in shaping the innovation to be acceptable for
organizational use. Therefore creativity is argued to be a product
of the dynamic interaction among three dimensions: the
individual, the domain, and the field (Csikszentmihalyi, 1999).
Figure 1. General Systems Model of Creativity (Source:
Csikszentmihalyi, 1999)
However, the process of adjudging an innovation as novel is not
as clear-cut as envisaged in the creativity process. For instance,
how do the users determine that a particular concept, idea,
innovation or feature of an innovation is “novel”? Novelty has to
do with “newness” and must evoke surprise from the experts. We
argue that in the process of assessing “newness” or novelty, the
“materials” used in the process of evaluation plays a critical role
in capturing ‘moments of insight’ during the process of software
applications development. Thus in an attempt to link ‘novelty’ as
an outcome of the creative process, we recourse to research that
have established that usability is correlated to aesthetics (see
Tractinsky, Katz, & Ikar, 2000; Tractinsky, 1997; (Hassenzah &
Tractinsky , 2006; Tractinsky, 2004).
Aesthetics and its evaluation largely through emotions are
interwoven, yet research confirms that emotions play a critical
role in people’s daily lives. For instance, emotions play a role in
assessing whether situations are good or bad, safe or dangerous
and they also aid in decision making (Norman, 2007). If emotions
play a role in decision making, the implication is that they
influence product or software designs. Norman (2007) and
Tractinsky (2004) have found a direct correlation between the
attractiveness (aesthetic appeal) of things to not only increased
usability but also to creativity. Thus more attractive design
inspires more creativity in not only designers but users of the
product and this is likely to have a profound effect especially in
situations where designers seek feedback from users.
In assessing or evaluating situtions, the human brain operates at
three levels: the visceral, behavioral and reflective levels
(Norman, 2007). The visceral level is considered to be the prethought, preconsicious level, where appearance and first
impressions are formed. Thus, in terms of design consideration,
focus is on the initial impact of a produc or solution by assessing
the appearance, touch and feel. The second level, behavioral level
is about product function, performance and usability. The third
reflective level of consciousness is where feeling, emotions, and
cognition reside. That at this level, the full impact of both thought
and emotions is experienced. Norman ( 2007) further contends
that at the lower visceral and behavioral levels, there is only
affect, but without interpretation or consciousness, yet
interpretation, understanding, and reasoning come from the
reflective level which is much more vulnerable to variability
through culture, experience, education, and individual differences.
But what do all these mean for this study? Recent research in HCI
appears to be advocating for designs that seek a fit between
technology and human values in which emotional considerations
are key (Kamil & Abidin, 2013); emotional elements in design aid
in initiating behavior and motivate decisions (Olsson & Salo,
2012); designing for the pleasurable life and the good life
(Desmet & Hassenzahl, 2012); and focus on excitement as a basis
of designing products which evoke a ‘wow’ emotional response
from customers (Desmet & Pohlmeyer, 2013). In addition, the
emphasis emanating from such studies appear to be much more
user-oriented and holistic, and takes into the account the ‘wow’
impact of a product, not only at the conceptual level but also at
the feature level. The result is a user engagement process that
elicits a unified product concept in which visual appearance,
interaction and features are aligned to elicit a coherent experience
(Desmet, Porcelijn, & Van Dijk, 2007).
Thus, we consider emotional design to refer to approaches in
applications development that take into account human values,
emotional elements and excitement as foundational elements for
creating novel products. Thus the design considers three levels at
which the human brain functions: viscral, behavioral and
reflective levels; which consequetively map product
characteristics of appearance, pleasure and effectiveness of use
and aspects related to self-image, personal satisfaction and
memories. That the key to determining whether or not such
characteristics exist in design (software or physical products) are
related to positive or negative emotions that customers experienve
as they interact with the product. The sociocultural notion of
creativity and emotional design from psychology has given
traction to our focus on how ‘wow’ experiences can be useful in
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evaluating the novelty of design during applications development.
