Chapter 5 – Affective Aspects Ben Coulston, Lauren Goff, Shanee Dawkins, Jarrett Chapman.

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Chapter 5 – Affective Aspects

Ben Coulston, Lauren Goff, Shanee Dawkins, Jarrett Chapman

Goal: design systems that elicits a positive response from usersFeeling at ease / comfortableAvoiding frustration

Examples of designs that may elicit negative responses from users:

Examples of designs that may elicit negative responses from users:

Other positive user responses include motivation to learn, be creative, or be socialChat client example 1

Other positive user responses include motivation to learn, be creative, or be socialChat client example 2

Other positive user responses include motivation to learn, be creative, or be social

We may also want to elicit feelings of security or a perception of authority:

Affective: generation of an emotional responseHow can systems be designed to provoke

emotions?Reproducing environmental stimuli that

naturally elicit affect

MIT’s COG

MIT’s Kismet

Expressive Interfaces

Convey Emotional States

Elicit Emotional User Responses

Expressive Interfaces

System Status IndicatorsDynamic Icons

Recycle bin expandingAnimations

Swirling beach ballSpoken Messages

“You’ve Got Mail”Action & Event Sonifications

AIM door open / close

Expressive Interfaces

Advantages

Reassuring Feedback

Informative

Fun

Disadvantages

Intrusive

Annoying

Anger

Positive Emotions

Emoticons Smile :) Frown :( Wink ;) Stick out Tongue

:P

• 3D & Animated Emoticons

Positive Affectiveness

Imagery affects ExperienceEngagingEnjoyable

Aesthetics affect Usability PerceptionGraphicsFontsColor Images

Frustrating Interfaces

Inadvertently elicit negative responsesExpect Simplicity – Get Complexity

Attempted SolutionCompanions for Novices

Cute Bunny = Comfortable Environment?

Microsoft Office “Clippy”

Intrusive & Distracting

Frustrating Interfaces

Causes Application Crash

System Performance Differs from User Intentions

System does not Meet Expectations

Lack of System Instructions

Vague Error Messages

Annoying Interface

Cluttered, Gimmicky, Garish, Patronizing

Gimmicks

Waiting

Load Flash WebsitesHanging Links

Software Upgrade

Time consumingToo many tasks

Reset preferencesExtensionsConfigurations

Lost Settings“This used to work!! :( “

Appearance

Overloaded websitesFlash banners & pop-upsSound effects & musicExcessive features & operationsChildish helper agentsPoor design

Leads to common mistakes

Error Messages

One Line Messages

Lack of Indicators

How to get more info

How to correct problem

Threatening Messages

User panic mode

Error Message Design

“Fix It” Messages State Cause &

Solution

Guidelines Courteous Solutions Avoid

Fatal, Error, Invalid, Bad, Illegal

Exclude Lengthy Error Codes

Guidelines (cont’d) User Controlled

Audio Warnings Precise Include Help Icon

Context sensitive help

Short MessagesLong Explanations

Persuasive Technologies

Attention Getters Pop ups, warning messages, reminders,

etc.

Uses of Persuasive Technology Commercial

Splash Pages, Recommender Systems Non-commercial

Pocket Pikachu, WaterBot, Cigarette Counter

Anthropomorphism in ID

What is anthropomorphism? Propensity people have to attribute

human qualities to objects.

Examples: Gaming industry – Super Mario, Sonic the

Hedgehog, etc. Toys – Baby dolls Search engines – Jeeves

Cons to Anthropomorphism

Can lead to a false sense of belief “Software bots” pretending to be

conversant human beings

Can stifle creativity in children Annoying – biggest complaint

E-Commerce sites

Interface Agents, Virtual Pets, and Interactive Toys

Anthropomorphization of the user interface

Alice Bothttp://www.pandorabots.com/pandora/talk?botid=f5d922d97e345aa1

Examples

Web search agents

E-commerce assistants

Electronic learning companions

Video game characters

Virtual Pets

Designing the Interface with Agents Recognizing and responding to verbal

and non-verbal input Generating verbal and non-verbal

output Conversing: dealing with turn-taking,

breakdowns, etc. New dialogue and signals for current

state of conversation. Ex. Rea, a life-like realtor

Models of Affective Aspects

Emotional design model

Pleasure Model

Technology as experience framework

Emotional Design Model

Visceral

Behavioral

Contemplative

control

control

Pleasure Model

Physio-pleasure

Socio-pleasure

Psycho-pleasure

Ideo-pleasure (cognitive)

Technology as Experience Framework

Sensual thread

Emotional thread

Compositional thread

Spatio-temporal thread