Measuring Emotion and Engagement

In the past, measuring emotion and engagement are seem to be impossible, because the emotion is too abstract to be collected as data. Communication has become a regular way to collect users’ data, even though it can not be 100% correct. Without solid data, researchers can’t stay objective to develop a conclusion of the issue. Fortunately, some devices are invented to evaluate and collect emotion data. Before the introduction of those devices, here are some definitions of emotion from Billund.


  • An active state of consciousness in which joy, sorrow, fear, hate, or the like, is experienced, as distinguished from cognitive and volitional states of consciousness.
  • Any of the feelings of joy, sorrow, fear, hate, love, etc.
  • Any strong agitation of the feelings actuated by experiencing love, hate, fear, etc., and usually accompanied by certain physiological changes, such as increased heartbeat or respiration, and often overt manifestation, such as crying or shaking.
  • Something that causes such a reaction: the powerful emotion of a great symphony.

Andrew Schall pointed out that truly understanding the feelings of a user has always been a dream of user experience (UX) researchers. Current methods for understanding emotional response has been limited to self-reporting from study participants or qualitative methods such as surveys or focus groups. By observing user’s behaviors and noting reflections, research can analyze that information to come up with problem solutions. However, people’s brain is very complicated so as the mind process. If we can collect the data directly from the brain, we will know the original reflection of human’s brain which can help researchers make a big improvement on user testing project.

New biometric and neurometric devices allow us to collect behavioral data in ways that were not previously practical for user researchers.

New biometric and neurometric devices, which are practical, reasonably priced, and suitable for UX practitioners, have evoked both a substantial amount of enthusiasm and skepticism. Biometric and neurometric measurements allow researchers to collect behavioral data in ways that were not previously possible. Thanks to the improvement of technology, those methods can help researchers to understand the user’s emotional reaction at a certain point in time such as when a specific stimulus is displayed, or to catch the overall emotional reaction over a longer period of time that can include the entire interaction with the stimulus. Therefore, in order to create user-friendly products, those data can directly tell users which part should be modified.   

Another way to measure emotion is eye-tracking. Using eye tracking we can detect where users are looking at a point in time. According to Andrew Schall, eye tracking is a methodology that helps researchers understand visual attention. Using eye tracking we can detect where users are looking at a point in time, how long they look at something and the path that their eye follows. To be more specific, the level of heat colors reflects the level of users’ attention. In the end, researchers can come up with a more comprehensive conclusion through a heat map because it’s easy to find which part of information attracts more attention. Moreover, Eye tracking has been applied to numerous fields including human factors, cognitive psychology, marketing, and the broad field of human-computer interaction.

Those methods have positive aspects and negative aspects. Albert points out some of them. However, I think the advantages outweigh the disadvantages because it’s better to collect more data to analyze which drives to more conclusive results. The disadvantages can be improved in the future. For instance, as the more data collected by experts, researchers can filtrate useless data by arithmetic which also reduces time-consuming and costs.


• Critical insights, beyond the obvious – drive important design and business decisions

• More complete picture of the entire user experience

• Easier and less expensive than you think


• Noisy data –may be hard to interpret and concerns about reliability

• May be time-consuming and expensive

• Range of emotions may be limited and hard to measure


Schall, Andrew. New Methods for Measuring Emotional Engagement SPARK Experience, LLC

Denmark, Billund. May 5th, 2015, The learner is not a black box: Measuring emotion, engagement, and learning while playing

Albert, Bill. Ph.D., Executive Director, User Experience Center, Bentley

Design Critique: Meet Up APP



“Meet up” is good at interaction of UX and human needs. I download this app because I want to search some good events in New York City. This APP provides me multiple chooses. When I first register my account, they provide me several tags, for example, fashion, art, sports, etc. By knowing my interests, the app recommend the activities that I’m interested in. It’s a kind of effective.

Norman gives some essential principles to help us identify a “Good Design”, like human-center theory. Interaction principles like, affordance, signifiers, mapping, feedback, etc. Then he gives some concrete examples and details in the further description. For me, I think human-center design is always the first priority. Those principles are used to serve it. On the device, like iPad or phone. Our eyes points is the most directly contact activity. If the screen can’t show the clear information that we expect, we can define the app or web is chaotic design. The most essential achievement of Norman is he suggests the combination of technology and human sense. Both of them are complicated. However, if the designer can match up many of them, the good products can be created.

Critique & Recommendation 1

The idea of “meet up” is good. It has many useful and valuable information there, but the catalogue is too complicated which is Mapping and signifier. First, let’s look at the bottom menu. The background is white color, which is so invisible. The bottom menu is the most important guide because it leads the user to the main part of the products, like home, search and message. When I see the first screen of it, my eyes are tired and my mind is confused. There are too many titles on the same screen and none of them has visible signal design. It’s hard to tell which is important, which is not. By the center of user needs, meet up APP should be divided into two parts. Group activity suggestion and account information. The related part of them should be user find amazing activities and add them to their own activity calendar. The panel of activities post should be visible and attractive.

Critique & Recommendation 2

Back to the original design of this app, the pictures are too small and too many tags around it. It’s really hard for me to believe the activity they post in this app the compelling and reliable. There are no enough pictures to show in the introduction part and the information text is limited. I didn’t finish reading this activity poster, but the other activities shows immediately. I think designer didn’t really think deeply about people’s needs when they use this app. The definition of the app is also a social networking software. If they can’t make the user believe the event has good quality, users won’t participate in the events.

Critique & Recommendation 3

The database of events calendar is usable, “All, going, saved, past”. They are divided by the timeline. However, the problem is that which part is the most important for the users when they open the event calendar. They should consider it in advance, because “all” and “past” are useless in most situation. User have to think hard through those massive information to find useful events which makes UX really uncomfortable. In Norman’s word, the mapping is not clear, because it didn’t provide a clear way of remembering and understanding of mapping. “I have free time to join in this activity” is the premise of users who are using this app. If the app shows the calendar that points out the dates of events, users can easily filter out useless information.

To sum up, the Meet up APP provides many interesting events. If they can catalogue those information clearly, the user experience will be much better.