Desmet, Porcelijn, & Van Dijk (2007) define ‘wow’ as an
affective, emotional experience or a valenced experience that
includes an unpleasant or a pleasant feeling. Emotions that may
constitute a wow experience can be linked to: a subjective feeling,
a facial and bodily expression, a change in arousal, and a
motivational tendency (see Lazarus, 1991). Desmet, Porcelijn, &
Van Dijk (2007) on the other hand consider that for ‘wow’ to be
subjected to analytical focus, it needs to be considered as a
composite of several emotions related to: pleasant surprise, desire,
and fascination. Though there are a number of ‘wow’ models in
the literature, we adopted the typology of emotions types by
Desmet that are typically used to assess customer experience in
response to consumer products. The descriptions of the themes of
the typology of ‘wow’ is provided by Desmet, Porcelijn, & Van
Dijk (2007) below:
On the basis of reported appraisal themes, Desmet (2003a)
developed a typology of emotion types that we generally
experience in response to consumer products. Five of these types
represent pleasant emotions, and threeof these five are considered
to combine to a wowexperience: pleasant surprise, fascination,
and desire.
Pleasant surprise: We experience surprise in response
to products that we appraise as novel, both in terms of
suddenness and unexpectedness. To experience pleasant
surprise, the product must be appraised as unexpected
and as suddenly matching a concern.
Fascination: We experience fascination in response to
products that we appraise as unfamiliar. If the product
touches on our need of curiosity, we will experience the
pleasant sense of unfamiliarity that we call fascination.
Desire: We desire for products that we appraise as fit
objects that call for possession. The product is appraised
as a fit object because using or owning it will fulfill a
goal, its design is delightful or it expresses some
desirable quality.
In summing our conceptual argument, we therefore evolve the
following research questions as guide to this study:
To what extent does the emotion of pleasant surprise
(or the negative emotion associated with it) correlate to
novelty in creative design in applications development?
To what extent does the emotion of fascination (or the
negative emotion associated with it) correlate to novelty
in creative design in applications development?
To what extent does the emotion of desire (or the
negative emotion associated with it) correlate to
novelty in creative design in applications development?
We explore these questions by undertaking a case study in which
groups of students were tasked with conceptualizing and
designing apps using the design thinking approach. Design
thinking is an approach to problem solving that integrates
empathy and creativity to solving existing problems within their
context (Rowe, 1991).
3. METHODOLOGY
3.1 Research Design
Action research, which is regarded as participatory, emancipatory
and contextual, was adopted in this study. Action Research is
research in which the “researcher generates new knowledge about
a social system, while at the same time attempting to change it in a
quasi-experimental fashion… with the goal of improving the
social system”. (Lewin, 1946). The research was participatory,
since the researchers in the study were the educators involved in
teaching the creative app development to the business students at
a large urban South African university based in the administrative
capital, Pretoria. The study is emancipatory, since the educators
involved sought to make the course, with over 1,502 students
much more engaging. Therefore at the beginning of 2013, the
educators involved in the teaching of the course resolved to
address the problem of lack of effective engagement in large
classes by introducing app development from a creative design
perspective. The issue of context can be argued from the focus of
the study, i.e. students majoring in Informatics as a Business
Degree at the case study university. The study used a case study
design and a survey among 1800 students registered for a first
year course in Fundamentals of Information Systems at a large
urban University in South Africa.
apps that were being developed by the students divided into
groups of five each.
Pleasant Emotions
Unpleasant Emotions
Desire
Disgust
Fascination
Contempt
Pleasant Surprise
Unpleasant Surprise
Satisfaction
Dissatisfaction
Amusement
Boredom
3.2 Research Participants
The total population for the case study and survey component
comprised of 1,502 business students. The course has a
coordinator, three theory educators, and two practical tutors.
Typically, a theory lecture would be delivered by an instructor
after which the students would work at their own time and do
presentations to other groups of student users during creative
practical assignment to be completed in the computer labs. During
these interactive sessions, the practical educators and tutors would
be present to facilitate the process. The course runs from February
to June and is offered to students taking Information Systems. The
students peer-reviewed their own work and served as evaluators.
The participants that were targeted for the survey were Informatics
students, who have a business orientation to computing and who
take up professional appointments as business/systems analysts on
completion of their studies. The survey data was collected during
the first half of 2013 (February to June). Out of a class population
of 1,502 students, usable responses were obtained from 1,100
students, giving a response rate of 87%. However, given the
interpretive nature adopted in this study, a simple random sample
of 218 responses were analysed to present the results reported
here.
