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Nina Reeves, Module Tutor. 2. Overview. The concept of Affect"In Psychology, Affect" refers to the experience of feeling or emotion."ABC of psychology," = affect, behaviour and cognitionAnthropomorphism in the UIMaking ICT systems act like people eg:?Practical sessionAssignment 2 how to in
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1. Nina Reeves, Module Tutor 1 MU220 User Interaction Studies Affective aspects of Interaction Design
2. Nina Reeves, Module Tutor 2 Overview The concept of “Affect”
In Psychology, “Affect” refers to the experience of feeling or emotion.
"ABC of psychology," = affect, behaviour and cognition
Anthropomorphism in the UI
Making ICT systems act like people eg:?
Practical session
Assignment 2 – how to increase Affect (motivation to use)?
3. Psychometrics = how to measure Affect Affect has been found across cultures to comprise both positive and negative dimensions.
PANAS (Positive and Negative Affect Schedule)
Most commonly used measure. The PANAS is a lexical measure developed in a North American setting and consisting of 20 single-word items.
(Watson, Clark, & Tellegen,1988).
positive affect - excited, alert, determined ...
negative affect - upset, guilty, jittery ...
Not so suitable for non-North American cultures
I-PANAS-SF - validated comprising two 5-item scales with internal reliability, cross-sample and cross-cultural factorial invariance, temporal stability, convergent and criterion-related validities.
(Thompson, 2007) Nina Reeves, Module Tutor 3
4. Try it out Use the PANAS scale to investigate your Affect concerning your experiences in the last week
See PANAS-X-Affect.doc on Links for this week
Add up the scores on the Negative Affect words = N
Add up the scores on the Positive Affect words = P
General Affect score = (P – N + 40)x100/80
Considering a game (Parking, Angry birds, your favourite…)
What might be useful Affective states to consider?
What might be missing from the list of words? Nina Reeves, Module Tutor 4
5. Consider popular software What is the first thing you access when you turn the PC on/log in/pick your phone up?
Communication
Device as a mediator
Device as a distractor
6. Facebook applications Additional to the basic function
Why are they popular? Nina Reeves, Module Tutor 6
7. What’s popular and what’s not? MindJolt?
Speed date? Nina Reeves, Module Tutor 7
8. Unofficial All Facebook stats Nina Reeves, Module Tutor 8
9. Affect – language of emotion Xbox 360 Project Natal (2009) Kinect (2010)
http://www.youtube.com/watch?v=DMQaj1EIx58&feature=related
Relationships – language of emotion
http://www.youtube.com/watch?v=JF_HXTQ7Quo&feature=related
Skateboarder’s reaction to prototype
http://www.youtube.com/watch?v=AscJO0uUQ_Q
Watch the video and note the words
You may have to watch several times
Do any of them appear on the PANAS metric?
Other egs:
http://www.youtube.com/watch?v=73OBjO1HYOc&feature=channel
http://www.youtube.com/watch?v=dqooMGua3Yk&feature=channel Nina Reeves, Module Tutor 9
10. Anthropomorphism in the UI “making something appear human-like”
People look for faces in clouds/potatoes/material…
Voice output, facial expression, body language
Microsoft agents (late 1990s - not in Win7))
The Dot
That paperclip!
The Genius
Links
11. Continental Airlines (US not UK!) Text to speech + guidance around website Nina Reeves, Module Tutor 11
12. Anthropomorphic agents Animation and voice output
See Links page Nina Reeves, Module Tutor 12
13. Affect in games (Sweetser and Wyeth, 2005) GameFlow consists of eight elements
Concentration
Challenge
Skills
Control
Clear goals
Feedback
Immersion
Social interaction *
Evaluation of Blizzard’s WoW 3 (high rating) and Sony’s Lords of EverQuest (low rating)
Both real-time strategy, fantasy games released in consecutive years (2002-2003)
Problem with * above
14. Game flow zones (Chen, 2007) Flow may be experienced differently for different users
“During the Flow experience, we lose track of time and worries.”
Offer adaptive choices, allowing different users to enjoy the Flow in their own way.
Embed choices inside the core activities to ensure the Flow is never interrupted.
15. GWAP – Games With A Purpose Entertainment Software Association (www.theesa.com/facts/gamer_data.php ) has reported that more than 200 million hours are spent each day playing computer and video games in the U.S. Indeed, by age 21, the average American has spent more than 10,000 hours playing such games -equivalent to five years of working a full-time job 40 hours per week.
Eg: Google Image Labeler (http://images.google.com/imagelabeler/), is a GWAP in which people provide meaningful, accurate labels for images on the Web as a side effect of playing the game – cheaper for Google!
Again – Affect and social engagement is often involved
16. Nina Reeves, Module Tutor 16 Practical Session - reminders Training game for car sales staff
Brainstorm ideas for increasing Affect
What kind of games do people like playing?
What if what they REALLY want is step by step instructions?
Useful links for discussion
http://www.engaginglearning.com/
Horton W.K. (2011) E-Learning by design. San Francisco, CA: Jossey Bass.
Narratives and consequences
http://gamedesigntheory.blogspot.com/
17. Nina Reeves, Module Tutor 17 Bibliography Ahn L. von and Dabbish L. (2008) Designing games with a purpose. Communications of the ACM 51(8) pp 58-67.
Chen J. (2007) Flow in Games (and Everything Else). Communications of the ACM 50(4) pp 31-34.
Csikszentmihalyi, M. (1990) Flow: The Psychology of Optimal Experience. Harper Perennial, London.
Johnson D. and Wiles J. (2003) Effective affective user interface design in games. Ergonomics 46(13/14) pp1332-1345.
Ravenscroft A. (2001) Designing e-learning interactions in the 21st century: revisiting and rethinking the role of theory. European Journal of Education 36(2) pp. 133-156.
Sharp H, Rogers Y. and Preece J. (2007) Interaction Design: beyond human-computer interaction. Chichester: John Wiley and sons.
Sweetser P. and Wyeth P. (2005) GameFlow: A Model for Evaluating Player Enjoyment in Games. ACM Computers in Entertainment 3(3) pp1-24.
Thompson, E.R. (2007) Development and Validation of an Internationally Reliable Short-Form of the Positive and Negative Affect Schedule (PANAS). Journal of Cross-Cultural Psychology, 38(2), 227-242.
Watson, D., Clark, L. A., & Tellegen, A. (1988). Development and validation of brief measures of positive and negative affect: The PANAS Scales. Journal of Personality and Social Psychology, 47, 1063–1070.
18. Nina Reeves, Module Tutor 18 Any Questions?