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Ethics (bad) Appreciation (negative) Task-relevance (absent) Involvement
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Encode StimulusCompare Effects Valence Relevance Similarity Distance (Avoidance) Involvement (Approach) Appreciation Ethics Epistemics Aesthetics Perceiving and experiencing fictional characters (PEFiC)
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Multidisciplinary approach Communication science human communication Psychology emotions System design tasks interaction, interface design
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1. Relevance Task relevance 2. Appreciation User satisfaction Distance (Avoidance) Involvement (Approach) User Satisfaction Experiencing interface agents - towards ‘Interactive PEFiC’
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Dynamics 3. Interaction User satisfaction Memory of user and agent actions User satisfaction PEFiC factors
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Past experiences generate expectations Usability Past experiences ValenceUsability User satisfaction Ease of use, learnability, controllability, visibility Conversational rules For example ‘maxim of quantity’: Be as informative as necessary Affordances?
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Interactive PEFiC Memory of user and agent actions Valence Task- relevance Similarity Distance (Avoidance) Involvement (Approach) Satisfaction Ethics Epistemics Aesthetics Usability Past experiences
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Planned experiments Stimuli: agents (versus no agent) Manipulation of PEFiC factors Measures: User involvement and distance User satisfaction Interaction: logs User performance, i.e. accuracy and speed
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Most important conclusions Focus on single emotions (such as empathy) is too narrow to explain user satisfaction It is important to look into the relation between interface features and user experiences We want to create an interactive PEFiC model, which is applicable in the agent domain
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