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    Designing the User Interface4th Edition

    by Ben Shneiderman & Catherine Plaisant

    Chapter 12Balancing Function and Fashion

    The following PowerPoint slides also contain thecontent of this book:

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    Overview

    Expressive interfaces how the appearance of an interface can affect users

    User frustration what it is and how to reduce it

    Persuasive technologies how technologies can be designed to change peoples

    attitudes and behavior

    Anthropomorphism and interaction design The pros and cons

    Interface agents and interactive physical toys

    Conceptual models of the relationship between

    affect and user experience

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    Affective aspects

    HCI has traditionally been aboutdesigning efficient and effectivesystems

    Now more about how to designinteractive systems that make peoplerespond in certain ways

    e.g. to be happy, to be trusting, to learn, to bemotivated

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    Expressive interfaces

    Colour, icons, sounds, graphical elements andanimations are used to make the look andfeel of an interface appealing Conveys an emotional state

    In turn this can affect the usability of aninterface People are prepared to put up with certain aspects of an

    interface (e.g. slow download rate) if the end result isappealing and aesthetic

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    User-created expressiveness Users have created a range of emoticons -

    compensate for lack of expressiveness in textcommunication:Happy :)

    Sad ::

    Very angry >:-(

    Also use of icons and shorthand in texting and

    instant messaging has emotionalconnotations, e.g.I 12 CU 2NITE

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    Would you use any of these?What for?

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    Which one do you prefer?

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    Marcus and Teasley study Marcus

    Left dialog box

    For white American females Who prefer a more detailed presentation, curvilinear

    shapes and the absence of some of the more brutal terms

    ... favored by male software engineers.

    Right dialog box was designed for European adultmale intellectuals

    Who like suave prose, a restrained treatment ofinformation density, and a classical approach to fontselection

    Teasley et al The European dialog box was preferred by all and was

    considered most appropriate for all users

    Round dialog box was strongly disliked by everyone

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    Friendly interfaces

    Microsoft pioneered friendly interfacesfor technophobes - At home with Bobsoftware

    3D metaphors based on familiar places(e.g. living rooms)

    Agents in the guise of pets (e.g. bunny,

    dog) were included to talk to the user Make users feel more at ease and

    comfortable

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    Clippy

    Why was Clippy dislikedby so many?

    Was it annoying,

    distracting,patronising or other?

    What sort of user

    liked Clippy?

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    User frustration When an application doesnt work properly or crashes When a system doesnt do what the user wants it to do

    When a users expectations are not met When a system does not provide sufficient information to

    enable the user to know what to do When error messages pop up that are vague, obtuse or

    condemning

    When the appearance of an interface is garish, noisy,gimmicky or patronizing

    When a system requires users to carry out too manysteps to perform a task, only to discover a mistake wasmade earlier and they need to start all over again

    Disruptive interference Lacked appropriate emotional expressions

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    Gimmicks

    Amusing to the designer but notthe user, e.g.,

    Clicking on a link to a website only to

    discover that it is still underconstruction

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    Error messages

    Phrasing of error messages or diagnostic warnings iscritical, especially when dealing with novices

    Avoid imperious tone that condemns user messages that are too generic (e.g. WHAT? or

    SYNTAX ERROR)

    messages that are too obscure (e.g. FAC RJCT004004400400) Specificity

    File names must begin with a letterBAD FILE NAME

    Days range from 1 to 31INVALID DATA

    Type first letter: Send, Read, or DropILLEGAL ENTRY

    Unmatched left parenthesisSYNTAX ERROR

    BetterPoor

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    Constructive guidance andpositive tone

    Messages should, where possible, indicatewhat users should do to correct the problem

    Unnecessarily hostile messages using violentterminology can disturb non-technical users: FATAL ERROR, RUN ABORTED

    CATASTROPHIC ERROR: LOGGED WITH OPERATOR Negative terms such as ILLEGAL, ERROR, INVALID,

    BAD should be eliminated or used infrequently

    Drop-off date must come after pickup date.Bad date.

    Your password was not recognized. Please retype.Network connection refused.

    Remove your compact flash card and restartResource Conflict Bus: 00 Device: 03 Function: 01

    Virtual memory space consumed. Close some

    programs and retry.

    Run-Time error -2147469 (800405): MethodPrivate Profile String of object System

    failed.

    BetterPoor

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    User-centered phrasing Suggests user controls the interface, initializing

    more than responding

    User should have control over amount ofinformation system provides e.g. screen tips; ahelp button for context-sensitive help or anextensive online user manual

    Telephone company, Were sorry, but we areunable to complete your call as dialed. Pleasehang up, check your number, or consult theoperator for assistance, versus Illegal telephone

    number. Call aborted. Error number 583-2R6.9.Consult your user manual for furtherinformation.

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    Appropriate physical format

    use uppercase-only messages for brief, seriouswarnings

    avoid code numbers; if required, include at endof message

    debate over best location of messages. E.g.

