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Explore how users respond to interface characters based on aesthetics and affordances, examining engagement and interaction processes. The I-PEFiC model assesses engagement and interaction dependencies. The study presents experimental designs with "ugly" (Berta) and "beautiful" (Bella) characters, manipulating aesthetics and affordances, aids, and obstacles. Results highlight involvement, aesthetics satisfaction, and distance perception, influencing users' use intentions. The main conclusion emphasizes establishing "digital bonds" between humans and interface characters based on visual appearance and offered affordances. Future research could focus on varying task environments for a more in-depth analysis.
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Communicating with ugly but efficient characters Henriette van Vugt Elly Konijn Johan Hoorn Vrije Universiteit Amsterdam 24 nov 2005 Etmaal van de communicatiewetenschap
Persona effect Users respond differently to interfaces encorporating an interface character than to those without an interface character
2 main perspectives Human-like appearance and behavior • Social responses • Similarities engagement real human beings Computer application • Task context • Similarities use intention other applications
I-PEFiC model Engagement process Interaction process
Potentials for action Action + aid - obstacle
Are the Engagement and Interaction process dependent on each other?
Ugly: Berta Beautiful: Bella Manipulations - Aesthetics
Manipulations - Affordances Aids: knowledgeable, fast Obstacles: clumsy, slow
Method 120 participants I-PEFiC measures (Cronbach’s alpha > .70) • 5 tasks, as quickly as possible e.g. “Have Bella repair the sink” If task finished, stop the clock, write time down • Completion of the 5 tasks Slow (about 12 minutes) or fast (about 6 minutes) Then, questionnaire, and one more task
Results Involvement Aesthetics Beautiful Ugly Satisfaction Distance C H A R A C T E R S Y S T E M Relevance Use Intentions Valence Affordances Aid Obstacle
Results Involvement Aesthetics Beautiful Ugly Satisfaction Distance C H A R A C T E R S Y S T E M Relevance Use Intentions Valence Affordances Aid Obstacle
Results Involvement Aesthetics Beautiful Ugly Satisfaction Distance C H A R A C T E R S Y S T E M Relevance Use Intentions Valence Affordances Aid Obstacle
Results Involvement Aesthetics Beautiful Ugly Satisfaction Distance C H A R A C T E R S Y S T E M Relevance Use Intentions Valence Affordances Aid Obstacle
Main conclusion ‘Digital bonds’ between humans and interface characters are established by both the character’s visual appearance and the affordances it offers for task execution.
Discussion Trend in game industry: More game AI, less graphic game design Future research: Different task environment On/off function