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.
2
Q
List some examples of persuasive technologies.
A
Pop-up ads, warning messages, reminders, prompts, personalized messages, recommendations, or Amazon 1-click.
3
Q
What is Anthropomorphism?
A
Attributing human-like qualities to inanimate objects (for instance cars or computers).
4
Q
Provide examples of application areas where anthropomorphism is
often used.
A
Dancing butter, drinks, and breakfast cereals.
5
Q
Why is anthropomorphism often used in HCI?
A
Make user experience enjoyable and motivating.
Make people feel at ease by reducing anxiety.