Chapter 6 Flashcards

(5 cards)

1
Q

What are persuasive technologies?

A

These are interactive computing systems designed to change people’s attitudes and behaviours.

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2
Q

List some examples of persuasive technologies.

A

Pop-up ads, warning messages, reminders, prompts, personalized messages, recommendations, or Amazon 1-click.

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3
Q

What is Anthropomorphism?

A

Attributing human-like qualities to inanimate objects (for instance cars or computers).

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4
Q

Provide examples of application areas where anthropomorphism is
often used.

A

Dancing butter, drinks, and breakfast cereals.

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5
Q

Why is anthropomorphism often used in HCI?

A

Make user experience enjoyable and motivating.
Make people feel at ease by reducing anxiety.

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