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HCI Application: Computers and Affective aspects

Emotion ► HCI has traditionally been about designing efficient


and effective systems
Organizational &
Social Issues
► Now more about how to design interactive systems
Task that make people respond in certain ways
ƒ e.g. to be happy, to be trusting, to learn, to be
motivated
► Affective Computing
Design
1. Getting computers to recognize emotion
2. Enabling technologies to give the impression of having
Technology Humans emotion
3. Designing interactive systems which evoke positive
human emotions
► Affective design = emotional/hedonic/
empathetic design

1. Getting computers to recognize emotion The emotion wheel


(Plutchik, 1980)
Q: What are emotions?
Emotions have three components:
► Physiological changes: trembling with fear, blush
with embarrassment, etc.
► Behavioral response: Retreating (fear), Disgust
Anger
approaching (anger), “fight or flight”
► Subjective experience / cognitive interpretation Sadness
(“cognitive labeling”): We interpret the emotion Anticipation

based on the stimulus, our physiological and Joy Surprise


behavioral responses and the larger context:
Pulse jumps, we move quickly backward in response to Accept- Fear
image: ance
ƒ Image was unexpected: (“I was surprised”)
ƒ Image was of something disturbing: (“I was scared”) 4

Other definitions 1. Getting computers to recognize emotion


►Donald Norman: Q: How could we enable technologies to recognize
ƒ Visceral Design (evolutionary responses) Æ the look emotion?
ƒ Behavioral Design (bodily activity) Æ usability
ƒ Input: Collect sensor data: images of faces,
ƒ Reflective Design (mental activity) Æ product image accelerometers/electromyograms measure body
(Google: playful, anti-corporate; Apple’s iPod: stylish, movements, record respiration rates, heart rate, skin
avant-garde) conductance
►Our emotional state changes how we think ƒ Pattern recognition: feature extraction; measure
ƒ when frightened or angry we are amount of furrowing on the brow, curvature of lips up
more likely to be less tolerant or down (smile/frown), etc.
ƒ when happy we are more likely to ƒ Reasoning: transform features into a prediction of what
overlook minor problems and be emotion is being expressed:
more creative If (teethDetected == true )
►Niels Engelsted: if ( lipCurvature == UPWARD )
ƒ Affect (environmental response) then predictedEmotion = JOY
ƒ Emotion (based on memory)
else if ( browFurrowed == true )
ƒ Sentiment (long-term, love and hate)
then predictedEmotion = ANGER
2. Enabling technologies to give the 3. Designing interactive systems which
impression of having emotion evoke positive human emotions
► People respond very strongly to objects that seem to Four dimensions to pleasure: how to maximize them using
express emotions: technology?
► Anthropomorphization: attributing human qualities to non- ► Physio-pleasure: Arises from the observation or handling
human objects. of technology
► By expressing emotions, technologies can help create an ƒ Examples of technologies that maximize this? iPods, …
emotional bond between the user and technology… Q: Why ► Socio-pleasure: Arises from relationships with others.
would this be useful? ƒ What technologies facilitate social activity; create new ways to
► Educational software requires connect; improve relationships with others?
the user to persevere (“I know ► Psycho-pleasure: Cognitive or emotional satisfaction:
this is difficult for you, but…”) ƒ Learning something challenging (a new language);
► Therapeutic software ƒ Getting things done efficiently, etc.
persuades the user to continue
despite the pain (“I know this ► Ideo-pleasure: “Ideological pleasure”: witnessing /
is emotionally difficult, but…”) experiencing something that conforms to our core values.
ƒ Using open-source rather than commercial software,
ƒ Using green technologies, …

Expressive interfaces Kansei’s colors


►Colour, icons, sounds, graphical elements and ► Invented by
animations are used to make the ‘look and feel’ of Nagamachi in
an interface appealing Japan in 1970
ƒ Conveys an emotional state ► KANSEI study
►In turn this can affect the usability of an interface seeks the structure
ƒ People are prepared to put up with certain aspects of an of emotions, which
interface (e.g. slow download rate) if the end result is exists beneath
appealing and aesthetic
human behaviors
►Users have created a range of emoticons – to
compensate for lack of expressiveness in text ► Used a lot in
communication: customer product
:-) :< :X >: >:-( (first used in the
►Also use of icons and shorthand in texting and US by Mazda)
instant messaging has emotional connotations, e.g. ► Not just colors
I 12 CU 2NITE

