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When attention becomes a scarce resource, it’s important to invest it wisely. Information architects and designers play a critical role in ensuring the products they design provide users’ with a return on their investment of attention.

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The psychologist Mihaly Csikszentmihalyi (1990) has described focused attention as “psychic energy”. Like energy in the traditional sense, no work can be done without it, and through work that energy is consumed. Most of us have experienced a mental/emotional state where all of our attention (or energy) is totally focused on an activity. Csikszentmihalyi (1990) named this state “flow,” based on how participants in his studies described the experience.

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The elements associated with the flow state can be classified into the three areas; 1. Causes of Flow 2. Characteristics of Flow 3. Consequences of Flow (Novak, Hoffman and Yung, 1999).

1. Causes of Flow

  • A clear goal
  • Immediate feedback on the success of attempts to reach that goal
  • A challenge you’re confident you have the skills to handle

2. Characteristics of Flow

  • Total concentration and focused attention
  • A sense of control over interactions
  • Openness to new things
  • Increased exploratory behavior
  • Increased learning
  • Positive feelings

3. Consequences of Flow

  • Loss of consciousness of self
  • Distortions in the perception of time
  • Activity is perceived as intrinsically rewarding

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flow state can be classified into the three areas; 1. Causes of Flow 2. Characteristics of Flow 3. Consequences of Flow (Novak, Hoffman and Yung, 1999)

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A clear goal

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  • A clear goal
  • Immediate feedback on the success of attempts to reach that goal
  • A challenge you’re confident you have the skills to handle
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    Immediate feedback on the success of attempts to reach that goal

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    A challenge you’re confident you have the skills to handle

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  • Loss of consciousness of self
  • Distortions in the perception of time
  • Activity is perceived as intrinsically rewarding
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    The main elements designers can control are:

    • Providing immediate feedback
    • Balancing the perception of challenge against users’ skills

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    too much challenge with too little skill causes anxiety; and too little challenge with too much skill causes boredom.

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    Flow occurs at the boundary between boredom and anxiety. Think of it as a channel that runs between anxiety and boredom.(Figure 1)

    Concept of flow
    Figure 1:
    Anxiety, Boredom and Flow (Csikszentmihalyi, 1990)
    (captions added van Gorp, 2006)

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    Flow occurs at the boundary between boredom and anxiety

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    As the challenges we face increase, we become more anxious and lose flow. Re-entering flow involves increasing our skills to match these challenges and reduce anxiety. As we increase our skill level, we become bored unless we increase the challenge to match our greater abilities.

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    1. A clear goal…

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    he user navigates to accomplish a task, like seeking information on a particular topic or surfing for fun

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    2. With immediate feedback on the success of attempts to reach that goal…

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    receives quick, sensory feedback in the form of a visual shift and/or sound from links, buttons, menus, or other navigation items.

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    3. Presented as a challenge that you have the skills to handle.

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    The opportunities for action are balanced with the user’s ability. At a basic level, this is accomplished by providing an uncluttered interface and eliminating unnecessary information to limit the user’s cognitive load.

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    Flow and Emotion

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    Flow tends to occur in situations with higher levels of challenge and skill. If the challenge is too easy, or user skill levels are very high, anxiety can be so low that there is little motivation to do anything. This level of activation or “arousal” in the body is the physiological (i.e., bodily) dimension of emotion. The level of arousal affects how intensely we experience a given emotion, and intense emotions demand our attention. In evolutionary terms,

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    Both pleasant and unpleasant objects and experiences can increase arousal levels. Frustration and the excitement both increase arousal levels. So do large images, bright colors, and high contrast (van Gorp, 2006).

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    Goal-directed vs. Experiential Use

    Different motivations for using a website require different designs to facilitate flow (Novak, Hoffman and Yung 1996). Novice users tend to see the Internet in a playful way, while more experienced users tend to view the Internet in a more utilitarian way (King 2003). This leads to a distinction between experiential and goal-directed use. Flow tends to occur more often during goal-directed use, because of the higher challenge involved.

    Novice Users – Experiential use

    • Less challenging
    • More exploratory
    • Entertainment-oriented

    Experienced Users – tendency towards Goal-directed use

    • More challenging
    • Less exploratory
    • Connected with tasks (e.g. research, work and shopping)

    Highlighted by ryanachan

    Goal-directed vs. Experiential Use

    Different motivations for using a website require different designs to facilitate flow (Novak, Hoffman and Yung 1996). Novice users tend to see the Internet in a playful way, while more experienced users tend to view the Internet in a more utilitarian way (King 2003).

    Highlighted by haveuheard

    Novice Users – Experiential use

    • Less challenging
    • More exploratory
    • Entertainment-oriented

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    Experienced Users – tendency towards Goal-directed use

    • More challenging
    • Less exploratory
    • Connected with tasks (e.g. research, work and shopping)

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    The lower level of challenge in an entertainment-oriented, experiential site means there is a lower level of anxiety connected with its use. Someone who is less anxious is more capable of using creative thought to determine how to navigate a website and overlook minor problems. Motivation here is driven by subconscious arousal triggered by interesting visual elements, bright colors or high contrast. Experiential sites can and should be more arousing visually to demand the greater attention that can lead to flow experiences.

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    The greater challenge of completing tasks (possibly under deadlines) on a goal-directed site creates more higher arousal. Anxiety makes users less able to think creatively when problems are encountered. If a product will be used in a stressful environment, like a hospital operating room, usability becomes crucial. All relevant information needs to be close at hand and visible and feedback should be clear and immediate. A goal-directed site can and should be less visually rich so that users, already anxious at the prospect of a challenging task, are not overwhelmed.

    Yahoo

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    Here are some basic website traits that will help to encourage flow.

    • Clear navigation: Make it easy for the user to know where they are, where they can go, and where they’ve been, by including signposts such as breadcrumbs, effective page titles, and visited link indicators.
    • Immediate Feedback: Make sure all navigation, such as links, buttons, and menus provide quick and effective feedback. Offer feedback for all user actions. When this isn’t possible, provide an indicator to hold the user’s attention while waiting (e.g., progress bar).
    • Balance the Perception of Challenge With the User’s Skill: Since user skill levels differ, it’s up to you to balance the complexity of the visual design with the number of tasks and features people can use. Consider whether they are likely surfing experientially for fun or completing an important task. Tailor your sites to your audience’s scenario of use: more visually rich for experiential use and less so for goal-directed use.

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    Finding the right balance of design and challenge can help focus attention and create flow, which results in immersive and engaging user experiences.

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