Flow theory in human-computer interaction design

Kezia Sulami
Bootcamp
Published in
5 min readFeb 21, 2021

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We experience Flow when the situation is “just right”, not too hard or too easy
Where is flow positioned? — “just right”

Flow is a subject matter in positive psychology regarding an optimal experience. A flow state is a mental state in which a person performs an activity with complete focus while carrying out an enjoyable process. Some people even refer to it as a “magical” mental state because of its capability to let us be completely absorbed in what we are doing, without even feeling it. Because we are so focused, we might feel that time is going by faster than usual. This is the characteristic of flow: when there is a challenge in front of our face, but with clear goals and feedback, so that we feel empowered to get through it. Flow is often associated with activities like rock climbing and playing chess because flow experiences usually appear in these activities that have clear objectives, feedback, and rules.

Flow experience is the main variable for maintaining a long-lasting, sustainable relationship with the users.

When we design human-computer interaction systems, the users’ flow state is a crucial aspect to keep in mind. It is the main variable for maintaining a long-lasting and sustainable relationship with the users (Kim et al., 2009; Sharafi, Heidman, & Montgomery, 2006). Designing a system, we want as many people as possible to try what we designed. Moreover, we often hope that they will use it continually. This makes flow theory very important for us to ponder whether the interaction system that we create is already suitable for long-term use.

An article entitled “Exploring technology satisfaction: An approach through the flow experience” that was published in the Computers in Human Behavior journal discusses research findings that the most determining factors of the users’ flow state are (1) the ease of use, and (2) the type of content. That is, users feel satisfied when a system is easy to use and provides interesting content. When a user is satisfied, the substantial benefit is that they might promote the application through word of mouth, therefore there is a huge chance that the number of users will increase. However, studies show that dissatisfied users are more likely to talk about their experience than satisfied users. Hence, we must focus on increasing positive experiences and suppressing negative experiences simultaneously.

Nowadays, flow state has been widely used in the design of human-computer interaction systems. One use case is in designing online games. Based on another article entitled “Influence of temperament and character on online gamer loyalty: Perspectives from personality and flow theories”, the key factors that influence a player’s “loyalty” to keep coming back to play the game are the players’ skill, game difficulty, telepresence, and flow. When people design games, they want the game to be played continually. To do that, they have to engage the players completely in the game. As we know, a lot of games have actually succeeded in doing it so that even time can seem like it’s disappearing for the players. They keep on playing for hours and sometimes forgot to eat or drink, skipped exercise, and postpone sleeping. (This is actually where it gets bad and why we have to be wise in using technology, but the game creator still successfully created a great game)

Another saying is “Flow is between boredom and anxiety”, based on the positive psychology course from the University of Pennsylvania (Coursera). It happens when a task’s difficulty is almost a perfect match with our expertise, and it needs to be on a higher level (e.g. when a task is easy and our skill is low so it’s a match, but we don’t necessarily experience flow in that case). Now the implication for online gaming is, if the game is too easy then the players will be bored in no time but if it is too difficult then players might get frustrated and stop playing anyway. Hence, in designing online games there is an additional aspect to consider which is the game difficulty, that needs to be balanced out. Flow is also used when designing other interaction systems, such as e-commerce — obviously with different additional aspects. That being said, the users’ flow experience should be positioned as a primary focus and goal, considering its importance if we aim to build for the users while adjusting the different additional aspects appropriately.

Flow experience occurs when both the challenge level and skill level are high
Flow is the opposite of Apathy, so it involves great enthusiasm

Since positive psychology focuses on the positive side of life, flow as one of its core subject matter is also more focused on increasing the frequency and intensity of the optimal experiences, rather than reducing the likelihood of negative experiences. Flow should be combined with other complementary concepts to deliver human-computer interaction systems that not only enhance optimal experiences but also reduce negative experiences.

I hope this essay has been a pretty enjoyable read that could bring more familiarity towards flow theory in interaction design, and that we can more consciously apply it by considering the factors that will improve users’ flow experiences in order to design a flow-inducing application one day.

References

  1. Calvo-Porral, C., Faíña-Medín, A., & Nieto-Mengotti, M. (2017). Exploring technology satisfaction: An approach through the flow experience. Computers in Human Behavior, 66, 400–408. https://doi.org/10.1016/j.chb.2016.10.008
  2. Csikszentmihalyi, M. (2009). Flow: the psychology of optimal experience. Harper Row.
  3. Huang, H.-C., Huang, L.-S., Chou, Y.-J., & Teng, C.-I. (2017). Influence of temperament and character on online gamer loyalty: Perspectives from personality and flow theories. Computers in Human Behavior, 70, 398–406. https://doi.org/10.1016/j.chb.2017.01.009
  4. Kim, C., Oh, E., & Shin, N. (2009). An Empirical investigation of digital content characteristics, value and flow. Journal of Computer Information Systems, 4, 79–89.
  5. Liu, H., Chu, H., Huang, Q., & Chen, X. (2016). Enhancing the flow experience of consumers in China through interpersonal interaction in social commerce. Computers in Human Behavior, 58, 306–314. https://doi.org/10.1016/j.chb.2016.01.012
  6. Pawelski, J. (2020). Positive Psychology: Applications and Interventions. https://www.coursera.org/learn/positive-psychology-applications.
  7. Sharafi, P., Hedman, L., & Montgomery, H. (2006). Using information technology: engagement modes, flow experience, and personality orientations. Computers in Human Behavior, 22(5), 899–916. https://doi.org/10.1016/j.chb.2004.03.022

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