Would you use any of these? What for? Which one do you prefer?
Marcus and Teasley study Friendly interfaces
►Marcus (1992) proposed interfaces for different user ►Microsoft pioneered
groups friendly interfaces for
ƒ Left dialog box was designed for white American females
technophobes - ‘At
home with Bob’
ƒ who “prefer a more detailed presentation, curvilinear shapes
and the absence of some of the more brutal terms ... software
favored by male software engineers.” ►3D metaphors based
ƒ Right dialog box was designed for European adult male on familiar places (e.g.
intellectuals
living rooms)
ƒ who like “suave prose, a restrained treatment of information
density, and a classical approach to font selection” ►Agents in the guise of
►Teasley et al (1994) found this not to be true pets (e.g. bunny, dog)
ƒ the European dialog box was preferred by all and was were included to talk to
considered most appropriate for all users the user
ƒ round dialog box was strongly disliked by everyone ƒ Make users feel more at
ease and comfortable

User frustration Gimmicks


►Many causes: ►Non-working (part of the) system
ƒ When an application doesn’t work properly or crashes ƒ under construction, 404
ƒ When a system doesn’t do what the user wants it to do ►Self-righteous vague error messages
ƒ When a user’s expectations are not met “The application Word Wonder has unexpectedly quit due to a
ƒ When a system does not provide sufficient information to type 2 error” instead of
enable the user to know what to do
“The application has expectedly quit due to poor coding in the
ƒ When error messages pop up that are vague, obtuse or operating system”
condemning
ƒ When the appearance of an interface is garish, noisy,
►Shneiderman’s guidelines for error messages
gimmicky or patronizing include:
ƒ When a system requires users to carry out too many steps ►avoid using terms like FATAL, INVALID, BAD
to perform a task, only to discover a mistake was made ►Audio warnings
earlier and they need to start all over again ►Avoid UPPERCASE and long code numbers
►Messages should be precise rather than vague
►Provide context-sensitive help

Should computers say they’re sorry? Persuasive technologies


►Reeves and Nass (1996) Æ the Media Equation, ►Interactive computing systems deliberately designed
argue that computers should be made to to change people’s attitudes and behaviors
apologize ►A diversity of techniques now used to change what
►Should emulate human etiquette they do or think
►“Humans readily generalize their expectations ƒ Pop-up ads, warning messages, reminders, prompts,
personalized messages, recommendations, Amazon 1-click
from human-human interaction to HCI regardless
of whether or not that is the intent of system ►Nintendo’s pocket pikachu
designers” (Miller 2004). ƒ Designed to motivate children into being more physically
active on a consistent basis
►How sincere would they think the computer was ƒ The owner of the digital pet that ‘lives’ in the device is
being? For example, after a system crash: required to walk, run, or jump
ƒ “I’m really sorry I crashed. I’ll try not to do it again” ƒ If owner does not exercise the virtual pet
►How else should computers communicate with becomes unhappy and eventually dies
users?
How effective? Anthropomorphism
►Attributing human-like qualities to
► Is the use of novel forms of interactive technologies (e.g., inanimate objects (e.g. cars)
the combination of sensors and dynamically updated
information) that monitor, nag, or send personalized
►Well known phenomenon in ads
messages intermittently to a person more effective at ƒ Dancing butter, drinks, cereals
changing a person’s behavior than non-interactive methods, ►Much exploited in human-computer interaction
such as the placement of warning signs, labels, or ads in ƒ Make user experience more enjoyable, more motivating,
prominent positions? make people feel at ease, reduce anxiety
►Welcome message
ƒ “Hello Chris! Nice to see you again. Welcome back. Now
what were we doing last time? Oh yes, exercise 5. Let’s
start again.”
ƒ “User 24, commence exercise 5.”
►Feedback
• “Now Chris, that’s not right. You can do better than
that. Try again.”
• “Incorrect. Try again.”