    Could be: near where problem arose

    placed in consistent position on bottom ofscreen

    near to, but not obscuring relevant information audio signals useful, but can be embarrassing -

    place under user control

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    Development of effective messages Should be evaluated by several people and tested with

    suitable participants Should appear in user manuals and be given high visibility Users may remember the one time when they had

    difficulties with a computer system rather than the 20 timeswhen everything went well Recommendations

    Increase attention to message design Establish quality control

    Develop guidelines Have a positive tone Be specific and address the problem in the user's

    terms Place the users in control of the situation Have a neat, consistent, and comprehensible format

    Carry out usability test Collect user performance data

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    Website error messages

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    More helpful error messageThe requested page /helpme is not available on the webserver.

    If you followed a link or bookmark to get to this page, pleaselet us know, so that we can fix the problem. Please includethe URL of the referring page as well as the URL of themissing page.

    Otherwise check that you have typed the address of the webpage correctly.

    The Web site you seekCannot be located, butCountless more exist.

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    Should computers say theyresorry?

    Reeves and Naas (1996) argue that computers

    should be made to apologize Should emulate human etiquette

    Would users be as forgiving of computers sayingsorry as people are of each other when sayingsorry?

    How sincere would they think the computer wasbeing? For example, after a system crash: Im really sorry I crashed. Ill try not to do it again

    How else should computers communicate withusers?

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    Persuasive technologies

    Interactive computing systemsdeliberately designed to changepeoples attitudes and behaviours(Fogg, 2003)

    A diversity of techniques now used tochange what they do or think Pop-up ads, warning messages, reminders,

    prompts, personalized messages,recommendations, Amazon 1-click

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    Nintendos Pocket Pikachu

    Changing bad habits and improving wellbeing

    Designed to motivate children into beingmore physically active on a consistent basis

    The owner of the digital pet that lives inthe device is required to walk, run, or jump

    If owner does not exercise the virtual pet

    becomes unhappy and eventually dies

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    Which works best?

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    How effective?

    Is the use of novel forms of interactivetechnologies (e.g., the combination ofsensors and dynamically updatedinformation) that monitor, nag, or send

    personalized messages intermittently toa person more effective at changing apersons behavior than non-interactive

    methods, such as the placement ofwarning signs, labels, or ads inprominent positions?

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    Phishing and trust

    Web used to deceive people

    into parting with personal details e.g. paypal, ebay and won the lottery letters

    Allows Internet fraudstersto access their bank accounts

    and draw money from them Many vulnerable peoplefall for it

    The art of deception is centuries oldbut internet allows ever more

    ingenious ways to trick people

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    Anthropomorphism

    Attributing human-like qualities to inanimate objects(e.g. cars, computers)

    Well known phenomenon in advertising

    Dancing butter, drinks, breakfast cereals

    Much exploited in human-computer interaction

    Make user experience more enjoyable, more motivating,make people feel at ease, reduce anxiety

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    Which do you prefer?

    1. As a welcome message

    Hello Chris! Nice to see you again. Welcomeback. Now what were we doing last time? Oh

    yes, exercise 5. Lets start again.

    User 24, commence exercise 5.

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    Which do you prefer?

    2. Feedback when get something wrong

    1. Now Chris, thats not right. You can do betterthan that.Try again.

    2. Incorrect. Try again.

    Is there a difference as to what you prefer

    depending on type of message? Why?

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    Evidence to supportanthropomorphism

    Reeves and Naas (1996) found that computersthat flatter and praise users in educationsoftware programs -> positive impact on them

    Your question makes an important and usefuldistinction. Great job!

    Students were more willing to continue withexercises with this kind of feedback

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    Criticism of anthropomorphism Deceptive, make people feel anxious, inferior or stupid

    People tend not to like screen characters that wave their

    fingers at the user & say: Now Chris, thats not right. You can do better than

    that.Try again.

    Many prefer the more impersonal:

    Incorrect. Try again.

    Studies have shown that personalized feedback isconsidered to be less honest and makes users feel lessresponsible for their actions (e.g. Quintanar, 1982)

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    Virtual characters

    Increasingly appearing on our screens Web agents, characters in videogames, learning

    companions, wizards, pets, newsreaders, popstars

    Provides a persona that is welcoming, haspersonality and makes user feel involvedwith them

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    Disadvantages

    Lead people into false sense of belief, enticingthem to confide personal secrets withchatterbots (e.g. Alice)

    Annoying and frustrating

    e.g. Clippy

    Not trustworthy

    virtual shop assistants?

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    Defunct Miss Boo

    What

    do youthinkof Miss boo?

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    Persuasive advice?

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    Rea the realtor

    Rea

    showing useran apartment

    Human-like body

    Uses gesture, non-verbal

    communication (facialexpressions, winks)while talking

    Sophisticated AI

    techniques used toenable this form of interaction

    Cassell, 2000, MIT

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    Conversation with Rea

    Mike approaches screen and Rea turns to face him and says:

    Hello. How can I help you?

    Mike: Im 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 onthe screen)

    Rea: it is in Somerville.

    Mike: Tell me about it.

