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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