Lecture 5 Flashcards
Emotional Interaction
What makes us happy, sad, annoyed, anxious, frustrated, motivated, delirious and so on
– translating this into different aspects of the user experience
Affective Computing
Systems that recognise and express emotions in the same way as humans
Anthropomorphism
Attributing human-like qualities to inanimate objects (e.g. cars, computers)
Well known phenomenon in advertising
– Dancing butter, drinks, breakfast cereals
Pleasure model
Focuses on the pleasurable aspects of our interactions with products
Expressive Interfaces
Provide reassuring feedback that can be both informative and fun
Colour, icons, sounds, graphical elements and animations are used to make the ‘look and feel’ of an interface appealing
– conveys an emotional state