    Rea looks up and away while she plans what to say. Rea: Its big.

    Rea makes an expansive gesture with her hands.

    Mike brings his hands up as if to speak, so Rea does notcontinue, waiting for him to speak.

    Mike: Tell me more about it. Rea: Sure thing. It has a nice garden...

    Would you buy a house from her?

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    Virtual agents

    What do the virtual agents do?

    Do they elicit an emotional response inyou?

    Do you trust them?

    What is the style of interaction? What facial expression do they have?

    Are they believable, pushy, helpful?

    Would it be different if they were male?If so, how?

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    Virtual pets

    Silas the dog (Blumberg, 1996) Autonomous pet with internal states Able to respond to external events

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    Virtual learning companions

    Play a collaborative role at the interface

    Often cartoon-like

    e.g., Herman the bug(Lester et al, 1997)

    Flies into plantsand explains thingson-the-fly and givesadvice to students

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    What makes an agentbelievable?

    Believability refers to the extent to whichusers come to believe an agents intentionsand personality

    Appearance is very important Are simple cartoon-like characters or more realistic characters,

    resembling the human form more believable?

    Behaviour is very important How an agent moves, gestures and refers to objects on the screen

    Exaggeration of facial expressions and gestures to showunderlying emotions (c.f. animation industry)

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    Emotional design model

    Norman, Ortony and Revelle(2004) model of emotion

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    Claims from model

    Our emotional state changes how wethink

    when frightened or angry we focus narrowlyand body responds by tensing muscles and

    sweating more likely to be less tolerant

    when happy we are less focused and the

    body relaxes more likely to overlook minor problems and be

    more creative

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    Implications

    Should we, therefore, create productsthat adapt according to peoplesdifferent emotional states? When people are feeling angry should an

    interface be more attentive and informativethan when they are happy?

    Is Norman right? designers can get away with more for

    products intended to be used during leisuretime than those designed for serious tasks

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    Pleasure model

    Jordon (2000) based on Tigers (1992)framework of pleasure

    Focuses on the pleasurable aspects ofour interactions with products (i) physio-pleasure

    (ii) socio-pleasure

    (iii) psycho-pleasure

    (iv) ideo-pleasure (cognitive) Means of framing a designers thinking

    about pleasure, highlighting that thereare different kinds

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    Introduction of Window design Users need to consult multiple sources rapidly

    Must minimally disrupt user's task

    With large displays, eye-head movement and visibilityare problems

    With small displays, windows too small to be effective

    Need to offer users sufficient information and flexibility

    to accomplish task, while reducing window housekeepingactions, distracting clutter, eye-head movement opening, closing, moving, changing size

    time spent manipulating windows instead of on task

    Can apply direct-manipulation strategy to windows

    Rooms - a form of window macro that enables users tospecify actions on several windows at once

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    Coordinating MultipleWindows Designers may break through to the next generation of

    window managers by developing coordinate windows, inwhich windows appear, change contents, and close as adirect result of user actions in the task domain

    Such sequences of actions can be established by designers,or by users with end-user programming tools

    A careful study of user tasks can lead to task-specificcoordinations based on sequences of actions

    Important coordinations: Synchronized scrolling Hierarchical browsing Opening/closing of dependent windows Saving/opening of window state

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    Image browsing A 2D cousin of hierarchical browsing

    Work with large images Overview in one window (context),

    detail in another (focus)

    Field of view box in the overview

    Panning in the detail view, changes thefield of view box

    Matched aspect ratios between field ofview box and the detail view

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    Zoom factors: 5-30

    Larger suggestsan intermediateview is needed

    Semantic zooming

    Side by sideplacement, versusfisheye view

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    Image browsing (cont.) The design of image browsers should

    be governed by the users tasks,which can be classified as follows:

    Image generation

    Open-ended exploration

    Diagnostics

    Navigation

    Monitoring

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    Color

    Soothe or strike the eye

    Add accents to an uninterestingdisplay

    Facilitate subtle discriminations in

    complex displays Emphasize the logical organization of

    information

    Draw attention to warnings

    Evoke string emotional reactions ofjoy, excitement, fear, or anger

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    Color Guidelines Use color conservatively Limit the number and amount of colors

    Recognize the power of color to speed or slow tasks Color coding should support the task Color coding should appear with minimal user effort Color coding should be under user control Design for monochrome first

    Consider the needs of color-deficient users Color can help in formatting Be consistent in color coding Be alert to common expectations about color codes

    Be alert to problems with color pairings Use color changes to indicate status changes Use color in graphic displays for greater information

    density

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    Key points Affective aspects are concerned with how interactive

    systems make people respond in emotional ways

    Well-designed interfaces can elicit good feelings in users Expressive interfaces can provide reassuring feedback

    Badly designed interfaces make people angry andfrustrated

    Anthropomorphism is the attribution of human qualities

    to objects An increasingly popular form of anthropomorphism is to

    create agents and other virtual characters as part of aninterface

    Models of affect provide a way of conceptualizingemotional and pleasurable aspects of interaction design


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