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MU220 User Interaction Studies

Nina Reeves, Module Tutor. 2. Overview. The concept of Affect"In Psychology, Affect" refers to the experience of feeling or emotion."ABC of psychology," = affect, behaviour and cognitionAnthropomorphism in the UIMaking ICT systems act like people eg:?Practical sessionAssignment 2 how to in

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MU220 User Interaction Studies

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    1. Nina Reeves, Module Tutor 1 MU220 User Interaction Studies Affective aspects of Interaction Design

    2. Nina Reeves, Module Tutor 2 Overview The concept of “Affect” In Psychology, “Affect” refers to the experience of feeling or emotion. "ABC of psychology," = affect, behaviour and cognition Anthropomorphism in the UI Making ICT systems act like people eg:? Practical session Assignment 2 – how to increase Affect (motivation to use)?

    3. Psychometrics = how to measure Affect Affect has been found across cultures to comprise both positive and negative dimensions. PANAS (Positive and Negative Affect Schedule) Most commonly used measure. The PANAS is a lexical measure developed in a North American setting and consisting of 20 single-word items. (Watson, Clark, & Tellegen,1988). positive affect - excited, alert, determined ... negative affect - upset, guilty, jittery ... Not so suitable for non-North American cultures I-PANAS-SF - validated comprising two 5-item scales with internal reliability, cross-sample and cross-cultural factorial invariance, temporal stability, convergent and criterion-related validities. (Thompson, 2007) Nina Reeves, Module Tutor 3

    4. Try it out Use the PANAS scale to investigate your Affect concerning your experiences in the last week See PANAS-X-Affect.doc on Links for this week Add up the scores on the Negative Affect words = N Add up the scores on the Positive Affect words = P General Affect score = (P – N + 40)x100/80 Considering a game (Parking, Angry birds, your favourite…) What might be useful Affective states to consider? What might be missing from the list of words? Nina Reeves, Module Tutor 4

    5. Consider popular software What is the first thing you access when you turn the PC on/log in/pick your phone up? Communication Device as a mediator Device as a distractor

    6. Facebook applications Additional to the basic function Why are they popular? Nina Reeves, Module Tutor 6

    7. What’s popular and what’s not? MindJolt? Speed date? Nina Reeves, Module Tutor 7

    8. Unofficial All Facebook stats Nina Reeves, Module Tutor 8

    9. Affect – language of emotion Xbox 360 Project Natal (2009) Kinect (2010) http://www.youtube.com/watch?v=DMQaj1EIx58&feature=related Relationships – language of emotion http://www.youtube.com/watch?v=JF_HXTQ7Quo&feature=related Skateboarder’s reaction to prototype http://www.youtube.com/watch?v=AscJO0uUQ_Q Watch the video and note the words You may have to watch several times Do any of them appear on the PANAS metric? Other egs: http://www.youtube.com/watch?v=73OBjO1HYOc&feature=channel http://www.youtube.com/watch?v=dqooMGua3Yk&feature=channel Nina Reeves, Module Tutor 9

    10. Anthropomorphism in the UI “making something appear human-like” People look for faces in clouds/potatoes/material… Voice output, facial expression, body language Microsoft agents (late 1990s - not in Win7)) The Dot That paperclip! The Genius Links

    11. Continental Airlines (US not UK!) Text to speech + guidance around website Nina Reeves, Module Tutor 11

    12. Anthropomorphic agents Animation and voice output See Links page Nina Reeves, Module Tutor 12

    13. Affect in games (Sweetser and Wyeth, 2005) GameFlow consists of eight elements Concentration Challenge Skills Control Clear goals Feedback Immersion Social interaction * Evaluation of Blizzard’s WoW 3 (high rating) and Sony’s Lords of EverQuest (low rating) Both real-time strategy, fantasy games released in consecutive years (2002-2003) Problem with * above

    14. Game flow zones (Chen, 2007) Flow may be experienced differently for different users “During the Flow experience, we lose track of time and worries.” Offer adaptive choices, allowing different users to enjoy the Flow in their own way. Embed choices inside the core activities to ensure the Flow is never interrupted.

    15. GWAP – Games With A Purpose Entertainment Software Association (www.theesa.com/facts/gamer_data.php ) has reported that more than 200 million hours are spent each day playing computer and video games in the U.S. Indeed, by age 21, the average American has spent more than 10,000 hours playing such games -equivalent to five years of working a full-time job 40 hours per week. Eg: Google Image Labeler (http://images.google.com/imagelabeler/), is a GWAP in which people provide meaningful, accurate labels for images on the Web as a side effect of playing the game – cheaper for Google! Again – Affect and social engagement is often involved

    16. Nina Reeves, Module Tutor 16 Practical Session - reminders Training game for car sales staff Brainstorm ideas for increasing Affect What kind of games do people like playing? What if what they REALLY want is step by step instructions? Useful links for discussion http://www.engaginglearning.com/ Horton W.K. (2011) E-Learning by design. San Francisco, CA: Jossey Bass. Narratives and consequences http://gamedesigntheory.blogspot.com/

    17. Nina Reeves, Module Tutor 17 Bibliography Ahn L. von and Dabbish L. (2008) Designing games with a purpose. Communications of the ACM 51(8) pp 58-67. Chen J. (2007) Flow in Games (and Everything Else). Communications of the ACM 50(4) pp 31-34. Csikszentmihalyi, M. (1990) Flow: The Psychology of Optimal Experience. Harper Perennial, London. Johnson D. and Wiles J. (2003) Effective affective user interface design in games. Ergonomics 46(13/14) pp1332-1345. Ravenscroft A. (2001) Designing e-learning interactions in the 21st century: revisiting and rethinking the role of theory. European Journal of Education 36(2) pp. 133-156. Sharp H, Rogers Y. and Preece J. (2007) Interaction Design: beyond human-computer interaction. Chichester: John Wiley and sons. Sweetser P. and Wyeth P. (2005) GameFlow: A Model for Evaluating Player Enjoyment in Games. ACM Computers in Entertainment 3(3) pp1-24. Thompson, E.R. (2007) Development and Validation of an Internationally Reliable Short-Form of the Positive and Negative Affect Schedule (PANAS). Journal of Cross-Cultural Psychology, 38(2), 227-242. Watson, D., Clark, L. A., & Tellegen, A. (1988). Development and validation of brief measures of positive and negative affect: The PANAS Scales. Journal of Personality and Social Psychology, 47, 1063–1070.

    18. Nina Reeves, Module Tutor 18 Any Questions?

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