3.2 Affective Aspects with Interfaces Flashcards
(25 cards)
_____ has generally been about designing efficient and effective systems
HCI
Recently, HCI has moved towards considering how to design interactive systems to make people __________ in certain ways
respond
Conveys an emotional state
Expressive Interfaces
Avoid using terms like FATAL, ___________, or BAD in error messages
INVALID
_________ warnings should not be included in error messages
Audio
Avoid ____________ and long code numbers in error messages
UPPERCASE
____________ should be precise rather than vague in error messages
Messages
Error messages should provide ____________ help
context-sensitive
________________________ (1996) argue that computers should be made to apologize
Reeves and Naas
Attributing human-like qualities to inanimate objects (e.g., cars, computers)
Anthropomorphism
The shaping of an object or design in animal form
Zoomorphism
People sometimes talk to their PCs as if they were humans
Zoomorphism
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
Zoomorphism
_______________________ (1996) found that computers that flatter and praise users in education software programs have positive impact on them
Reeves and Naas
Deceptive, make people feel anxious, inferior, or stupid
Criticism on Anthromorphism
Studies have shown that personalized feedback is considered to be less honest and makes users feel less responsible for their actions (____________)
Quintanar, 1982
Provides a persona that is welcoming, has personality, and makes user feel involved with them
Virtual Characters
Virtual Characters can be classified in terms of the degree of anthropomorphism they exhibit:
- Synthetic Characters
- Animated Agents
- Emotional Agents
- Embodied Conversational Agents
Autonomous, with internal states and able to respond to external events (e.g., Silas the Dog)
Synthetic Characters
Often cartoon-like, play a collaborative role at the interface (e.g., Clippy)
Animated Agents
Predefined personality and set of emotions taht user can change (e.g., avatar-like app features)
Emotional Agents
Human-like body, uses gestures, non-verbal communication while talking (e.g., in-game app companion)
Embodied Conversational Agents
Refers to the extent to which users come to believe an agent’s intentions and personality
Believability
____________ is very important for believability
Appearance