3.3 Research Materials
Data from surveys and interviews formed the primary source of
information for this study. Data was gathered using an Emocard
tool (Figure 2.) The interview transcripts were coded by the two
practical tutors who were involved in administering the survey
instruments. A comparison of the transcripts and how they
mapped to the themes was done to ensure reliability in the coding
process. In addition, survey data was used to capture descriptive
aspects of the study such as visual feedback obtained from the
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Figure 2: Emocard (Source: Desmet, Porcelijn & van Dijk,
2007)
3.4 Action (Design) Research Procedure
Design research inherits its principles from action research with
its main uniqueness being that design research requires the
creation of an artefact unlike in action research whose emphasis is
on a change (Romme, 2004). Since the study involved the
creation of an app, design thinking was more appropriate as the
action research method.
The design research process involved a number of phases:
planning, action and reflection. In the Planning (Focus on Learner
and Strategies) phase of the action research process (after (Boud
& Walker, 1990), the staff members of the department of
Information Systems held a planning session in October 2012,
during which the problem was diagnosed as lack of engagement in
large classes. The strategy of coming up with practical creative
design workshops for developing was mooted and implemented in
the semester that started in February 2013.
There were a series of eight workshops (though the activities in
each were iterative) comprising of the following phases:
Phase I: Introductory workshop on Design Thinking
Phase II: Define: Identify and define the challenge
Phase III: Research: Reframe challenges
opportunities; full spectrum data gathering.
Phase IV: Ideation: Using radical techniques for
brainstorming ideas with end users
Phase V: Prototype: Form creative partnerships;
prototype.
to
Phase VI: Choose: Review objectives; select powerful
ideas
Phase VII: Implement: Select and assign tasks,
determine resources, execute and deliver to client.
Phase IIX: Learn: Gather feedback; determine if
solution met goals; discuss improvements; measure
success; document.
3.5 Data Analysis
The primary mode of analysis was thematic analysis. There are
two versions of thematic analysis: inductive and theoretical
thematic analysis (Braun & Clarke, 2006). In an inductive
approach, the themes identified are strongly linked to the data
themselves, which in the end may bear little relationship to the
specific questions that were asked of the participants (Braun &
Clarke, 2006). The themes identified in the inductive approach
would not be driven by the researcher’s theoretical interest in the
area or topic. Theoretical thematic analysis on the other hand is
driven by the researcher’s theoretical or analytic interest in the
area and is thus more explicitly analyst-driven (Braun & Clarke,
2006). The theoretical themes used in the analysis relate to the
categorization of feedback based on four themes:
Notable Innovations – Relate to positive feeling about
the mobile applications and is identified in terms of the
good things about the innovation.
Actionable Criticism – Relate to positive criticism, in
which respondents spell out what needs to be done to
improve the mobile application
Negative Criticism – Relate to unanswered questions
about the innovation that leaves the respondent baffled
and unable to comprehend a number of things about the
innovation.
New Possibilities – These relate to new ideas that the
respondents bring out that were not considered before in
the applications development.
4. ANALYSIS OF RESULTS
application. The Emocard section with the emoticons was
structured as a Likert - type scale, with a choice of 1 – indicating
that the respondent had a positive feeling, supportive of the
application; a 2- indicative of a neutral feeling; while a 3 –
indicated a negative feeling, not supportive of the “story”,
presentation and demonstration of the mobile application being
presented by the designers.
The second part of the Emocard instrument captured written
feedback from the respondents about their feelings about the
mobile application. The written feedback was theoretically
analyzed by categorizing under the main themes of “notable
innovations”, “actionable criticism”, “negative criticism” and
“new possibilities”. The analysis that follows seeks to demonstrate
the effectiveness of using emotional design, based on the
Emocard, in mobile applications development.
4.1 Descriptive Analysis
Figure 3 shows the distribution of the emotions based on the
selections made by the 218 respondents of the study. Satisfaction
(S), Pleasant Surprise (P) and Amusement (A) were each
represented at 25 percent; while Desire (D) was at percent and
Fascination (F) at 13 percent. Figure 4 captures a how the
responses clustered around the theoretical themes. Selected
emotions which were closer to 1 were indicative of “Notable
Innovations”; while those that were closer to 3 were indicative of
“New Possibilities”. Responses that pointed to “Actionable
Criticism” were typically clustered around 1.5; while those
considered as “Negative Criticism” were closer to 2.
