chapter 5 – affective aspects ben coulston, lauren goff, shanee dawkins, jarrett chapman
TRANSCRIPT
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Chapter 5 – Affective Aspects
Ben Coulston, Lauren Goff, Shanee Dawkins, Jarrett Chapman
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Goal: design systems that elicits a positive response from usersFeeling at ease / comfortableAvoiding frustration
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Examples of designs that may elicit negative responses from users:
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Examples of designs that may elicit negative responses from users:
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Other positive user responses include motivation to learn, be creative, or be socialChat client example 1
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Other positive user responses include motivation to learn, be creative, or be socialChat client example 2
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Other positive user responses include motivation to learn, be creative, or be social
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We may also want to elicit feelings of security or a perception of authority:
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Affective: generation of an emotional responseHow can systems be designed to provoke
emotions?Reproducing environmental stimuli that
naturally elicit affect
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MIT’s COG
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MIT’s Kismet
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Expressive Interfaces
Convey Emotional States
Elicit Emotional User Responses
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Expressive Interfaces
System Status IndicatorsDynamic Icons
Recycle bin expandingAnimations
Swirling beach ballSpoken Messages
“You’ve Got Mail”Action & Event Sonifications
AIM door open / close
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Expressive Interfaces
Advantages
Reassuring Feedback
Informative
Fun
Disadvantages
Intrusive
Annoying
Anger
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Positive Emotions
Emoticons Smile :) Frown :( Wink ;) Stick out Tongue
:P
• 3D & Animated Emoticons
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Positive Affectiveness
Imagery affects ExperienceEngagingEnjoyable
Aesthetics affect Usability PerceptionGraphicsFontsColor Images
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Frustrating Interfaces
Inadvertently elicit negative responsesExpect Simplicity – Get Complexity
Attempted SolutionCompanions for Novices
Cute Bunny = Comfortable Environment?
Microsoft Office “Clippy”
Intrusive & Distracting
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Frustrating Interfaces
Causes Application Crash
System Performance Differs from User Intentions
System does not Meet Expectations
Lack of System Instructions
Vague Error Messages
Annoying Interface
Cluttered, Gimmicky, Garish, Patronizing
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Gimmicks
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Waiting
Load Flash WebsitesHanging Links
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Software Upgrade
Time consumingToo many tasks
Reset preferencesExtensionsConfigurations
Lost Settings“This used to work!! :( “
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Appearance
Overloaded websitesFlash banners & pop-upsSound effects & musicExcessive features & operationsChildish helper agentsPoor design
Leads to common mistakes
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Error Messages
One Line Messages
Lack of Indicators
How to get more info
How to correct problem
Threatening Messages
User panic mode
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Error Message Design
“Fix It” Messages State Cause &
Solution
Guidelines Courteous Solutions Avoid
Fatal, Error, Invalid, Bad, Illegal
Exclude Lengthy Error Codes
Guidelines (cont’d) User Controlled
Audio Warnings Precise Include Help Icon
Context sensitive help
Short MessagesLong Explanations
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Persuasive Technologies
Attention Getters Pop ups, warning messages, reminders,
etc.
Uses of Persuasive Technology Commercial
Splash Pages, Recommender Systems Non-commercial
Pocket Pikachu, WaterBot, Cigarette Counter
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Anthropomorphism in ID
What is anthropomorphism? Propensity people have to attribute
human qualities to objects.
Examples: Gaming industry – Super Mario, Sonic the
Hedgehog, etc. Toys – Baby dolls Search engines – Jeeves
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Cons to Anthropomorphism
Can lead to a false sense of belief “Software bots” pretending to be
conversant human beings
Can stifle creativity in children Annoying – biggest complaint
E-Commerce sites
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Interface Agents, Virtual Pets, and Interactive Toys
Anthropomorphization of the user interface
Alice Bothttp://www.pandorabots.com/pandora/talk?botid=f5d922d97e345aa1
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Examples
Web search agents
E-commerce assistants
Electronic learning companions
Video game characters
Virtual Pets
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Designing the Interface with Agents Recognizing and responding to verbal
and non-verbal input Generating verbal and non-verbal
output Conversing: dealing with turn-taking,
breakdowns, etc. New dialogue and signals for current
state of conversation. Ex. Rea, a life-like realtor
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Models of Affective Aspects
Emotional design model
Pleasure Model
Technology as experience framework
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Emotional Design Model
Visceral
Behavioral
Contemplative
control
control
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Pleasure Model
Physio-pleasure
Socio-pleasure
Psycho-pleasure
Ideo-pleasure (cognitive)
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Technology as Experience Framework
Sensual thread
Emotional thread
Compositional thread
Spatio-temporal thread