Lecture 5 Flashcards

1
Q

Emotional Interaction

A

What makes us happy, sad, annoyed, anxious, frustrated, motivated, delirious and so on

– translating this into different aspects of the user experience

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2
Q

Affective Computing

A

Systems that recognise and express emotions in the same way as humans

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3
Q

Anthropomorphism

A

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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4
Q

Pleasure model

A

Focuses on the pleasurable aspects of our interactions with products

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5
Q

Expressive Interfaces

A

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

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