Persuasion: Affect, decisions and Neuromarketing MS3305 Persuasion 1. Recapping Affect (MS2306) 2. The Techniques of Neuromarketing 3. Independent Reading: Notes on Gabriel Tarde’s Society of Imitation Affect and Deciding Recap from MS2306 To Influence? To Affect? • What was affected? • What was influenced? • Scores go down with sound turned off The Atmosphere of Affect Insubstantiality of affect makes it difficult to touch. It has no substance, but it does have an influence… a force… Affect, Communication and the Senses Regarded as top of the hierarchy of the senses Pheromones affect behavior or physiology Pheromones and Decisions Firm adds smell to video games See also Jussi Parikka: Insect Theory of Media: An Archaeology of Animals, Technology and Cultural Theory. To be published by Minnesota University Press - Posthumanities Series HCI • The focusing of – Attention – Understanding – Memory • Cognitive framework to understand decision making processes Emotional Design • Still focusing on decision-making processes • But moving increasingly towards emotional experiences • Subconscious, beneath conscious awareness • Cognitive • Affect = (visceral) • Consciousness, arrives late, after affect – Rapid judgments, determined by environmental pressures – Safety – Danger • Gut Feelings • Queasy, uneasy, tense, edgy, shocked, jolted, – Muscles tighten – Digestive system upset • Jump out your skin = affect • Info processing • Interpretation • Making sense of the world • Decision-making? MS3305 Need to consider emotional design in terms of the module debate As part of consumer economy The essays Emotional Design & Brands • Norman’s Emotional Design occurs ‘in the world of products…’ • ‘Brands are all about emotions’ – They ‘draw the consumer towards the product’ – Emotional branding is about building relationships with users… (Norman pp. 59-60) New Media Producer/Consumer Relation Nigel Thrift (2008) • Producers of commodities and brands establish passionate, affective relationship with consumers (p. 245). • The corporate exploitation of noncognitive and prediscursive realm of the user Thrift Corporations are in the business of making ‘hormonal splashes through increasing contact with consumers' Attempts to manipulate the emotional mood of consumers Consumer arousal The ‘generation of passions’ Sensory design of commodities The added value of emotions and affects Sensory Design Scented laptops Norman’s claim “You cannot escape affect” 1. All three levels interact with each other 2. Bottom up driven by perception and gut feelings/reactions 3. Top down driven by thought 4. Everything has a cognitive and affective component “You cannot escape affect” • Cognitive assigns “meaning” – culturally learned responses • Affective assigns “value” – changes how we think Persuasion and the New Media Techniques of neuromarketing – Shifts in cognitive science/neuroscience Watch this one: http://www.youtube.com/watch?v=QBDvj2L7eb4 http://www.youtube.com/watch?v=CBLb3NZu1_4 Damasio speaks at the Neuromarketing World Forum 2014 http://viralcontagion.wordpress.com/2014/02/28/damasio-does-neuromarketing/ Nielson Neurofocus: http://www.youtube.com/watch?v=q_74vS5Zsis White Paper on Persuasion position paper for neuromarketing – Persuasion and Engagement • Watchwords of advertising 1. Consumers spend less time in captive environments 2. Focus on grabbing the ever-thinning slice of consumer attention 3. Understanding the level to which consumers are engaged and persuaded in the brief moments they interact with the brand, product, service, or show – – – – – – • TV advertising • Radio advertising • Print advertising • Billboards • Live event advertising • Internet banners and text advertising – • Interactive content – • Product placement Eye-Mind Hypothesis vision, attention, conscious thought • Just & Carpenter’s “Eyemind” hypothesis (1976) • ‘What a person is looking at is assumed to indicate the thought “on top of the stack” of cognitive processes’ • ‘Eye-movement recordings can provide a dynamic trace of where a person’s attention is being directed in relation to a visual display' [i] Poole, A. & Ball, L. J. (2005). Eye Tracking in HumanComputer Interaction and. Usability Research: Current Status and Future Prospects. In Ghaoui, Claude (Ed.). Encyclopedia of Human Computer Interaction. Idea Group, pp. 211-219 Traces pathway between what enters the eye and the mind • Follows a glint in the eye of the consumer… emits an infrared light which reflects onto the eye (a corneal reflection) • Fixations records duration of attention • Saccades measures movement from one fixation to another • Scanpaths fixations + saccadic movements • Heat Map • • most attention = ‘hot’ less attention = ‘cold’ Feature of usability testing and interface design Heat Maps Cognitive approach in HCI • ‘If we know that people are distracted, often involuntarily, how is it possible to get their attention again without allowing them to miss the “window of opportunity”’ (Preece et al p. 101) Blending techniques like EEG and Eye-Tracking • However, since mid1990s, measuring what is being attended to has extended beyond reasoned consciousness • Tapping into unconscious responses • Eye tracking +EEG = • Attention +spontaneous and unconscious – attraction – affective engagement – emotional responses Blending EEG with other Physiological Measures – Skin temperature – Facial movement – Eye-tracking – all measure the effects of the brain response or the consumer’s expression of that response Methods The preferred method EEG (Electroencephalogra