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Chapter 5

Chapter 5. Understanding How Interfaces Affect Users. Christina Bui Stephen Brown Casey Christensen. Affective Aspects. Affective - producing an emotional response. Recognizing facial expressions and body language Responding appropriately

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Chapter 5

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  1. Chapter 5 Understanding How Interfaces Affect Users Christina Bui Stephen Brown Casey Christensen

  2. Affective Aspects • Affective - producing an emotional response. • Recognizing facial expressions and body language • Responding appropriately • Affective Computing - designing computers that recognize and express emotions the same way that humans do. • How can systems be designed to make people respond in certain ways?

  3. Expressive Interfaces • Attempt to convey a computer’s “emotional state”. • Dynamic icons that indicate state • Animations • Spoken messages for instructions • Sounds to indicate actions or events • Friendly interface agent • Emoticons (emotional state of the user) • Aesthetics of an interface can have a positive effect on people’s perception of the system’s usability.

  4. User Frustration Computer interfaces inadvertently elicit negative emotional responses.

  5. User Frustration • An application doesn’t work properly or crashes. • The system doesn’t do what the user wants it to do. • The user’s expectations are not met. • The system does not provide sufficient information to enable the user to know what to do . • Error messages pop up that are vague, obtuse or condemning. • The appearance of an interface is garish, noisy, gimmicky or patronizing.

  6. Sources of Frustration Ranked from most to least frustrating: • Error Messages • Overburdening the user • Appearance • Gimmicks

  7. The operation has expectedly quit, due to poor coding in the operating system. ! YOU STUPID PIECE OF CRAP!!!!! It’s okay, I know you didn’t mean it.

  8. I’m sorry I crashed. I realize I am a failure and a disappointment to you, the user. In the future, I’ll try to do a better job of running your programs.

  9. Anthropomorphism Attributing human qualities to non-human objects, such as cars, pets, cartoon characters, or robots.

  10. Anthropomorphism in Design? • Systems are more enjoyable and fun to interact with. • People, especially kids, are more motivated to carry out suggested tasks. • First person dialog and screen characters are deceptive. (Shneiderman) • People quickly become annoyed and ignore suggestions.

  11. Kinds of Agents • Synthetic characters- lifelike character, as in a video game (1st or 3rd person). • Animated agents- play a collaborating role at the interface. • Emotional agents- have personality and allow the user to manipulate moods. • Embodied conversational interface agents- emulate human conversation. • Recognizing, responding to, and generating output (verbal and nonverbal). • Coping with breakdown and turn-taking • Signal the state of the conversation

  12. Making Characters Believable • Appearance- parsimony and simplicity • Convincing behavior- point out relevant objects, lead with its eyes • Mode of interaction- emulate human conversation (difficult) or simple artificial conversation

  13. Discussion PointsChapter 5 How Interfaces Affects Users

  14. Today I am feeling… Happy Tired Bored Confused Frustrated Sad Exhausted

  15. Expressive Interfaces • Dynamic Icons • Animations • Spoken Messages • Sounds • Interface Agents

  16. User Frustrations • POP UPS !#$!@!!%!

  17. User Frustration • Error messages FATAL, ERROR, INVALID, KaBOOM!! • Expectations not met • Gimmicks • Too flashy, noisy • Overburdening • Applications crashes

  18. Coping with frustration • Should computers say they are sorry? • Reeves and Naas argue that they should • What do you think? • Do you think the apology would be sincere? • Would you forgive it? “I’m really sorry I crashed. I’ll try not to do it again.”

  19. Virtual Characters • Synthetic • 3D characters in video games • Animated • Tutors, wizards, helpers • Emotional • Predefined personality and emotions • Conversational • Humanlike

  20. Virtual Characters • Miss Boo.com • Sales Agent for a virtual shopping mall • Rea • MIT Embodied Agent

  21. Design Concerns • Apple’s Knowledge Navigator “Phil” • Which one do you like better?

  22. People, Places, and ProjectsChapter 5

  23. Humanoid Robotics Group • MIT Artificial Intelligence Laboratory • Humanoid Robots • Cog (http://www.ai.mit.edu/projects/humanoid-robotics-group/cog/cog.html) • Kismet (http://www.ai.mit.edu/projects/humanoid-robotics-group/kismet/kismet.html) • video • And the newest member Coco • Rodney Brooks - director of the MIT Artificial Intelligence Lab, the founder of the humanoid robotics group • http://www.ai.mit.ed • u/projects/humanoid-robotics-group/

  24. James C. Lester • Associate ProfessorDepartment of Computer ScienceNorth Carolina State University • Animated Pedagogical Agents • Herman the Bug • Cosmo • Ph.D., Computer Science (1994) University of Texas at Austin • http://www4.ncsu.edu/~lester/imedia/james.html

  25. Aaron Marcus • Founder of Aaron Marcus and Asociates, Inc. • Cultural Dimensions and Global Web User-Interface Designer • One design white American females • European adult male intellectuals • But what happened??? Everyone agreed that one was best • http://www.amanda.com/

  26. Ben Shneiderman • Department of Computer ScienceUniversity of Maryland • ACM CHI (Computer Human Interaction) Lifetime Achievement Award in 2001 • Developed guidelines on how to design good error messages • Author of Leonardo’s Laptop • http://www.cs.umd.edu/~ben/

  27. Clifford Nass and Byron Reeves • Stanford in the Department of Communications • Main authors of The Media Equation • Everyone responds to PCs as if they are social actors • uses such techniques as brainwave monitoring, home video, and questionnaires to measure peoples’ response to media in all its forms • perception is more important than reality • form of media isn’t an issue; the same social responses can be elicited from multiple and varied forms of media

  28. Microsoft’s Bob • Friendly interface agent • Aimed at new computer users • “Stupid”

  29. Questions? Comments?

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