Week 7 - Emotional Interaction
Week 7 - Emotional Interaction
Week 7 - Emotional Interaction
Week 7
Learning Goals and Standard
At the end of the lesson the learners will able to:
• Explain how our emotions relate to behavior and user experience.
• Provide examples of interfaces that are both pleasurable and usable.
• Explain what expressive and annoying interfaces are and the effects they can
have on people.
• Introduce the area of automatic emotion recognition and emotional
technologies.
• Describe how technologies can be designed to change people's attitudes and
behavior.
• Give an overview on how anthropomorphism has been applied in interaction
design.
• Enable you to critique the persuasive impact of an online agent on customers.
Emotions and the user experience
• HCI has traditionally been about designing efficient and effective systems
• Now more about how to design interactive systems that make people
respond in certain ways
• Why people become emotionally attached to certain products (e.g. virtual pets)
• Was it annoying,
distracting,
patronising or other?
• E.g. what is someone most likely to buy online when feeling sad,
bored or happy
Facial Coding
• Measures a user’s emotions as they interact
with a computer or tablet
• Uses this to gauge how engaged the user is A Screen shot showing facial coding from
when looking at movies, online shopping sites Affdex software
and ads
• owner of the digital pet that ‘lives’ in the device is required to walk, run, or
jump
• If owner does not exercise the virtual pet becomes angry and refuses to play
anymore
Tracking devices
• Mobile apps designed to help people monitor and change their
behaviour (e.g. fitness, sleeping, weight)
• Can compare with online leader boards and charts, to show how they
have done in relation to their peers and friends
• Allows Internet fraudsters to access their bank accounts and draw money from them
• The art of deception is centuries old but internet allows ever more ingenious ways to
trick people
Anthropomorphism
• Attributing human-like qualities to inanimate objects (e.g. cars,
computers)
• Students were more willing to continue with exercises with this kind
of feedback
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 and say:
• Now Chris, that’s not right. You can do better than that. Try again.”
• Studies have shown that personalized feedback is considered to be less honest and
makes users feel less responsible for their actions (e.g. Quintanar, 1982)
Virtual characters
Disadvantages
• Appearing on our screens in the
form of: Can lead people into false sense of
belief, enticing them to confide personal
secrets with chatterbots
• Sales agents, characters in
videogames, learning companions, Annoying and frustrating
wizards, pets, newsreaders • e.g. Clippy