Topic 6 - Social & Emotional Interaction

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Last updated 1:29 PM on 7/4/26
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23 Terms

1
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What are Sacks et al.'s (1978) three basic conversational rules for turn-taking?

Rule 1: Current speaker chooses next speaker. Rule 2: Another person decides to start speaking. Rule 3: Current speaker continues talking.

2
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In face-to-face conversations, what is the purpose of back-channeling?

Using tokens like "uh-uh," "umm," or "ahh" to signal to the speaker that you are following along and want them to continue.

3
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What are implicit vs. explicit conversational farewell cues?

Implicit cues are non-verbal actions like looking at a watch or fidgeting with bags, while explicit cues are verbally stating a need to leave.

4
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What new social communication etiquette emerged during the COVID-19 video conferencing era?

Muting yourself when not speaking, raising a yellow hand to speak, and using temporary emoji reactions (lasting 10 seconds) for praise or feedback.

5
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What did Kraut (1990) discover about the 1989 Bellcore VideoWindow prototype?

Users talked constantly about the system itself, spoke more to people in the same room, and accidentally went out of camera/audio range when trying to get closer to remote users.

6
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According to Bailenson (2021), what four factors cause "Zoom fatigue"?

Excessive close-up eye gaze, intense cognitive load, increased self-evaluation from staring at yourself, and being physically locked in one place for hours.

7
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What is the difference between telepresence and social presence?

Telepresence is a remote party appearing present in a physical meeting room, while social presence is the feeling of being there with a real person inside Virtual Reality.

8
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What are Matt Richetti's (2022) three heuristics for evaluating social online games?

  1. Synchronous vs. asynchronous interaction. 2. Symmetrical vs. asymmetrical relationships. 3. Strong vs. weak relationship ties.
9
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What is the difference between Dourish and Bly's (1992) peripheral awareness and situational awareness?

Peripheral awareness is tracking what others are doing via vision/overhearing without explicit cues. Situational awareness is understanding how surrounding information and your actions affect current and future events.

10
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What did empirical studies find regarding the usability of sharable interfaces (like tabletops)?

They promote more equitable participation, feel more natural to work around, and users find sitting around a table more comfortable than standing at a display.

11
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What did the "Reflect Table" microphone study reveal about group conversation dynamics?

Group members who spoke the most changed their behavior and pulled back the most when visually confronted with LED metrics; those who spoke the least did not change.

12
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According to Baumeister et al. (2007), how do automatic affects differ from conscious emotions?

Automatic affects are rapid, short-lived, and dissipate quickly (e.g., a flash of anger). Conscious emotions develop slowly, last a long time, and involve deep reflection (e.g., jealousy).

13
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What are the three levels of emotional design in the Ortony et al. (2005) model?

  1. Visceral (how products look, feel, sound). 2. Behavioral (the usability and affordances of use). 3. Reflective (the personal value and meaning of the product).
14
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How does an individual's emotional state fundamentally change how they think under the Ortony model?

Frightened/angry states narrow focus, tense muscles, and lower tolerance. Happy states broaden focus, relax the body, boost creativity, and cause users to overlook minor errors.

15
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How can Plutchik's (1980) wheel of emotions be practically applied by a UX designer?

It maps 7 core emotions, using color shades to show intensity, serving as a visual "palette" or mood board to elicit specific user emotional responses.

16
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According to interaction design theory, how can an interface's aesthetic appearance alter its perceived usability?

Users are significantly more willing to tolerate system flaws (like slow download speeds) if the interface's final look and feel is highly aesthetic and appealing.

17
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What is the distinction between affective computing and emotional AI?

Affective computing uses sensors (GSR, facial coding) to recognize/express human emotions. Emotional AI automates this by using AI algorithms to predict behavioral choices based on those states.

18
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How does Fogg (2003) define computing systems that use "nudging"?

Interactive technologies explicitly designed to change people's attitudes and behaviors using prompts, reminders, warnings, or personalized recommendations.

19
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What was the behavioral change mechanism behind Nintendo's Pocket Pikachu?

It leveraged emotional attachment to a virtual pet. If children did not walk, run, or jump, the pet became angry and sulked, inducing a bad emotional state in the user.

20
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What did Hiniker et al. (2021) discover regarding how children interact with voice assistants like Alexa?

Children naturally understand to treat humans differently regarding etiquette and do not transfer their lack of "please" and "thank you" manners with Alexa over to real life.

21
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What was the Tidy Street project (Bird and Rogers, 2010), and what did it achieve?

A large-scale chalk stencil visualization of a street's daily electricity usage on the road surface. It leveraged peer pressure and social norms to reduce consumption by 15%.

22
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What are Shneiderman’s classic guidelines for designing effective system error messages?

Avoid uppercase letters, avoid scary terms (FATAL, INVALID, BAD), provide precise details instead of vague numbers, use audio warnings, and provide context-sensitive help.

23
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What did Reeves and Nass (1996) discover about anthropomorphic praise in educational software?

Computers that flatter or praise students ("Great job! Your question makes an important distinction") have a positive impact, making users much more willing to continue exercises.