SE365 · Lecture 3 · Annotated SlidesEmotional Interaction
Original
Overview

Emotional Interaction

Emotions and the user experience, the three levels of emotional design (visceral, behavioral, reflective), expressive and frustrating interfaces and error messages, affective computing and emotion detection, persuasive technologies, and anthropomorphism.

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All 48 slides
  1. 1 Slide 1
  2. 2 Overview
  3. 3 Learning Outcomes
  4. 4 1. Emotions and the user experience
  5. 5 Emotional interaction
  6. 6 Activity
  7. 7 Why has this simple way of obtaining visitor feedback been so effective?
  8. 8 Pulling at the heart strings with emotive message
  9. 9 How easy is it to design an interface to match or change how we are feeling?
  10. 10 How do emotions affect behavior and behavior emotions?
  11. 11 Automatic (affect) versus conscious emotions
  12. 12 Ortony et al (2005) model of emotional design
  13. 13 Claims from model
  14. 14 Designing with the three levels in mind
  15. 15 Analyzing a swatch watch design using the model
  16. 16 2. Expressive interfaces
  17. 17 User-created expressiveness
  18. 18 The appearance of an interface
  19. 19 The design of thermostats
  20. 20 3. Frustrating interfaces
  21. 21 Gimmicks
  22. 22 Error messages
  23. 23 Website error messages
  24. 24 More helpful error message (cont)
  25. 25 A friendly cute image instead of the impersonal 404 error message
  26. 26 Should computers say they’re sorry?
  27. 27 Dilemma: Should Voice assistants teach kids good manners?
  28. 28 Affective Computing and Emotional AI
  29. 29 Techniques used
  30. 30 Classification of emotions
  31. 31 Facial coding using Affdex software
  32. 32 How is this emotional data used?
  33. 33 Indirect emotion detection
  34. 34 4. Persuasive technologies
  35. 35 How effective?
  36. 36 Tracking devices
  37. 37 Sustainable HCI
  38. 38 The Tidy Street project
  39. 39 Phishing scams
  40. 40 Phishing & trust
  41. 41 5. Anthropomorphism
  42. 42 Anthropomorphism
  43. 43 Which do you prefer?
  44. 44 Which do you prefer?
  45. 45 Evidence to support
  46. 46 Robot-like cuddly?
  47. 47 Is it OK for senior people to develop an
  48. 48 Summary
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Slide 1

Slide 1: Slide 1
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Overview

Slide 2: Overview
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Learning Outcomes

Slide 3: Learning Outcomes
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1. Emotions and the user experience

Slide 4: 1. Emotions and the user experience
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Emotional interaction

Slide 5: Emotional interaction
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Activity

Slide 6: Activity
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Why has this simple way of obtaining visitor feedback been so effective?

Slide 7: Why has this simple way of obtaining visitor feedback been so effective?
Slide 8 / 48

Pulling at the heart strings with emotive message

Slide 8: Pulling at the heart strings with emotive message
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How easy is it to design an interface to match or change how we are feeling?

Slide 9: How easy is it to design an interface to match or change how we are feeling?
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How do emotions affect behavior and behavior emotions?

Slide 10: How do emotions affect behavior and behavior emotions?
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Automatic (affect) versus conscious emotions

Slide 11: Automatic (affect) versus conscious emotions

Notes

  1. Automatic (affect) responses are fast; conscious appraisal is slower and reflective.

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Ortony et al (2005) model of emotional design

Slide 12: Ortony et al (2005) model of emotional design

Notes

  1. Norman / Ortony: three levels: VISCERAL (looks and feel), BEHAVIORAL (use: usability), REFLECTIVE (meaning, self-image, memories).

  2. Memory trick Visceral = first look; Behavioral = while using; Reflective = afterwards, what it says about me.

Exam angle

PredictionQ1

Buying a watch because of what it says about your status is at which level?

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Claims from model

Slide 13: Claims from model
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Designing with the three levels in mind

Slide 14: Designing with the three levels in mind
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Analyzing a swatch watch design using the model

Slide 15: Analyzing a swatch watch design using the model
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2. Expressive interfaces

Slide 16: 2. Expressive interfaces
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User-created expressiveness

Slide 17: User-created expressiveness
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The appearance of an interface

Slide 18: The appearance of an interface
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The design of thermostats

Slide 19: The design of thermostats
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3. Frustrating interfaces

Slide 20: 3. Frustrating interfaces
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Gimmicks

Slide 21: Gimmicks
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Error messages

Slide 22: Error messages

Notes

  1. Good error messages: say what went wrong and how to fix it, in plain language, without blaming the user.

Exam angle

PredictionQ1

Which is the best error message?

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Website error messages

Slide 23: Website error messages
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More helpful error message (cont)

Slide 24: More helpful error message (cont)
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A friendly cute image instead of the impersonal 404 error message

Slide 25: A friendly cute image instead of the impersonal 404 error message
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Should computers say they’re sorry?

Slide 26: Should computers say they’re sorry?
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Dilemma: Should Voice assistants teach kids good manners?

Slide 27: Dilemma: Should Voice assistants teach kids good manners?
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Affective Computing and Emotional AI

Slide 28: Affective Computing and Emotional AI

Notes

  1. Affective computing: systems that recognize and express emotions (facial coding, voice, body signals).

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Techniques used

Slide 29: Techniques used
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Classification of emotions

Slide 30: Classification of emotions
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Facial coding using Affdex software

Slide 31: Facial coding using Affdex software
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How is this emotional data used?

Slide 32: How is this emotional data used?
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Indirect emotion detection

Slide 33: Indirect emotion detection
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4. Persuasive technologies

Slide 34: 4. Persuasive technologies

Notes

  1. Persuasive technologies: designed to change attitudes or behaviour (fitness trackers, energy displays, nudges).

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How effective?

Slide 35: How effective?
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Tracking devices

Slide 36: Tracking devices
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Sustainable HCI

Slide 37: Sustainable HCI
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The Tidy Street project

Slide 38: The Tidy Street project
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Phishing scams

Slide 39: Phishing scams

Notes

  1. Phishing exploits trust: emotional design can be used against users.

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Phishing & trust

Slide 40: Phishing & trust
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5. Anthropomorphism

Slide 41: 5. Anthropomorphism

Notes

  1. Anthropomorphism: giving human qualities to objects (cuddly robots, chatbots). Can make interaction enjoyable, but can also deceive or annoy.

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Anthropomorphism

Slide 42: Anthropomorphism
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Which do you prefer?

Slide 43: Which do you prefer?
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Which do you prefer?

Slide 44: Which do you prefer?
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Evidence to support

Slide 45: Evidence to support
Slide 46 / 48

Robot-like cuddly?

Slide 46: Robot-like cuddly?
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Is it OK for senior people to develop an

Slide 47: Is it OK for senior people to develop an
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Summary

Slide 48: Summary