Chapter 5 – Affective Aspects
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Explore techniques and examples for designing interfaces that elicit positive emotions from users, focusing on ease, comfort, and avoiding frustration. Learn about expressive interfaces, emoticons, aesthetics, and more.
Chapter 5 – Affective Aspects
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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 users • Feeling at ease / comfortable • Avoiding 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 social • Chat client example 1
Other positive user responses include motivation to learn, be creative, or be social • Chat 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 response • How can systems be designed to provoke emotions? • Reproducing environmental stimuli that naturally elicit affect
Expressive Interfaces Convey Emotional States Elicit Emotional User Responses
Expressive Interfaces • System Status Indicators • Dynamic Icons • Recycle bin expanding • Animations • Swirling beach ball • Spoken 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 Experience • Engaging • Enjoyable • Aesthetics affect Usability Perception • Graphics • Fonts • Color • Images
Frustrating Interfaces • Inadvertently elicit negative responses • Expect Simplicity – Get Complexity • Attempted Solution • Companions 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
Waiting Load Flash Websites Hanging Links
Software Upgrade • Time consuming • Too many tasks • Reset preferences • Extensions • Configurations • Lost Settings • “This used to work!! :( “
Appearance • Overloaded websites • Flash banners & pop-ups • Sound effects & music • Excessive features & operations • Childish helper agents • Poor 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 Messages • Long 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 Alice Bot http://www.pandorabots.com/pandora/talk?botid=f5d922d97e345aa1 Anthropomorphization of the user interface
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 control control • Visceral • Behavioral • Contemplative
Pleasure Model • Physio-pleasure • Socio-pleasure • Psycho-pleasure • Ideo-pleasure (cognitive)
Technology as Experience Framework Sensual thread Emotional thread Compositional thread Spatio-temporal thread