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UNDERSTANDING HOW
INTERFACES AFFECTUSERS
Overview
●
●
●
●
Expressive interfaces
– How the appearance of an interface can elicit
positive responses
Negative aspects
– How computers frustrate users
Anthropomorphism and interface agents
– Pros/cons debate
Affective Aspects
●
●
HCI has traditionally been about designing
efficient and effective systems
Recently move towards considering howto
design interactive systems to makepeople
respond in certain ways
– to be happy, to be trusting, to learn, to be
motivated
Expressive Interfaces
●
●
Colors, icons, sounds, graphical elements
and animations are used to make the “look
& feel” of an interfaceappealing
– Conveys an emotional state
In turn this can affect the usability of an
interface
Expressive Interface
User CreatedExpressiveness
● Emoticons compensate for lack of
expressiveness in text communication
– Happy :)
– Sad :(
– Mad >:
● Also use of icons and shorthand in text and
instant messaging
User Frustration
 Many causes
– Applications don't work orcrash
– Systems doesn't do whatusers wants
– User expectations are notmet
– Unsufficient information to enable the user to know
what to do
– Vague error messages
– Appearance of interface is garish,noisy
●
Error Messages
●
●
●
“The application has unexpectedly quitdue
to a type to error“
Shneiderman's guidelines for error
messages include:
– Avoid using term like FATAL, INVALID,BAD
– Audio warnings
– Avoid UPPERCASE and long codenumbers
– Messages should beprecise rather than vague
Blue screen
Website Error Messages
●
●
Error 404:Web Page Not Found
Instead
– “The requested page /helpme is not available
on the web server. If you followed a link or
bookmark to get to this page, please let us know,
so that we can fix the problem. Please include
the URL of the referring page as well as the URL
of the missing page. Otherwise check that you
have typed the address of the web page
correctly.
Should Computers Say they are sorry
●
●
●
●
Reeves and Naas (1996) argue that
computers should be made to apologize
Emulate human etiquette
Would users be as forgiving ofcomputers
saying sorry as people are of each other
when saying sorry
How sincere would they think thecomputer
was being ?
– “I am sorry I crashed. I will try to not do it
again”
Hci interace affects the user lec 8
Anthropomorphism
●
●
Attributing humanlike qualities (traits,
emotions, intention) to non human
objects,animals.
Frequently used in advertising/ movies
Much exploited in HCI
– Make user experience more enjoyable, more
motivating, make people feel at ease, reduce
anxiety
●
Hci interace affects the user lec 8
Hci interace affects the user lec 8
Which do you Prefer ?
●
●
●
As a welcome message
– User 24. Commence exercise 5.
– “Hello Chris !Nice to see you again. Welcome
back. Now what were we doing last time ? Oh
yes exercise 5. Let's startagain”
Feedback when something iswrong
– “ Incorrect. Try again.“
– “ Now Chris that's not right. You can do better
than that. Try again. “
Is there a difference as to what you prefer
depending on the type of message ?Why?
Evidence tosupport anthropomorphism
 Reeves and Naas (1996) found that computers that
flatter and praise users in education have positive
impact on their learning
 “Your question makes an importantand useful
distinction. Great job”
 Students were more willing tocontinue exercises
with this kind offeedback
●
●
●
Criticism ofAnthropomorphism
●
•Deceptive, makes people feelanxious,
inferior, or stupid
•People don'ttend to like screen characters
that wave their fingers at the user and say:
• “Now Chris. That's not right. You can do better
than that. Try again”
•Studies have shown that personalized
feedback is considered to be less honest and
makes users feel less responsible for their
actions
Virtual Characters
●
●
●
Increasingly appearing on ourscreens
– Web, characters in videogames, learning
companions, newsreaders, popstars
Provides a persona that is welcoming,has
personality and makes user feelinvolved
with them
Check out: Idoru by W.Gibson
Disadvantages
●
●
●
Lead people into false sense of belief,
Annoying and frustrating
Not trustworthy
Virtual Characters agents
● Can be classified in terms of the degree of
anthropomorphism they exhibit:
– Synthetic characters
– Animated agents
– Emotional agents
– Embodied conversational agents
Synthetic Characters
● Autonomous with internal states and ableto
respond to external events
(Blum berg, 1996 - MIT)
Animated Agents
●
●
●
●
Play collaborative role at the interface
Often cartoonlike
e.g Herman the bug
– (Lester et al. 1997 Intellimedia)
Flies into plants & explains things on the fly
gives advice to students
Animated Agents
Emotional agents
● Predefined personality and set ofemotions
that user can change
The Woggles, Bat es, 1994
Embodied conversational agents
●
●
●
●
●
Rea realestate agent
Humanlike body
Uses gesture, nonverbal
communication (facial
expressions, winks)
Sophisticated AI techniques
used to enable this kind of
interaction www.robot-
hosting.com Cassell, 2000, MIT
Conversation withRea
•
•
•
•
•
•
•
•
•
•
•
•
●
Mike approaches screen and Rea turns to face him and
says:
Hello. How can I help you?
