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Social Aspects of Design

ITM 734 Fall 2005. Social Aspects of Design. Dr. Cindy Corritore Creighton University. Nass and Reeves. What did they do?. Nass and Reeves. They recreated psychology experiments between 2 people with a person and a computer.

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Social Aspects of Design

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  1. ITM 734 Fall 2005 Social Aspects of Design Dr. Cindy Corritore Creighton University

  2. Nass and Reeves • What did they do?

  3. Nass and Reeves • They recreated psychology experiments between 2 people with a person and a computer. • used methodologies of how people responded to people to test how people respond to media • idea – confusion between mediated life and real life • common, easy to foster, doesn’t take advanced technology, thinking does not make it go away • established the psychological equivalence of real and mediated worlds

  4. Nass and Reeves • What did they find? (main findings)

  5. Nass and Reeves • individuals’ interactions with computers, tv, new media are fundamentally social and natural • just like interactions in real world • expect media to obey social norms/rules • media (espc computers) close enough to human to activate social/natural responses/scripts • social actor • do this even if believe it is not reasonable to do so • not aware we’re are doing it • true of all folks – not just novices

  6. other findings • can turn this off, but takes a lot of effort • people not evolved to 21st century technology • built for a world in which humans are only social actors and all perceived objects were physical • people expect reciprocity – if they are being polite, they expect to be treated politely

  7. specific examples • people are polite to others asking questions about themselves • politeness is ubiquitous • positive and homogeneous • mix if asked by third party • motion demands attention • react the same if motion is on a screen

  8. polite experiments • people unconsciously polite and expect reciprocity • Grice’s polite conversation principles • quality – say things that are true and appropriate • quantity – avoid verbosity and excessive brevity (eg. icon, one word menu item) • relevance – info should relate to the purpose of the discussion – involves knowing ‘what are the users goals?’ • clarity – avoid ambiguity • people assume violations have social significance

  9. personal space • Seinfeldt – close talker – everyone knows about this • close is arousing – gets attention • found closer pictures more arousing (distance from screen, size of display, closeup pictures) • attention, intensity, remembering • pictures of people – perceived as actually there

  10. flattery • flattery will get you everywhere • we like it – even if insincere – self-serving bias • if positive, don’t question sincerity • think more highly of the flatterer and believe it • if negative, look for ways to dismiss or ignore • ignore unwarranted more than warranted

  11. judging others • people draw inferences depending on the source of an evaluation • hear criticism – think critic is mean, criticism is true (target doing poor work) • think critic is smart • hear praise – critic is nice, target is doing good work • self-praise – suspicious and less valid and less competent than if from another source • don’t like self-praisers • like self-critiquers

  12. personalities • five dimensions • dominance/submissiveness • friendliness • conscientiousness • emotional stability • openness • people attribute this to even stick drawings • then used to guide interaction • make them strong so can place them • guides expectations

  13. personalities • everything feeds in to establishment of a personality • like dominant and friendly in media • people like to interact with personalities like their own • people like personalities that change over time to become more like theirs • executive assistants

  14. giving computerspersonality • doesn’t have to be sophisticated • type of text used (language style) • level of confidence in statements • dominant talks first • found people recognized these personalities in computers and identified with their likeness • when matched, thought computer and own work better

  15. implications • way to improve design – have media conform to social rules • humans experts at this (social and physical world) • evaluating media – how media affects us • new research methods • subjects can’t tell you what they think • challenge standing beliefs • media as tools like a hammer • perception is key – not whether something is truly intelligent or not • media evoke thoughts of who is behind the item – not true • websites – can we trust?

  16. other studies • online trust – what is the object of trust? • online trust – how might trust be fostered in an interface? • negative evaluations from their face or another • if their face • believed the computer comments more • thought comments more fair • recalled comments more positively (react less negatively) – less negative bias

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