Figure 3. Distribution of Emotions
The feedback from Emocard template that was used to capture the
experience regarding the mobile application development process
was obtained from 218 respondents. The part of the Emocard
showing the emoticons was analyzed statistically in order to
explain the significance of the statistics to the overall objective of
the study: to assess the effectiveness of emotional design and its
relevance to the development of creative mobile applications. In
the first part of the Emocard instrument (based on Figure 2),
respondents selected the appropriate feeling after hearing the
“story” regarding the application and seeing a presentation and a
demonstration of the application from the designers of the
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Figure 4. Kiviat Diagram of Assessment Levels
Table 1 captured summary statistics of the themes relative to the
selected emotions. Bases on the feedback provided by the
respondents using theoretical thematic analysis, out of 218
respondents, the feedback from 93 respondents pointed to mobile
applications, which were considered to be under the theme of
“Actionable Criticism”. Key emotions critical in identifying such
applications, based on frequency are Desire (1.25), Fascination
(1.40), & Satisfaction (1.33). However, there were also mild
feelings of Pleasant Surprise (1.69) and mild Amusement (1.69).
Thus critical feelings that can be associated with “Actionable
Criticism” are D, F, and S.
Innovations, Actionable Criticism, Negative Criticism and New
Possibilities) is further explored using a qualitative data analysis
process. A theoretical thematic analysis is undertaken in which
raw feedback is linked to the various themes and emotional
feedback in order to understand how to use both the visual
feedback with the oral/written feedback by users involved in the
requirements engineering process.
4.2.1 Realizing “Notable Innovations”
Table 1. Descriptive Statistics
Theme
D
F
P
S
A
Cnt
Av.
Actionable
Criticism
Negative
Criticism
New
Possibilities
Notable
Innovation
1.25
(1)
1.49
(1)
2.00
(2)
1.04
(1)
1.40
(3)
1.74
(2)
1.90
(1)
1.16
(2)
1.69
(4)
1.82
(4)
2.35
(3)
1.32
(3)
1.33
(2)
1.75
(3)
2.00
(2)
1.16
(2)
1.69
(4)
2.04
(5)
2.10
(4)
1.46
(4)
93
1.47
57
1.77
18
2.07
50
1.23
50 respondents feedback pointed to applications that fall under
the category of “Notable Innovations”. Critical emotions linked to
notable innovations based on the feedback from respondents are
Desire (1.04), Fascination (1.16), Satisfaction (1.16) and Pleasant
Surprise (1.32); with mild feelings of Amusement (1.46).
Therefore in assessing using feedback regarding “Notable
Innovations”, the four critical emotions are D, F, P, S. 57
respondents indicated gave feedback that some of the applications
are under the category of “Negative Criticism” – i.e. applications
that are highly criticized, but could still be redesigned to be
acceptable. Of note in the feedback regarding “Negative
Criticism” applications were that all the feelings were mild, but
with three orienting towards positive emotions, i.e. mild feelings
of Desire (1.49), Fascination (1.74), Pleasant Surprise (1.82) and
Satisfaction (1.75). However, the fourth feeling gravitated towards
Boredom (2.04). Thus, designers need to be aware of user
feedback that borders on the borderline either on the positive or
the negative aspects of the emotions.
The fourth category of feedback was provided for 18 applications
and placed under the category of “New Possibilities”. All the
associated feelings were oriented towards unpleasant emotions.
Their weightings were as follows Disgust (2.00), Content (1.90),
Unpleasant Surprise (2.35), Dissatisfaction (2.00) and Boredom
(2.10). Applications, which were placed under “New
Possibilities”, are those that are not meeting current needs, thus
designers need to consider new designs which maybe unrelated to
the current design. Typical feedback associated with such
designers point out several unanswered questions by users as they
seek to understand the rationale of the current application. This
may call for a rethink of the current design and consider other
alternatives which had not been considered before.
4.2 Evaluating Qualitative Feedback
In this section, the categorization under the four themes (Notable
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Notable innovations are realized when the respondents experience
a pleasant feeling about the application being developed. After
going through a process of user involvement throughout the
development process, the user(s) are engaged in a process of
“story telling” about the presentation; features of the presentation
are also demonstrated and a presentation on the application is also
conducted. The feedback should not only comprise pleasant
feelings (notably D, F, P, S) as discovered in the priori analysis;
but there should also be “good things” said about the application,
not only related to the features but also the application as a whole.
Table 2 captures sample feedback that was construed to point to
some notable innovations that were displayed by various groups.