Mike: I’m looking to buy a place near MIT.
Rea nods, indicating she is following.
Rea: I have a house to show you. (picture of a house
appears on the screen)
Rea: it is in Somerville.
Mike: Tell me about it.
Rea looks up and away while she plans what to say.
Rea: It’s big.
Rea makes an expansive gesture with her hands.
Mike brings his hands up as if to speak, so Rea does not
continue, waiting for him to speak.
Mike: Tell me more aboutit.
Rea: Sure thing. It has a nicegarden...
Which is themost believable agent ?
●
●
●
Believability refers to the extent to which
users come to believe an agent's intensions
and personality
Appearance is very important
– Are simple cartoonlike characters or more
realistic characters, resembling the human form
more believable ?
Behaviour is very important
– How an agent moves, gestures, and refers to
objects in the screen
– Exaggeration of facial expressions andgestures
to show underlying emotions(animation
industry)
Key Points
•Affective aspects are concerned with how
interactive systems make people respond in
emotional ways
•Welldesigned interfaces can elicit good
feelings
•Expressive interfaces –reassuringfeedback
•Badly designed interfaces make people
angry and frustrated
•Anthropomorphism, although still debated,is
increasingly used at theinterface, in the guise of
agents and virtualcharacters

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Hci interace affects the user lec 8

  • 2. Overview ● ● ● ● Expressive interfaces – How the appearance of an interface can elicit positive responses Negative aspects – How computers frustrate users Anthropomorphism and interface agents – Pros/cons debate
  • 3. Affective Aspects ● ● HCI has traditionally been about designing efficient and effective systems Recently move towards considering howto design interactive systems to makepeople respond in certain ways – to be happy, to be trusting, to learn, to be motivated
  • 4. Expressive Interfaces ● ● Colors, icons, sounds, graphical elements and animations are used to make the “look & feel” of an interfaceappealing – Conveys an emotional state In turn this can affect the usability of an interface
  • 6. User CreatedExpressiveness ● Emoticons compensate for lack of expressiveness in text communication – Happy :) – Sad :( – Mad >: ● Also use of icons and shorthand in text and instant messaging
  • 7. User Frustration  Many causes – Applications don't work orcrash – Systems doesn't do whatusers wants – User expectations are notmet – Unsufficient information to enable the user to know what to do – Vague error messages – Appearance of interface is garish,noisy ●
  • 8. Error Messages ● ● ● “The application has unexpectedly quitdue to a type to error“ Shneiderman's guidelines for error messages include: – Avoid using term like FATAL, INVALID,BAD – Audio warnings – Avoid UPPERCASE and long codenumbers – Messages should beprecise rather than vague
  • 10. Website Error Messages ● ● Error 404:Web Page Not Found Instead – “The requested page /helpme is not available on the web server. If you followed a link or bookmark to get to this page, please let us know, so that we can fix the problem. Please include the URL of the referring page as well as the URL of the missing page. Otherwise check that you have typed the address of the web page correctly.
