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Designing the User Interface 4th Edition by Ben Shneiderman & Catherine Plaisant Chapter 12 Balancing Function and Fashion
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Overview
Expressive interfaces
how the appearance of an interface can affect users
User frustration
what it is and how to reduce it
Persuasive technologies
how technologies can be designed to change peoples attitudes and behavior
Interface agents and interactive physical toys Conceptual models of the relationship between affect and user experience
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Affective aspects
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
e.g. to be happy, to be trusting, to learn, to be motivated
Expressive interfaces
Colour, icons, sounds, graphical elements and animations are used to make the look and feel of an interface appealing
Conveys an emotional state
User-created expressiveness
Users have created a range of emoticons compensate for lack of expressiveness in text communication:
Happy :) Sad :< Sick :X Mad >: Very angry >:-(
Also use of icons and shorthand in texting and instant messaging has emotional connotations, e.g.
I 12 CU 2NITE
Right dialog box was designed for European adult male intellectuals
Who like suave prose, a restrained treatment of information density, and a classical approach to font selection
Teasley et al
The European dialog box was preferred by all and was considered most appropriate for all users Round dialog box was strongly disliked by everyone
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Friendly interfaces
Microsoft pioneered friendly interfaces for technophobes - At home with Bob software 3D metaphors based on familiar places (e.g. living rooms) Agents in the guise of pets (e.g. bunny, dog) were included to talk to the user
Make users feel more at ease and comfortable
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Bob
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Clippy
Why was Clippy disliked by so many? Was it annoying, distracting, patronising or other? What sort of user liked Clippy?
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User frustration
When an application doesnt work properly or crashes When a system doesnt do what the user wants it to do When a users expectations are not met When a system does not provide sufficient information to enable the user to know what to do When error messages pop up that are vague, obtuse or condemning When the appearance of an interface is garish, noisy, gimmicky or patronizing 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 Disruptive interference Lacked appropriate emotional expressions
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Gimmicks
Amusing to the designer but not the user, e.g.,
Clicking on a link to a website only to discover that it is still under construction
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Error messages
Phrasing of error messages or diagnostic warnings is critical, especially when dealing with novices Avoid imperious tone that condemns user messages that are too generic (e.g. WHAT? or SYNTAX ERROR) messages that are too obscure (e.g. FAC RJCT 004004400400) Specificity
Poor SYNTAX ERROR ILLEGAL ENTRY INVALID DATA BAD FILE NAME Better Unmatched left parenthesis Type first letter: Send, Read, or Drop Days range from 1 to 31 File names must begin with a letter
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User-centered phrasing
Suggests user controls the interface, initializing more than responding User should have control over amount of information system provides e.g. screen tips; a help button for context-sensitive help or an extensive online user manual Telephone company, Were sorry, but we are unable to complete your call as dialed. Please hang up, check your number, or consult the operator for assistance, versus Illegal telephone number. Call aborted. Error number 583-2R6.9. Consult your user manual for further information.
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Persuasive technologies
Interactive computing systems deliberately designed to change peoples attitudes and behaviours (Fogg, 2003) A diversity of techniques now used to change what they do or think
Pop-up ads, warning messages, reminders, prompts, personalized messages, recommendations, Amazon 1-click
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How effective?
Is the use of novel forms of interactive technologies (e.g., the combination of sensors and dynamically updated information) that monitor, nag, or send personalized messages intermittently to a person more effective at changing a persons behavior than non-interactive methods, such as the placement of warning signs, labels, or ads in prominent positions?
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Anthropomorphism
Attributing human-like qualities to inanimate objects (e.g. cars, computers) Well known phenomenon in advertising
Dancing butter, drinks, breakfast cereals
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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 & say: Now Chris, thats not right. You can do better than that.Try again. Many prefer the more impersonal: Incorrect. 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)
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Virtual characters
Increasingly appearing on our screens
Web agents, characters in videogames, learning companions, wizards, pets, newsreaders, popstars
Provides a persona that is welcoming, has personality and makes user feel involved with them
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Disadvantages
Lead people into false sense of belief, enticing them to confide personal secrets with chatterbots (e.g. Alice) Annoying and frustrating
e.g. Clippy
Not trustworthy
virtual shop assistants?
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Persuasive advice?
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Virtual agents
What do the virtual agents do? Do they elicit an emotional response in you? Do you trust them? What is the style of interaction? What facial expression do they have? Are they believable, pushy, helpful? Would it be different if they were male? If so, how?
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Virtual pets
Silas the dog (Blumberg, 1996) Autonomous pet with internal states Able to respond to external events
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Flies into plants and explains things on-the-fly and gives advice to students
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Implications
Should we, therefore, create products that adapt according to peoples different emotional states?
When people are feeling angry should an interface be more attentive and informative than when they are happy?
Is Norman right?
designers can get away with more for products intended to be used during leisure time than those designed for serious tasks
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Pleasure model
Jordon (2000) based on Tigers (1992) framework of pleasure Focuses on the pleasurable aspects of our interactions with products
(i) physio-pleasure (ii) socio-pleasure (iii) psycho-pleasure (iv) ideo-pleasure (cognitive)
Means of framing a designers thinking about pleasure, highlighting that there are different kinds
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Can apply direct-manipulation strategy to windows Rooms - a form of window macro that enables users to specify actions on several windows at once
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window managers by developing coordinate windows, in which windows appear, change contents, and close as a direct result of user actions in the task domain Such sequences of actions can be established by designers, or by users with end-user programming tools A careful study of user tasks can lead to task-specific coordinations based on sequences of actions Important coordinations:
Synchronized scrolling Hierarchical browsing Opening/closing of dependent windows Saving/opening of window state
Coordinating Multiple Windows Designers may break through to the next generation of
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Image browsing
A 2D cousin of hierarchical browsing
Work with large images Overview in one window (context), detail in another (focus) Field of view box in the overview Panning in the detail view, changes the field of view box Matched aspect ratios between field of view box and the detail view
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Zoom factors: 5-30 Larger suggests an intermediate view is needed Semantic zooming Side by side placement, versus fisheye view
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Color Soothe or strike the eye Add accents to an uninteresting display Facilitate subtle discriminations in complex displays Emphasize the logical organization of information Draw attention to warnings Evoke string emotional reactions of joy, excitement, fear, or anger
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Color Guidelines
Use color conservatively Limit the number and amount of colors Recognize the power of color to speed or slow tasks Color coding should support the task Color coding should appear with minimal user effort Color coding should be under user control Design for monochrome first Consider the needs of color-deficient users Color can help in formatting Be consistent in color coding Be alert to common expectations about color codes Be alert to problems with color pairings Use color changes to indicate status changes Use color in graphic displays for greater information density
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Key points
Affective aspects are concerned with how interactive systems make people respond in emotional ways Well-designed interfaces can elicit good feelings in users Expressive interfaces can provide reassuring feedback Badly designed interfaces make people angry and frustrated Anthropomorphism is the attribution of human qualities to objects An increasingly popular form of anthropomorphism is to create agents and other virtual characters as part of an interface Models of affect provide a way of conceptualizing emotional and pleasurable aspects of interaction design
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