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Lecture 7: Emotional Interaction
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Lecture 7: Emotional Interaction
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]
emotions & UX
- design interactive system; concern with how ppl feel & react when interact with technologies; user aspect; social robust; pple emotional
emotional interaction
- affect by environment factor; emotionally attached to products; change human behaviour; reduce loneliness & improve wellbeing
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
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
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
- causes
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]
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
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
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]
evidence to support anthropomorphism
- Reeves & Naas (1996) founds that computers that flatter & praise user > positive impact on them > user more willing to continue
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
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
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
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)]
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]
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
- emotional state chages how we think
Informações
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- Mapa Mental sobre Lecture 7: Emotional Interaction, criado por JING SHIAN YEW em 04-09-2021.
- Criado por
- JING SHIAN YEW
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