Virtual Characters: Agents Virtual characters


►Can be classified in terms of the degree of ► Increasingly appearing on our screens
anthropomorphism they exhibit: ƒ Web agents, characters in videogames, learning
• synthetic characters Æ autonomous, with internal states companions, wizards, pets, newsreaders, popstars
and able to respond to external events
• animated agents Æ play a collaborative role at the ► Provides a persona that is welcoming, has
interface personality and makes user feel involved
• emotional agents Æ pre-defined personality and set of with them
emotions that user can change ► But
• embodied conversational agents Æ sophisticated AI ƒ Lead people into false sense of belief, enticing
techniques used to enable agents to respond to them to confide personal secrets (e.g., Alice
conversation in meaningful way chatterbots)
ƒ Annoying and frustrating
ƒ Not trustworthy: virtual shop assistants

Your opinions Believability of agent


►Have you interacted with virtual agents? ►Believability refers to the extent to which users come
►Do they elicit an emotional response in you? to believe an agent’s intentions and personality
►Appearance is very important
►Do you trust them?
ƒ Are simple cartoon-like characters or more realistic
►What is the style of interaction? characters, resembling the human form more believable?
►What facial expression do they have? ►Behaviour is very important
►Are they believable, pushy, helpful? ƒ How an agent moves, gestures and refers to objects on
the screen
►Would it be different if they were male? Older? ƒ Exaggeration of facial expressions and gestures to show
Dressed more formally? underlying emotions (c.f. animation industry)
Experience Design Usability vs. User experience
► User experience is about creating design focused on Usability Goals User-Experience Goals
people's personal growth, so they can live in harmony ► Consistency ™ Enjoyment
with each other and with their natural and artificial ► User-control ™ Fun
environment (Marzano, Philips Design) ™ Pleasure
► Flexibility
► User experience goals differ from the more objective ™ Values
usability goals in that they are concerned with how users ► Error-prevention
► Help ™ Positive emotions
experience an interactive product from their perspective
rather that assessing how useful or productive a system is ™ etc…
► etc...
from its own perspective (Preece et al.)
► User Experience Design extends HCI design by addressing ► Conditions of experience
all aspects of a product or service as perceived by users. ƒ an experience is a result of the interaction between a
HCI design addresses the interaction between a human live creature and the experienced object
and a computer. User Experience Design addresses the ƒ an experience has a beginning and an end
user's initial awareness, discovery, ordering, fulfilment,
installation, service, support, upgrades, and end-of-life ƒ an experience has a unity that gives it a name
activities (IBM website) ƒ in an experience a user ‘does something’ to the
object and in consequence he ‘undergoes something’

APEC Framework APEC Framework


Vyas & van der 1. Aesthetic Aspect:
Veer (2005)
ƒ Visceral appreciations based on sensory information only
ƒ Naturally determined
ƒ Skin-deep beauty
2. Practical Aspect:
ƒ Physical activities a user is capable of with respect to the
system
ƒ Exploits Usability & Functionality
3. Emotional Aspect:
ƒ Related to emotions such as joy, anger, disgust, etc.
ƒ Helps in the decision making
4. Cognitive Aspect:
ƒ Involve interpretation, information processing,
problem solving, use of memory, etc.
ƒ Beauty within

Experience Design Technology as experience – processes


► Technology as experience – 4 threads 1. Anticipating: We never come to technology
1. Compositional: How do the elements of an experience unprejudiced
fit together to form a coherent whole? 2. Connecting: We make a judgment
2. Emotional: What emotions color the experience for us? in an instant and without much
3. Spatio-temporal: What effects do place and time have thought
on our experience? 3. Interpreting: We work out what’s
4. Sensual: What does the design and texture and the going on and how we work out
overall atmosphere make us feel?
4. Reflecting: We examine and evaluate
what’s happening in an interaction
Composi tional Emotiona l
5. Appropriating: We work out how a new
experience fits with other experiences we
have had and with our sense of self
Spatio-
temporal
Sensual 6. Recounting: We enjoy storytelling and make
sense of experience in stories.
Technology as experience – procedure Technology as Experience - Results
► UE in a never visited Apple store in SF Anticipating
1. Introduced the framework to the participants and ► Expect to find what I am looking for. Environment likely
provided them with a notebook to be young, lively, loud music, packed full of products,
2. In the notebook, the page was divided into sections very visible Apple branding.
corresponding to the sense making processes (e.g. ► Upon arrival, surprised that iPods were not on main
anticipating connecting, interpreting etc.) and it was floor, surprised to find shop has Starbucks, surprised by
accompanied by a checklist of concepts and guide limited product range, and that ambient music was jazz
words from the framework Connecting, interpreting, reflecting
3. Participants were then asked to go off and have their ► First impressions confirmed what I had anticipated.
Apple store experiences. Shop was spacious and airy. Positive feelings from the
4. In addition to their diary, they provided an oral account moment you walk in the door …. felt relaxed in shop. I
during a one-on-one debriefing afterwards feel in control. Perhaps music reflects customer class.
5. The gathered data facilitated the construction of a And hey, they need reliable supplier, hence Starbucks.
narrative of the experience that would engage with Recounting
the concepts of the framework
► I would tell people to shop there, but would warn
them about the ambient music and Starbucks.

