Mind map
chap5

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chap5
Introduction
- goal of interaction design
- develop products that elicit positive responses
- feeling at ease
- enjoying the experience of using them
- being comfortable
- develop products that elicit positive responses
- goal of interaction design
Emotions and the User Experience
- A Model of Emotional Design
- Viceral:
- responds rapidly , making judgments about what is good or bad, safe or dangerous, pleasurable or abhorrent
- Behavioral:
- well-learned routine operations such as talking, typing, and driving
- Reflective:
- conscious thought where people generalize across events or step back from the routine and the immediate
- Viceral:
- A Model of Emotional Design
Expressive Interfaces
- Expressive forms like emoticons, sounds, icons, and virtual agents have been used at the interface to
- (i) convey emotional states and/or
- (ii) elicit certain kinds of emotional responses in users, such as feeling at ease, comfort, and happiness.
- ways of conveying the status of a system
- Vibrotactile feedback
- Spoken messages
- Animations
- sonifications indicating actions
- Dynamic icons
- Expressive forms like emoticons, sounds, icons, and virtual agents have been used at the interface to
Annoying Interfaces
- if designed poorly
- can make people look stupid
- Or feel insulted or threatened
- The effect can be to make them annoyed to the point of losing their temper
- e.g.
- application crashes
- user's expectations are not met
- system doesn't do what the user wants it to do
- too many steps to perform a task
- system does not provide sufficient information
- appearance of an interface is too noisy , garish, gimmicky , or patronizing
- error messages are vague
- Flashing animations
- The over-use of sound effects and music
- Websites that are overloaded
- devices that cause users to persistently press the wrong buttons
- excessive number of operations
- Dilemma: Should Computers Say They're Sorry?
- It seems people would rather a computer said sorry
- if designed poorly
Detecting Emotions and Emotional Technologies
- The approach called affective computing develops computer-based systems that try to recognize and express emotions in the same way humans do
- Other indirect methods
- eye-tracking
- finger pulse
- speech
- the words/phrases they use when
- tweeting
- chatting online
- posting to Facebook
- . The main techniques and technologies used
- cameras for measuring facial expressions
- bio-sensors placed on fingers or palms of the hands to measure galvanic skin response
- body movement and gestures as detected by motion capture systems or accelerometer sensors placed on various parts of the body .
- Other indirect methods
- The approach called affective computing develops computer-based systems that try to recognize and express emotions in the same way humans do
Persuasive Technologies and Behavioral Change
- A diversity of technologies is increasingly being used to draw people's attention to certain kinds of information in an attempt to change what they do or think
- HAPIfork is a device intended to help someone monitor and track their eating habits
- the WaterBot system was developed using a special monitoring and feedback device, but for adults as a way of reducing their usage of water in their homes
- Nowadays, there are a number of mobile apps and personal tracking devices on the market that are designed to help people monitor various behaviors and then change their behavior based on the data collected and represented back to them
- A diversity of technologies is increasingly being used to draw people's attention to certain kinds of information in an attempt to change what they do or think
Anthropomorphism and Zoomorphism
- Anthropomorphism
- is the propensity people have to attribute human qualities to animals and objects
- Zoomorphism
- is the shaping of an object or design in animal form
- The design of the characters’ appearance, their facial expressions, and how their lips move when talking are all considered important interface design concerns
- Generating verbal and non-verbal output
- Giving signals that indicate the state of the conversation as well as contributing new suggestions for the dialog
- Recognizing and responding to verbal and non-verbal input
- Coping with breakdowns, turn-taking, and other conversational mechanisms
- Anthropomorphism
Interaction design beyond human-computer interaction 4th edition
- Bibliography
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- dise_ño Mind Map on chap5, created by Alfonso AO on 11/09/2017.
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- Alfonso AO
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