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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 users Feeling at ease / comfortable Avoiding frustration
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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 social Chat client example 1
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Other positive user responses include motivation to learn, be creative, or be social Chat 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 response How 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 Indicators Dynamic Icons Recycle bin expanding Animations Swirling beach ball Spoken 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 Experience Engaging Enjoyable Aesthetics affect Usability Perception Graphics Fonts Color Images
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Frustrating Interfaces Inadvertently elicit negative responses Expect Simplicity – Get Complexity Attempted Solution Companions 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 Websites Hanging Links
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Software Upgrade Time consuming Too many tasks Reset preferences Extensions Configurations Lost Settings “This used to work!! :( “
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Appearance Overloaded websites Flash banners & pop-ups Sound effects & music Excessive features & operations Childish helper agents Poor 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 Messages Long 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 Bot http://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 Sensory Reflective Behavioral Visceral Motor 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
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