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Communicating with ugly but efficient characters

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.

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Communicating with ugly but efficient characters

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  1. Communicating with ugly but efficient characters Henriette van Vugt Elly Konijn Johan Hoorn Vrije Universiteit Amsterdam 24 nov 2005 Etmaal van de communicatiewetenschap

  2. Persona effect Users respond differently to interfaces encorporating an interface character than to those without an interface character

  3. Aim of the project

  4. 2 main perspectives Human-like appearance and behavior • Social responses • Similarities engagement real human beings Computer application • Task context • Similarities use intention other applications

  5. I-PEFiC model Engagement process Interaction process

  6. Potentials for action Action + aid - obstacle

  7. Are the Engagement and Interaction process dependent on each other?

  8. Experimental design

  9. Ugly: Berta Beautiful: Bella Manipulations - Aesthetics

  10. Manipulations - Affordances Aids: knowledgeable, fast Obstacles: clumsy, slow

  11. 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

  12. 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

  13. 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

  14. 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

  15. 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

  16. 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.

  17. Discussion Trend in game industry: More game AI, less graphic game design Future research: Different task environment On/off function

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