  • 11. Should Computers Say they are sorry ● ● ● ● Reeves and Naas (1996) argue that computers should be made to apologize Emulate human etiquette Would users be as forgiving ofcomputers saying sorry as people are of each other when saying sorry How sincere would they think thecomputer was being ? – “I am sorry I crashed. I will try to not do it again”
  • 13. Anthropomorphism ● ● Attributing humanlike qualities (traits, emotions, intention) to non human objects,animals. Frequently used in advertising/ movies Much exploited in HCI – Make user experience more enjoyable, more motivating, make people feel at ease, reduce anxiety ●
  • 16. Which do you Prefer ? ● ● ● As a welcome message – User 24. Commence exercise 5. – “Hello Chris !Nice to see you again. Welcome back. Now what were we doing last time ? Oh yes exercise 5. Let's startagain” Feedback when something iswrong – “ Incorrect. Try again.“ – “ Now Chris that's not right. You can do better than that. Try again. “ Is there a difference as to what you prefer depending on the type of message ?Why?
  • 17. Evidence tosupport anthropomorphism  Reeves and Naas (1996) found that computers that flatter and praise users in education have positive impact on their learning  “Your question makes an importantand useful distinction. Great job”  Students were more willing tocontinue exercises with this kind offeedback ● ● ●
  • 18. Criticism ofAnthropomorphism ● •Deceptive, makes people feelanxious, inferior, or stupid •People don'ttend to like screen characters that wave their fingers at the user and say: • “Now Chris. That's not right. You can do better than that. Try again” •Studies have shown that personalized feedback is considered to be less honest and makes users feel less responsible for their actions
  • 19. Virtual Characters ● ● ● Increasingly appearing on ourscreens – Web, characters in videogames, learning companions, newsreaders, popstars Provides a persona that is welcoming,has personality and makes user feelinvolved with them Check out: Idoru by W.Gibson
  • 20. Disadvantages ● ● ● Lead people into false sense of belief, Annoying and frustrating Not trustworthy
  • 21. Virtual Characters agents ● Can be classified in terms of the degree of anthropomorphism they exhibit: – Synthetic characters – Animated agents – Emotional agents – Embodied conversational agents
  • 22. Synthetic Characters ● Autonomous with internal states and ableto respond to external events (Blum berg, 1996 - MIT)
  • 23. Animated Agents ● ● ● ● Play collaborative role at the interface Often cartoonlike e.g Herman the bug – (Lester et al. 1997 Intellimedia) Flies into plants & explains things on the fly gives advice to students
  • 25. Emotional agents ● Predefined personality and set ofemotions that user can change The Woggles, Bat es, 1994
  • 26. Embodied conversational agents ● ● ● ● ● Rea realestate agent Humanlike body Uses gesture, nonverbal communication (facial expressions, winks) Sophisticated AI techniques used to enable this kind of interaction www.robot- hosting.com Cassell, 2000, MIT
  • 27. Conversation withRea • • • • • • • • • • • • ● Mike approaches screen and Rea turns to face him and says: Hello. How can I help you? Mike: I’m looking to buy a place near MIT. Rea nods, indicating she is following. Rea: I have a house to show you. (picture of a house appears on the screen) Rea: it is in Somerville. Mike: Tell me about it. Rea looks up and away while she plans what to say. Rea: It’s big. Rea makes an expansive gesture with her hands. Mike brings his hands up as if to speak, so Rea does not continue, waiting for him to speak. Mike: Tell me more aboutit. Rea: Sure thing. It has a nicegarden...
  • 28. Which is themost believable agent ? ● ● ● Believability refers to the extent to which users come to believe an agent's intensions and personality Appearance is very important – Are simple cartoonlike characters or more realistic characters, resembling the human form more believable ? Behaviour is very important – How an agent moves, gestures, and refers to objects in the screen – Exaggeration of facial expressions andgestures to show underlying emotions(animation industry)
  • 29. Key Points •Affective aspects are concerned with how interactive systems make people respond in emotional ways •Welldesigned interfaces can elicit good feelings •Expressive interfaces –reassuringfeedback •Badly designed interfaces make people angry and frustrated •Anthropomorphism, although still debated,is increasingly used at theinterface, in the guise of agents and virtualcharacters