Table 2 Realizing "Notable Innovations"
Ref
Text: Excerpts
Discursive Analysis
R1
[…]App will help people
to learn how to draw; the
title draws in a person’s
attention; user friendly; the
ideas show in the app
“spark”; want is satisfied.
R2
I am very impressed
especially as an accounting
student. It will also help
ordinary people be able to
budget better as credit
issues are escalating in
RSA.
Where all the selection
was pleasant emotions, the
respondents highlighted
things that were notable
about the innovation,
reinforcing the strong
points of the applications
development process.
Again, where all the
pleasant feelings were
selected, the feedback
typically pointed out all
the notable things about
the innovation
R3
[…] Very impressed with
the overall idea of the app.
I would like to use this app
in my everyday life. I
found it very innovative
and useful. It could change
/help my daily life in a
small way.
Impressive
comments
about the innovation also
linked
to
desire,
fascination
and
satisfaction, with mild
feelings
of
pleasant
surprise and amusement.
R4
The application was very
creative. I was very
impressed
with
the
innovative ideas. I would
use
the
app.
The
terminology used is at a
high level. They have a
wide
knowledge
of
informatics use in our daily
lives.
Where all the selection
was positive emotions, the
respondents highlighted
things that were notable
about the innovation,
reinforcing the strong
points of the applications
development process.
The response in R1 does not only mention specific functionalities
and features that are visible in the application; but the respondent
goes on to comingle the feedback with their selection of pleasant
feelings (all were positive) with words that communicate feelings
such as “spark” and satisfaction. R2, R3 and R4 also reinforce the
notion that where only pleasant emotions were selected (except in
R3 where there was a selection of mild feelings of pleasant
surprise) the feedback captured notable things about the
application which were emphasized with words that reinforced
that these were notable innovations. For instance, R2, not only
recognized that the innovation would make ‘budgeting’ better, but
was also ‘impressed’ in her assessment of the application. R3
even used the words ‘very impressed’ and as well, recognized that
the application was ‘very innovative’; feedback, which to a
developed would sound very supportive of the effort. R4 actually
recognized that the application was not only creative but also very
creative as well.
The emotions and feedback expressed by R1, R2, R3, and R4 may
be subjective, but research has discovered that the process of
emotion is universal and that people that share concerns and ideas
in an appraisal process may experience similar emotions to a
given issue (Desmet & Hassenzahl, 2012). In the cases above, the
similar use of words to express emotions after selecting similar
emoticons in the Emocard provides clarity to this process,
especially due to the fact that the respondents were reacting to
different applications being made by different groups.
4.2.2 Recognizing “Actionable Criticisms”
In responses that were related to “Actionable Criticisms (Table 3),
the pleasant feelings that were expressed predominantly related to
D, F & S (Table 1); while the written and oral feedback was
focused on what the application developers ought to do to
improve the mobile application.
Table 3 Recognizing "Actionable Criticisms"
Ref
Text: Excerpts
Discursive Analysis
R5
[…]If executed properly,
the application could be
very efficient, successful
and helpful to the economy
-We need to make the app
accessible to poor people
as well
-How do we plan to
generate revenue from the
application?
[…] Make sure the idea is
made appealing to all
students. Provide extra
lines on the app that will
enable
students
to
recommend new meals to
be added on the menu.
Where
there
were
actionable
comments,
there were feelings of
desire,
fascination,
satisfaction, mild feelings
(pleasant
surprise,
amusement)
R6
R7
Should
change
downloading for free to
avoid piracy. Avoid too
many things in the app
since it could ‘blue’ target
market and hike cost.
R8
The app is clever, helpful,
informative, accessible but
not foolproof. Need to
solve the problem.
linked to emotions of
fascination
and
satisfaction, with mild
emotions
of
desire,
pleasant
surprise
amusement.
However,
there was a question mark
about a feature of the
application, which could
be indicative of actionable
criticism
On the whole, when responses R5, R6, R7 and R8 are analyzed,
what emerges is that the users are positive about the application
that has been developed, ‘save’ for improvements that need to be
done for the innovation to be creative. For instance, R5 opines
that the application can be ‘very efficient” but it need to be made
more accessible and the developers to explore more how they will
generate revenue from the application. While the respondent
voiced these suggested improvements, R5 still expressed strong
pleasant feelings of desire, satisfaction and fascination, with some
mild feelings of pleasant surprise and amusement. This was
similarly the case in R6, who required that the application should
be made more ‘appealing’ to the users, as well as to provide ‘extra
lines on the app’; R7, who warned on allowing free downloads
and limiting the quantity of ‘things’ in the app; while R8 sought
to focus on making the app ‘foolproof’. All these suggested
‘actions’ were accompanied by pleasant feelings (mostly, D, S, F);
which suggests that on the whole, the user feedback was
supportive of the current application and the focus of the
developers should be geared towards making the design better
through the suggested improvements.
