3.2 Affective Aspects with Interfaces Flashcards

(25 cards)

1
Q

_____ has generally been about designing efficient and effective systems

A

HCI

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
2
Q

Recently, HCI has moved towards considering how to design interactive systems to make people __________ in certain ways

A

respond

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
3
Q

Conveys an emotional state

A

Expressive Interfaces

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
4
Q

Avoid using terms like FATAL, ___________, or BAD in error messages

A

INVALID

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
5
Q

_________ warnings should not be included in error messages

A

Audio

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
6
Q

Avoid ____________ and long code numbers in error messages

A

UPPERCASE

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
7
Q

____________ should be precise rather than vague in error messages

A

Messages

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
8
Q

Error messages should provide ____________ help

A

context-sensitive

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
9
Q

________________________ (1996) argue that computers should be made to apologize

A

Reeves and Naas

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
10
Q

Attributing human-like qualities to inanimate objects (e.g., cars, computers)

A

Anthropomorphism

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
11
Q

The shaping of an object or design in animal form

A

Zoomorphism

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
12
Q

People sometimes talk to their PCs as if they were humans

A

Zoomorphism

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
13
Q

The finding that people have a propensity to accept and enjoy objects that have been given human-like qualities has led many designers to capitalize on it

A

Zoomorphism

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
14
Q

_______________________ (1996) found that computers that flatter and praise users in education software programs have positive impact on them

A

Reeves and Naas

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
15
Q

Deceptive, make people feel anxious, inferior, or stupid

A

Criticism on Anthromorphism

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
16
Q

Studies have shown that personalized feedback is considered to be less honest and makes users feel less responsible for their actions (____________)

A

Quintanar, 1982

17
Q

Provides a persona that is welcoming, has personality, and makes user feel involved with them

A

Virtual Characters

18
Q

Virtual Characters can be classified in terms of the degree of anthropomorphism they exhibit:

A
  • Synthetic Characters
  • Animated Agents
  • Emotional Agents
  • Embodied Conversational Agents
19
Q

Autonomous, with internal states and able to respond to external events (e.g., Silas the Dog)

A

Synthetic Characters

20
Q

Often cartoon-like, play a collaborative role at the interface (e.g., Clippy)

A

Animated Agents

21
Q

Predefined personality and set of emotions taht user can change (e.g., avatar-like app features)

A

Emotional Agents

22
Q

Human-like body, uses gestures, non-verbal communication while talking (e.g., in-game app companion)

A

Embodied Conversational Agents

23
Q

Refers to the extent to which users come to believe an agent’s intentions and personality

A

Believability

24
Q

____________ is very important for believability

25
____________ is also very important for believability
Behavior