[13] CMSC 173 - Emotional Interaction

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26 Terms

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Emotional Aspects

this of interaction design are concerned with how to facilitate certain states (e.g., pleasure) or avoid certain reactions (e.g., frustration) in user experiences

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good feelings

Well-designed interfaces can elicit _____ in people.

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Ortony et al.’s (2005) Emotional Design Model

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Three Levels of Ortony et al.’s (2005) Emotional Design Model

  • visceral

  • behavioral

  • reflective

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Visceral Level

parts of the brain that are prewired to respond automatically to events happening in the physical world

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Behavioral Level

the brain processes that control everyday behavior

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Reflective Level

brain processes involved in contemplating

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Visceral Design

refers to making products, look, feel, and sound good

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Behavioral Design

about use and equates to the traditional values of usability

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Reflective Design

about considering the meaning and personal value of a product in a particular culture

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Plutchik’s Wheel of Emotions (1980)

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Seven Categories of Human Emotions

  • anger

  • disgust

  • fear

  • sadness

  • anticipation

  • joy

  • surprise + trust

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intensity

Colors reflect the _____ of an emotion: the darker shade, the more intense emotion.

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[Expressive Interfaces] Visual Techniques

use of emojis, sounds, colors, shapes, icons, animations, videos, photos, and virtual agents

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[Expressive Interfaces] Sonifications

indicating actions and events

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[Expressive Interfaces] Vibrotactile Feedback

refers to a type of haptic (touch-based) feedback where vibrations are used to communicate information or provide sensory responses to users

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[Expressive Interfaces] Motivation

  • create an emotional connection or feeling with people

  • elicit certain kinds of emotional responses in people

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aesthetically pleasing interfaces

_____ can be a pleasure to use.

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expressive interfaces

_____ can provide reassuring feedback to users as well as be informative and fun.

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badly designed interfaces

_____ often make people frustrated, annoyed, or angry.

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Affective Computing

  • first coined by Rosalind Picard (1997)

  • refers to how computers can be used to recognize and express emotions in the same way as humans do

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Affective Computing and Emotional AI Includes

  • techniques to evaluate frustration, stress, and moods by analyzing people’s expressions

  • designing wearable sensors to communicate emotional states

  • exploring how affect influences personal health

  • design computers and robots that responds appropriately to human emotions and exhibit empathy

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AI and sensor technology

Emotional AI and affective computing use _____ for detecting people’s emotions by analyzing their facial expressions and conversations.

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Persuasive Design

techniques used at the interface to draw people’s attention to certain kinds of information in an attempt to change what they do or think

Examples:

  • pop-up ads

  • warning messages

  • reminders

  • prompts

  • personalized messages

  • recommendations

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Emotional Technologies

can be designed to persuade people to change their behaviors or attitudes

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Anthropomorphism

the propensity people have to attribute human qualities to animals and objects

Examples:

  • people talk to their computers as if they were humans

  • treat robot cleaners as if they were pets

  • give cute names to their mobile devices, etc.