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Roxana Gharegozlou
February 14, 2013


Roxana Gharegozlou

February 14, 2013


  1. email as an emotional experience never feel "done" overwhelming constant

    steam problems draining soul-sucking fires to put out dread
  2. our goal The stressor we're addressing is the constant feeling

    of overwhelm for people who receive too much email. The calmer is textual affirmation and a visual summary of email actions, which they will experience when they send, reply to, or archive an email.
  3. our prototype Implemented as a banner inside GmailValet When users

    complete an action an affirmative message pops up... ...and one of the flowers grows.
  4. When a flower grows high enough it "pops" and lands

    in the field. Flowers in the field represent the day's accomplishments. our prototype
  5. trial design STEP 1: Initial survey: user mood & emotional

    associations to email STEP 2: Email session: send, respond, and archive trigger GmailGarden STEP 3: Post-email survey 15 respondents | Avg email actions: 4.7 | Range of email sessions: 3min-60+min
  6. trial results: 82% FELT BETTER about better about processing email

    82% found it FUN 35% said it would help them be more PRODUCTIVE 65% want GmailGarden in their gmail experience
  7. insights: Not all emails are created equal, so neither should

    the associated rewards Even a simple form of encouragement is effective in lifting mood The idea of growing or nurturing something over time as a result of their actions resonated strongly with users Affirmation is more effective if it is personalized and appropriate to the context.
  8. A playful and aesthetically interesting dynamic display can affect people's

    emotional experience. It doesn't explicitly manipulate people's behavior, but simply reminds them of their accomplishments.
  9. next steps: What if your email could be intelligent enough

    to know when you are stressed and "pick you up" accordingly? What if the affirmation was a speedbump? What if you could preserve the garden and people could access, refer back to, and send the garden to others as encouragement?
  10. Prototype 1 : Email Gamified + Made me feel better,

    lighthearted, fun (people who like goofy games) unexpected nature of messages was humorous and funny animations and messages were amusing sounds created a sense of accomplishment - gets in the way of sleekness (people who prefer more "serious" interactions.) could get repetitive, intrusive, annoying did not help productivity for some Contested serious interactions vs. gamification divided over the game as a personal vs. social experience