m(l k tr - n-s f -l -gr m) Measures electrical voltage in brain activity directly linked to the activity of neurons \ • A system developed around emerging ideas within neurophysiology, neuroscience and cognitive science in recent decades concerning the relation between cognition and emotion Watch James Bond Test EEG + Eye Tracking Output.mov Automatic emotion recognition software Demo download http://www.visual-recognition.nl/ "If It Feels Good Do It" : Using Neuromarketing to Go Beyond Gabriel Tarde Why Tarde? Provides a persuasion theory of affect, suggestibility and imitation Two Sociologies (in a nutshell) Durkheim Functionalism • • • Collective conscious determines the individual conscious How the macro (society as a “whole”) determines the micro (micro-level) Social facts exert influence on individuals Tarde Microsociology • Collective unconscious • How point-to-point micro-level relations or encounters produce “social wholes” • The whole as a manifestation of the micro Durkheim grasps the social as distinct from psychology & biology • “… every time a social phenomenon is directly explained by a psychological phenomenon, we may rest assured that the explanation is false.” [Durkheim, RMS, 1894: 129] Microsociology • Tarde provides an… ‘understanding of social ‘associations’, of co-operation, with no distinction made between Nature and Society’ (See Lazzarato, 2005 p. 17) Tarde the Neuroscientist? • “Nothing, however, is less scientific than the establishment of this absolute separation, of this abrupt break, between the voluntary and the involuntary, between the conscious and the unconscious. Do we not pass by insensible degrees from deliberate volition to almost mechanical habit?” Preface to the Second Edition of The Laws of Imitation xi Tardean Persuasion Theory • The magnetic pull of points of fascination, intoxicating glories and celebrity narratives Tardean Persuasion Theory Imitation-suggestibility • Passions transmitted through media, mostly unawares • Occurs at intersection between – Culture of attraction – Biologically hardwired inclination – Both of which can be manipulated [i] Thrift, Nigel “Pass it On: Towards a Political Economy of Propensity”. A conference paper delivered at the Social Science and Innovation Conference Royal Society of the Arts (RSA), London. Paper archived on the conference website at http://www.aimresearch.org/uploads/File/Presentations/2009/FEB/NIGEL%20THRIF T%20PAPER.pdf (accessed August 2009). p. 2 Mirror neuron hypothesis We are connected by brain circuitry that ‘fire[s] when we either perform a given action or see someone else perform the same action’ (Lakeoff p. 39) Tina Gonsalves Mirror Neurons = Empathy • The mirror neuron hypothesis • Adds theoretical support to explanations of how empathy might work, particularly in terms of the sharing of feelings, compassion, admiration and even mind reading. Lakeoff p. 39. [ • ‘…a plausible neurophysiological explanation for the means by which the existence of the other is etched into the brain so that we are able to intuit what the other is thinking – we are able to ‘mindread’ - not only because we see others’ emotions but because we share them’ Thrift Pass it On p. 8. Stanley Milgram on obedience, authority and imitation Further reading persuasion profiling http://www.wired.com/magazine/2011/04/st_essay_persuasion_prof iling/ TRYING (week six) • ‘Create simulations and prototypes to help empathize with people and to evaluate proposed designs.’ Modes of users trying out 1. 2. 3. 4. EMPATHY TOOLS SCENARIOS NEXT YEAR’S HEADLINES INFORMANCE EMPATHY TOOLS EMPATHY TOOLS • Use tools like clouded glasses and weighted gloves to experience processes as though you yourself have the abilities of different users. • This is an easy way to prompt an empathic understanding for users with disabilities or special conditions. Uses? • Example Designers wore gloves to help them evaluate the suitability of cords and buttons for a home health monitor designed for people with reduced dexterity and tactile sensation. SCENARIOS http://www.usabilitynet.org/tools/scenarios.htm SCENARIOS • Illustrate a character-rich storyline describing the context of use for a product or service. • This process helps to communicate and test the essence of a design idea within its probable context of use. It is especially useful for the evaluation of service concepts Uses? • Example Designing a community Web site, the team drew up scenarios to highlight the ways particular design ideas served different user needs. NEXT YEAR’S HEADLINES NEXT YEAR’S HEADLINES • Invite employees to project their company into the future, identifying how they want to develop and sustain customer relations. • Based on customer-focused research, these predictions can help to define which design issues to pursue for development. Uses? • Example While designing an Intranet site for information technologists, the team prompted the client to define and clarify their business targets for immediate and future launches. INFORMANCE INFORMANCE • Act out an “informative performance” scenario by roleplaying insights or behaviours that you have witnessed or researched. • This is a good way to communicate an insight and build a shared understanding of a concept and its implications. Uses? • Example A performance about a story of mobile communications shows the distress of a frustrated user. Task • Comparing self reporting with biometric output (EEG and GSR) • http://static.gui m.co.uk/interact ivestore/2013/3 /26/136431175 8117/422623/bi ntmp/index.html