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Chapter 5 – Affective Aspects Ben Coulston, Lauren Goff, Shanee Dawkins, Jarrett Chapman.

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Presentation on theme: "Chapter 5 – Affective Aspects Ben Coulston, Lauren Goff, Shanee Dawkins, Jarrett Chapman."— Presentation transcript:

1 Chapter 5 – Affective Aspects Ben Coulston, Lauren Goff, Shanee Dawkins, Jarrett Chapman

2  Goal: design systems that elicits a positive response from users Feeling at ease / comfortable Avoiding frustration

3  Examples of designs that may elicit negative responses from users:

4

5  Other positive user responses include motivation to learn, be creative, or be social Chat client example 1

6  Other positive user responses include motivation to learn, be creative, or be social Chat client example 2

7  Other positive user responses include motivation to learn, be creative, or be social

8  We may also want to elicit feelings of security or a perception of authority:

9  Affective: generation of an emotional response How can systems be designed to provoke emotions? Reproducing environmental stimuli that naturally elicit affect

10  MIT’s COG

11  MIT’s Kismet

12 Expressive Interfaces  Convey Emotional States  Elicit Emotional User Responses

13 Expressive Interfaces  System Status Indicators Dynamic Icons  Recycle bin expanding Animations  Swirling beach ball Spoken Messages  “You’ve Got Mail” Action & Event Sonifications  AIM door open / close

14 Expressive Interfaces  Advantages Reassuring Feedback Informative Fun  Disadvantages Intrusive Annoying Anger

15 Positive Emotions  Emoticons Smile:) Frown:( Wink;) Stick out Tongue:P 3D & Animated Emoticons

16 Positive Affectiveness  Imagery affects Experience Engaging Enjoyable  Aesthetics affect Usability Perception Graphics Fonts Color Images

17 Frustrating Interfaces  Inadvertently elicit negative responses Expect Simplicity – Get Complexity  Attempted Solution Companions for Novices  Cute Bunny = Comfortable Environment?  Microsoft Office “Clippy” Intrusive & Distracting

18 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

19 Gimmicks

20 Waiting  Load Flash Websites  Hanging Links

21 Software Upgrade  Time consuming  Too many tasks Reset preferences Extensions Configurations  Lost Settings  “This used to work!! :( “

22 Appearance  Overloaded websites  Flash banners & pop-ups  Sound effects & music  Excessive features & operations  Childish helper agents  Poor design Leads to common mistakes

23 Error Messages  One Line Messages  Lack of Indicators How to get more info How to correct problem  Threatening Messages User panic mode

24 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 Messages  Long Explanations

25 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

26 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

27 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

28 Interface Agents, Virtual Pets, and Interactive Toys  Anthropomorphization of the user interface Alice Bot http://www.pandorabots.com/pandora/talk?botid=f5d922d97e345aa1

29 Examples  Web search agents  E-commerce assistants  Electronic learning companions  Video game characters  Virtual Pets

30 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

31 Models of Affective Aspects  Emotional design model  Pleasure Model  Technology as experience framework

32 Emotional Design Model Visceral Behavioral Contemplative Sensory Reflective Behavioral Visceral Motor control

33 Pleasure Model Physio-pleasure Socio-pleasure Psycho-pleasure Ideo-pleasure (cognitive)

34 Technology as Experience Framework  Sensual thread  Emotional thread  Compositional thread  Spatio-temporal thread


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