Developers must therefore seek to recognize feedback and be in a
position to categorize such feelings accordingly. ‘Actionable
Criticisms” are positive, thus the focus should be on how to adopt
a positive approach to capturing feedback which is positive, that
is, where users regard the innovation as creative (using expressed
pleasant feelings), but make suggestions for further improvement.
The importance of positive feelings, as feedback has long been
recognized by scholars and practitioners alike (see Luthans, 2002)
and if applied effectively, can be used to improve the systems
development process.
4.2.3 Recognizing “Negative Criticisms”
Positive,
"actionable"
criticism is linked to
feelings of desire; pleasant
surprise and satisfaction,
even though there may be
slight
feelings
of
fascination
and
amusement.
Emotions
of
desire,
fascination,
satisfaction
and slight feelings of
pleasant surprise and
amusement
elicited
feedback that could be
construed to be positive or
actionable.
Clear positive comments
Lack of originality is associated with applications that have
profound negative criticism (Table 4).
Table 4 Recognizing "Negative Criticisms"
Ref
Text: Excerpts
Discursive Analysis
R9
Some people may
not afford the need
[…]. People who do
not
have
smart
phones will not
access it. Children
will want their needy
parents to buy them
items
on
smart
phones.
This application is
not
unique.
It
There were situations where
respondents indicated that they
barely felt the emotion (desire,
fascination, amusement) and felt
the negative emotions of
unpleasant
surprise
and
dissatisfaction.
In
such
situations, the feedback was
largely "negative criticism".
R10
Feelings
of
desire
and
satisfaction, coupled with mild
R11
R12
sometimes has some
mistakes and may
contain viruses. It is
complicated
and
cannot
be
understood easily.
feelings of fascination, pleasant
surprise
and
amusement
resulted in some negative
criticism
of
the
mobile
application.
This is a basic
application which is
not needed, but cool.
The contact section
is not nice and it is
not easy to use.
Feelings associated with such
applications
include
mild
feelings of desire, fascination,
satisfaction,
boredom
and
unpleasant surprise
It is going to take a
long time uploading
the pictures of your
own cloths. Requires
a cell phone with a
strong camera
Where feelings of amusements,
mild (desire, pleasant surprise),
contempt and dissatisfaction are
experienced, negative criticism
abound
The difference between “Actionable Criticisms” and “Negative
Criticism” is in terms of the feelings (either mild pleasant feelings
or unpleasant feelings in negative criticisms) expressed as well as
the ‘negativity’ (in negative criticisms) of the criticisms.
Responses R9 to R12 show that the expressed feelings are
predominantly either mild pleasant feelings or unpleasant feelings
(Table 4). In addition, the written and oral feedback given
expresses serious flaws in the design of the mobile application,
typically indicative of a major overall in the applications design.
Thus the pointer is that the application is not acceptable in its
current state and cannot be considered to be creative or
innovative.
4.2.4 Reconsidering “New Possibilities”
The key to recognizing situations where users are questioning the
feasibility of the current application rests on feedback that brings
out unpleasant feelings and also raises several questions about the
application (Table 5).
Table 5 Reconsidering "New Possibilities"
Ref
Text: Excerpts
Discursive Analysis
R13
-Is it easy to understand
for people new to its
content?
-Does it catch attention
in its appearance?
-Can it show me where I
can find students related
needs?
-Is it friendly for all
types of users?
"Get more ways of
making the app eye
catching, so that many
people can join the ap.
How are people going to
get
their
products
delivered to them?"
Many
questions
are
associated
with
mild
feelings
of
disgust,
unpleasant
surprise,
dissatisfaction, boredom and
positive
feelings
of
fascination.
R14
R15
The implementation of
Feelings
of
disgust,
unpleasant
surprise,
dissatisfaction and mild
feelings of contempt and
boredom are associated with
comments that point out the
need for seeking new
possibilities for the design
There are also situations
where the respondents felt
R16
time slots will remain a
persistent issue. If they
were to implement this
system at other campus
restaurants, creating an
entirely new system will
cost a lot of money.
desire and fascination and to
some
extent,
pleasant
surprise, satisfaction and
amusement.
