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EMOTIONAL INTERACTIONS :<3: (Emotion and User Experiences (Emotional…
EMOTIONAL INTERACTIONS :<3:
Emotion and User Experiences
Emotional interaction is concerned with how we feel and react when interacting with technologies
(E.G. To be happy, to be trusting, to learn, to be motivated)
How to change human behavior through the use of emotive feedback
What makes us happy, sad, annoyed, anxious, frustrated, motivated, delirious and so on
Why people become emotionally attached to certain products (e.G. Virtual pets)
Emotions of Interface
Friendly Interfaces
Make users feel more at ease and comfortable
Microsoft pioneered friendly interfaces for technophobes - ‘at home with bob’ software
Microsoft's agent Clippy
Agents in the guise of pets (e.G. Bunny, dog) were included to talk to the user
Expressive Interfaces
Provide reassuring feedback that can be both informative and fun
Color, icons, sounds, graphical elements and animations are used to make the ‘look and feel’ of an interface appealing
Frustrating Interfaces
When a user’s expectations are not met
When a system requires users to carry out too many steps to perform a task, only to discover a mistake was made earlier and they need to start all over again
When a system doesn’t do what the user wants it to do
Examples
Gimmicks
Error Messages
More helpful error message for help and make user comfortable
Website error messages
Should computers say they’re sorry?
Reeves and naas (1996) argue that computers should be made to apologize
Would users be as forgiving of computers saying sorry as people are of each other when saying sorry?
Models of Emotions
Norman, Ortony and Revelle (2004) model of emotion
Introduced the idea that product design should address three different levels of cognitive and emotional processing
Reflective.
Is all about the message, culture, the meaning of the product or its use
Evoking personal remembrance
Self-image
All about long-term customer experience
Behavioral
Human-centered, focusing upon understanding and satisfying the needs of the actual users
Is to understand how people will use a product
Applying user-centered design
Function comes first
Is all about use
Is the aspect practitioners focus upon
Has to be a fundamental part of the design process
Visceral
Is about initial reactions
Can be studies quite simple by putting people in front of a design and waiting for reactions
Has the same rules all over the world
Requires the skills of the visual and graphic artist and the industrial engineer
Dominates physical features
Is what nature does
Is all about immediate emotional impact
Claims From Model
Our emotional state changes how we think
Automatic emotion recognition and emotional technologies
Sensing technologies used to measure GSR, facial expressions, gestures, body movement
Aim is to predict user’s emotions and aspects of their behavior –
Facial Coding
Measures a user’s emotions as they interact with a computer or tablet
.
Analyses images captured by a webcam of their face
Uses this to gauge how engaged the user is when looking at movies, online shopping sites and ads
6 core expressions - sadness, happiness, disgust, fear, surprise and anger
How to use the emotional data?
If user screws up their face when an ad pops up -> feel disgust
If start smiling -> they are feeling happy
Eye-tracking, finger pulse, speech and words/phrases also analysed when tweeting or posting to facebook
Indirect emotion detection
Beginning to be used more to infer or predict someone’s behavior
For example, determining a person’s suitability for a job, or how they will vote at an election