chapter 5 – affective aspects ben coulston, lauren goff, shanee dawkins, jarrett chapman
TRANSCRIPT
Chapter 5 – Affective Aspects
Ben Coulston, Lauren Goff, Shanee Dawkins, Jarrett Chapman
Goal: design systems that elicits a positive response from usersFeeling at ease / comfortableAvoiding frustration
Examples of designs that may elicit negative responses from users:
Examples of designs that may elicit negative responses from users:
Other positive user responses include motivation to learn, be creative, or be socialChat client example 1
Other positive user responses include motivation to learn, be creative, or be socialChat client example 2
Other positive user responses include motivation to learn, be creative, or be social
We may also want to elicit feelings of security or a perception of authority:
Affective: generation of an emotional responseHow can systems be designed to provoke
emotions?Reproducing environmental stimuli that
naturally elicit affect
MIT’s COG
MIT’s Kismet
Expressive Interfaces
Convey Emotional States
Elicit Emotional User Responses
Expressive Interfaces
System Status IndicatorsDynamic Icons
Recycle bin expandingAnimations
Swirling beach ballSpoken Messages
“You’ve Got Mail”Action & Event Sonifications
AIM door open / close
Expressive Interfaces
Advantages
Reassuring Feedback
Informative
Fun
Disadvantages
Intrusive
Annoying
Anger
Positive Emotions
Emoticons Smile :) Frown :( Wink ;) Stick out Tongue
:P
• 3D & Animated Emoticons
Positive Affectiveness
Imagery affects ExperienceEngagingEnjoyable
Aesthetics affect Usability PerceptionGraphicsFontsColor Images
Frustrating Interfaces
Inadvertently elicit negative responsesExpect Simplicity – Get Complexity
Attempted SolutionCompanions for Novices
Cute Bunny = Comfortable Environment?
Microsoft Office “Clippy”
Intrusive & Distracting
Frustrating Interfaces
Causes Application Crash
System Performance Differs from User Intentions
System does not Meet Expectations
Lack of System Instructions
Vague Error Messages
Annoying Interface
Cluttered, Gimmicky, Garish, Patronizing
Gimmicks
Waiting
Load Flash WebsitesHanging Links
Software Upgrade
Time consumingToo many tasks
Reset preferencesExtensionsConfigurations
Lost Settings“This used to work!! :( “
Appearance
Overloaded websitesFlash banners & pop-upsSound effects & musicExcessive features & operationsChildish helper agentsPoor design
Leads to common mistakes
Error Messages
One Line Messages
Lack of Indicators
How to get more info
How to correct problem
Threatening Messages
User panic mode
Error Message Design
“Fix It” Messages State Cause &
Solution
Guidelines Courteous Solutions Avoid
Fatal, Error, Invalid, Bad, Illegal
Exclude Lengthy Error Codes
Guidelines (cont’d) User Controlled
Audio Warnings Precise Include Help Icon
Context sensitive help
Short MessagesLong Explanations
Persuasive Technologies
Attention Getters Pop ups, warning messages, reminders,
etc.
Uses of Persuasive Technology Commercial
Splash Pages, Recommender Systems Non-commercial
Pocket Pikachu, WaterBot, Cigarette Counter
Anthropomorphism in ID
What is anthropomorphism? Propensity people have to attribute
human qualities to objects.
Examples: Gaming industry – Super Mario, Sonic the
Hedgehog, etc. Toys – Baby dolls Search engines – Jeeves
Cons to Anthropomorphism
Can lead to a false sense of belief “Software bots” pretending to be
conversant human beings
Can stifle creativity in children Annoying – biggest complaint
E-Commerce sites
Interface Agents, Virtual Pets, and Interactive Toys
Anthropomorphization of the user interface
Alice Bothttp://www.pandorabots.com/pandora/talk?botid=f5d922d97e345aa1
Examples
Web search agents
E-commerce assistants
Electronic learning companions
Video game characters
Virtual Pets
Designing the Interface with Agents Recognizing and responding to verbal
and non-verbal input Generating verbal and non-verbal
output Conversing: dealing with turn-taking,
breakdowns, etc. New dialogue and signals for current
state of conversation. Ex. Rea, a life-like realtor
Models of Affective Aspects
Emotional design model
Pleasure Model
Technology as experience framework
Emotional Design Model
Visceral
Behavioral
Contemplative
control
control
Pleasure Model
Physio-pleasure
Socio-pleasure
Psycho-pleasure
Ideo-pleasure (cognitive)
Technology as Experience Framework
Sensual thread
Emotional thread
Compositional thread
Spatio-temporal thread