Persona for Experience Design Designing for Pleasure


► Jane Smith, 18 years old, living downtown How do you design for the 4-dimensions of pleasure?
► studying music at UCSC 1. Physio-pleasure
► very ambitious and wants make a career in ƒ Feels good in the hand
the music industry ƒ Easy to carry around
► loves R&B, Hip-hop and Reggae music and ƒ Fits well and comfortably inside her pocket
has music CDs of almost all R&B stars. ƒ Operable without causing damage to fingernails
► whenever in her room, she always listens to music on her ƒ Should have aesthetic looks
computer. Her room is full of posters of movie/pop stars. 2. Socio-pleasure
► keen sports player – an active member of the UCSC ƒ Should convey her socio-economic & cultural status
basketball team ƒ Should convey her interests in those types of music
► cares for her fitness, sometimes goes out for drinks with ƒ Should be competitive amongst her friend circle
team-mates 3. Psycho-pleasure
► dating Carlos, an 18 year old student in the same School ƒ Supports quick and intuitive operations
► eating out at restaurants and going to the musical shows ƒ Good quality music
ƒ Personalization of music Q: Ideo-pleasure?
► friends slightly envious of her lifestyle
ƒ Durable batteries

Designing based on APEC Framework Designing based on APEC Framework


►Appearance Æ Aesthetic ►Interaction Æ Cognitive
ƒ Pleasing to eyes – plastic body with metallic/white color ƒ Fun – mapping of circular Click-Wheel interaction with
linear screen interaction
►Appearance Æ Emotional ƒ Familiarity – the player’s screen has a very familiar
ƒ Pleasant surprise – unconventional look metaphor
►Appearance Æ Cognitive ƒ Menu Driven Interface
ƒ Something that everybody ‘gets it’ from the first look ►Function ÆEmotional
►Interaction Æ Practical ƒ Pleasure – good quality music with small file size
ƒ Personalization of playlist
ƒ Easy to hold and use with one hand
ƒ Pleasant surprise – shuffle/random function
►Interaction Æ Emotional ►Function Æ Cognitive
ƒ Pleasure – rubbery button that is soft to touch ƒ Being able to create multiple music files
ƒ Fun – a DJ like interaction through Click-Wheel ƒ Flexibility – can store and play multiple file formats
ƒ Can record lectures in the same device
Games and Emotion Player experience – hard fun
►Ex: Tetris, EverQuest, Sims, crosswords
►E-poll in 2003, 2000 players Æ experience ƒ Emotions from meaningful
ƒ Experience of mastering the game challenges, strategies, and puzzles
ƒ Experience they have in playing ƒ Played to concentrate
ƒ Experience they have on the inside
ƒ Relief from boredom
ƒ Experience they have with others
ƒ Enjoyed sense of accomplishment
ƒ Cathartic experience
►Requirements for Flow
1. Clear goals
2. Opportunity to concentrate
3. Achievable tasks
4. Immediate feedback
5. Deep effortless involvement
6. Uncertain outcomes

Player experience
►Easy fun; ex: Solitaire, Star Wars Galaxies, Grand
theft auto
ƒ Fill attention and memory
ƒ Inspire curiosity and engagement
ƒ Simply exploring & figuring it out
►Altered state
ƒ ExcitementÆrelaxation vv. (games as therapy)
►The people factor, ex: Dark Age of Camelot, Mario
Kart 64, Halo
ƒ It’s the people that are addictive, not the game
ƒ Create opportunities for competition, cooperation,
performance, and spectacle
ƒ Produces Schadenfreude (gloat over misfortune of rival),
Naches (prodigy/master relationship)

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