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Mindmap

Lecture 7: Emotional Interaction

JING SHIAN YEW Englisch

Inhalt der Mindmap

Lecture 7: Emotional Interaction

  1. overview

    • expressive interface; reduce frustrating interfaces; emotions & UX
    • persuade ppl change attitude against technologies; emotional design models
    • models of emotion [emotional design models]; anthropomorphism [pros & cons]
  2. emotions & UX

    • design interactive system; concern with how ppl feel & react when interact with technologies; user aspect; social robust; pple emotional
  3. emotional interaction

    • affect by environment factor; emotionally attached to products; change human behaviour; reduce loneliness & improve wellbeing
  4. expressive interface

    • provide reassuring feedback that can be both informative & fun
    • colour, icons, sounds, graphical elements & animations [make the 'look 7 feel' of interface appealing]
    • affect the usability of interface
  5. friendly interfaces

    • Microsoft pioneered friendly interfaces for technophobes: "At home with Bob" software
    • 3D metaphores bbased on familiar places [eg: living rooms]
    • agents in the guise of pets were included to talk to users
  6. frustrating interfaces

    • causes
      • application doesn't work / crashes; system doesn.t do what user want; not met user's expectations; not provide sufficient info; condemning error msg; patronizing interface appearance; need many steps to perform a task; make mistake earlier & need to start all over again
    • gimmicks
      • amusing to designer but not user [eg: click a URL link only to discover that it is still "under constrcution"]
    • error messages
      • "unexpectedly quit due to type 2 error"; error 404
  7. persuasive technologies & behavioral change

    • interactive computing systems deliberately designed to change ppl's attitudes & behaviour [motivation, ability, triggers]
    • diversity of techniques now used to change what they do / think [po-up ads; warning msg; reminders; prompts; recommendations; nudging]
  8. tracking devices

    • mobile apps designed to help ppl monitor & change their behaviour [eg: fitness, sleeping; weight]
    • can compare with online leader boards & charts, to show how they hv done in relation to their peers & friends
    • encourage reflection that in turn increase well-being & happiness
  9. sustainable HCI

    • focus on designing interventions to help ppl reduce their energy consumption
    • effective technique is to provide householders with feedback on their consumption
    • simple infographics & emoticons are most powerful [encourage ppl to reflect & see what can change to reduce energy consumption]
    • peer pressure &social norms
  10. anthropomorphism

    • atributing human-like qualities to inanimate objects [eg: cars, computer]
    • well known phenomenon in advertising [dancing butter, drinks, breakfast cereals]
    • much exploited in HCI [make UX more enjoyable, motivating, make ppl feel at ease, reduce anxiety]
  11. evidence to support anthropomorphism

    • Reeves & Naas (1996) founds that computers that flatter & praise user > positive impact on them > user more willing to continue
  12. critism of anthropomorphism

    • deceptive, make ppl feel anxious, inferior
    • study hv shown that personalized feedback is considered to be less honest & make users feeld less responsible for their actions
  13. virtual characters

    • appear on screens [sales agents, characters in videogames, learning companions, wizards, pets, newsreaders]
    • provides a persona that is welcoming, has personality & make user feel involved with them
    • disadvantages
      • lead ppl into false sense of belief, enticing them to confide personal secrets with chatterbots; annoying & frustrating; may not be trustworthy
  14. Rea the realtor

    • Rea showing user an apartment; human-like body; use gesture, non-verbal communication; sophisticated AI techniques used to enable this form of interaction
  15. what makes virtual agent believable?

    • believability refers to the extent to which users come to believe an agent's intentions & personality
    • appearance [cartoon-like / realistic characters]
    • behaviour [gestures; exaggeration of facial expressions & gestures to show underlying emotions (animation industry)]
  16. Don Norman's 3 levels of Design

    • 10 reflective [cognitive, intelectual level of thinking; watches over behavioural level & influence it; has no direct control / connection to visceral level]
    • 2) behavioural [level of most behaviour; behavioural level of thinking is controlled by reflective level but influence by visceral reactions (through this happens subconciously)]
    • 3) visceral [quick reactions & judgement of stimuli; incharge or our emotional reactions & inform behavioural level]
  17. claims from model

    • emotional state chages how we think
      • frightened / angry > focus narrowly > body tensing muscles & sweating > less tolerant
      • happy > less focus > body relax > overlook minor prob & more creative

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Mindmap am Lecture 7: Emotional Interaction, erstellt von JING SHIAN YEW am 04/09/2021.
Erstellt von
JING SHIAN YEW
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