The app sounds a lot like
the ClickUP system
already implemented (not
original). […] Who is
the target audience, as
the app seems busy with
too many ideas that
don’t get together?
A number of questions are
raised when the emotion felt
is desire, satisfaction, but
with negative feelings of
contempt,
unpleasant
surprise with slight feelings
of boredom and contempt.
A majority of the responses that questioned the feasibility of the
application raised queries specific to the application, without
necessarily giving suggestions for further improvements. Samples
of some of the questions raised are depicted in Table 5 by
respondents R13 to R16. We see such scenarios, where
respondents provide “negative criticism” by raising questions
related to the feasibility and logic of the innovation as a call to relook and re-think the whole design concept. This may require a
totally new design or a redesign, whose objectives are not
necessarily similar to earlier envisaged objectives. From an
emotional design perspective, such evaluation should focus on
how the users respond; thus if their feelings are predominantly
captured as unpleasant or mild, coupled with responses that point
to an infeasible solution; then the developers should focus on
considering new possibilities all together.
5. DISCUSSION OF FINDINGS
The emphasis in the background of the study and in the literature
review was to link the notion of creativity in innovations to
emotional design. Part of the argument was that for a an
innovative mobile application to be developed, user involvement
should be inclusive and should not be restricted to the formal,
rational approaches of requirements engineering only, but that
feedback related to emotional feelings of users can be
instrumental in realizing effective mobile applications design. The
background was relevant for motivating for the need for
evaluation of creative mobile innovations using emotional design.
We structure this section by first making inferences from the
analysis undertaken above and linking the results to current
literature. Secondly, implications of the research findings are
discussed, taking into account possible influences to theory,
practice and methods.
In this section, we structure the discussion of results around the
concept of ‘emotional design’ in information systems
development (ISD) and its possible impact on limiting the effects
of mis-information during the process of applications
development. An argument is also advanced for encouraging a
partnership in between developers and users in ensuring creative
innovations are realized in mobile applications development.
5.1 Emotional Design in Creative ISD
The analyses conducted above and prior literature enables to make
the following claims: that for more applications development to
be more creative and innovative, emotional design should be part
of the broader process of improving requirements engineering
(RE) in ISD. The RE problem, known to be a persistent
contributor to IT project failures, have previously been considered
as a rational, formal process; and its ontology has previously been
shown to be inadequate and deficient in mapping what successful
and effective RE process is (see Jureta, Mylopoulos, & Faulkner,
2008). In their conceptualization of RE, Jureta, Mylopoulos, &
Faulkner (2008) show that RE should consider concerns of users
such as beliefs, desires, intentions, and attitudes. The ability to
communicate such concerns requires the emotional involvement
of the stakeholders and the analysis above, in a preliminary sense
in the context of South Africa, provides a basis for making a claim
for incorporating emotional evaluation in the process of RE in
ISD.
This claim finds traction in recent literature. For instance,
considering that the process of evaluation in ISD involves
decision making at various stages (including RE), Morse (2014)
links the process of decision making to powerful emotions such as
desire; that these emotions affect the choices that we make.
Obviously, in the interactive processes of making applications
design choices between the developer and the user (and other
stakeholders), the caveat for such influences of emotions would be
for developers and other project leaders to consider ways of
ensuring emotional user involvement to ensure effective designs.
Using emotional designs in the process is by no means
straightforward, rational or even easy; but the import of emotions
in decision making can also not be wished away, thus designers
need to consider propositions that encourage the use of emotional
designs, complementary to other formal, logical approaches
typically used in RE. Therefore, the use of Emocard in this
research and other approaches suggested by “Wow” researchers (
see Desmet, Porcelijn, & Van Dijk, 2007), while exploratory in
nature, can be a foundation for more exploration to ingrain
emotional design in ISD.
5.2 Limiting Misinformation Effect in ISD
We also make a claim based on an underlying principle linked to
emotions: that the “misinformation effect” common in ISD can be
minimized in situations where emotional feedback is genuine, for
example in in requirements engineering (RE) problems..
Literature recognizes that during the process of RE, analysts may
introduce misinformation in their discussions with users (Appan
& Browne, 2012). Misinformation can also be introduced, when
users do not know what they want or when analysts are ‘overconfident’ about their abilities to understand user needs and go
forth with the development process with minimal consulation with
the users
(Naidoo, 2012). In relating the problem of
misinformation effect to our study, our interest is in how
additional emotional engagement with users (and other
stakeholders) througb various approaches can aid in mitigating the
effects of the misinformation effect. The question is: How can
emotional design be used to minimize the effect of
misinformation?
First, and based on other studies that have been done,
misinformation is exacerbated where there is mistrust (intentional
or unintentional); yet research confirms that proper application
and recognition of emotions can be instrumental in building trust,
strengthening relationships, focusing energy, making trade-offs
and learning from failure (Sundheim, 2014). Further, that
emotions and feelings are essential to the intuitive ability of
human beings to make good judgment (Hayashi, 2014), either as
analyst or as users. So, while Kabaale, Kituyi, & Mbarika (2014)
question the ‘practicality’ of the RE process itself, we see deeper
emotional engagement as a means to bridging the ‘chasm’
between users and analysts, which may help in reducing
misinformation in RE. Thus, software development processes that
encourage the use of and recognize the role of emotions in
providing feedback are likely to impact positively in creation of
innovative applications.
For instance, in this study, a likely scenario where users either
provide negative criticism (Table 4) or question the feasibility of
the application (Table 5) would be for the analysts to react by
misinforming stakeholders. The proposition being made is that
with emotional engagement, either trust is built, or; analysts will
increasingly become aware of how to react to situations where
stakeholders express negative criticism or question the logic or the
feasibility of the application. David & Congleton (2014) regard
this as a process of emotional agility, in which analysts learn to
effectively manage the negative thoughts and feelings, but with
the intention ‘turning around’ the negative feelings for an
effective software development process. In this sense, we
therefore see emotional design as playing a critical role in
minimizing misinformation in ISD.
5.3 Emotional User Involvement for Creative
Innovations
The third claim we make is that users in ISD should be considered
as co-developers of applications in order to realize true creativity
and innovativeness. This is not a new claim, but we simply seek to
expand the repertoire of what it means to be co-developers:
moving beyond the formality of participatory design towards user
involvement that captures their values through their feelings and
emotions. The study reported in this study demonstrates that this
is a perspective that needs to be considered during the process of
ISD.
6. CONCLUSIONS
The present study has demonstrated that feelings in ISD can be
evaluated using visual artifacts such as the Emocard illustrated
throughout this paper. We make no claim to having extended
theory related to “wow” research but link our contribution, though
in a preliminary sense, to creating awareness and advocating for
research that should ground emotional forms of design in
processes of mobile applications development. Evaluation and our
understanding of requirements engineering processes can
therefore be enriched by using emotional designs to ensure the
success of ISD projects. We believe that the theoretical
perspective that elevates the role of feelings and emotions in
improving user involvement processes in ISD can impact
positively by helping in reducing persistent failure in realizing IT
project objectives. It is important to realize that in no way are we
belittling the formal and rational approaches of RE, but rather are
advocating for additionally considering emotional evaluation as
part of the repertoire of the process of RE.
We make some tentative implications related to theory, practice
and methodology. The theoretical implication, which we may
characterize as a call for action in IS research is that the use of
emotional design in ISD should be of greater focus for IS
researchers. The research reported in this study has demonstrated
the efficacy of using emotional and visual approaches such as the
use of the Emocard instrument in RE. Our engagement with the
research in this domain contributes to the continuing
accumulation knowledge about ICT practices in developing
countries; which aid in extending and validating theory based on
different contexts. Of course we recognize that this is an
exploratory study, but nevertheless as a starting point for calling
on IS researchers to start engaging with their ‘feelings’ more in
order to advance the theory of user involvement in RE process.
From a methodological and context perspective, our use of action
research procedures, though not unique to this study, has afforded
us an opportunity as researchers to ‘test’ interventions in a context
that we can classify as overwhelming. We say this since the study
was undertaken in an experimental context that required
administering and evaluating the effectiveness of a visual research
instrument to over 1800 student of a large educational institution
in South Africa. The success and the lessons arising therefore may
be useful for the research in and teaching of design-based
modules in contexts where large groups of respondents form part
of the experiment.
7. ACKNOWLEDGMENTS
Our thanks go to Nelisiwe Nkosi and Thomas Dyzel for their
research assistance.
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