MODULE 5 Flashcards

1
Q

Conversational rules:

A

Conversational mechanisms that coordinate talking by starting and stopping

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2
Q

Rules of conversational rules:

A
  • Current speaker chooses next speaker by asking
  • Another person starts speaking
  • Current speaker continues talking
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2
Q

Telepresence:

A

A party present with another, who is present in a physical space

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3
Q

Social presence:

A

The feeling of being with a real person when in VR

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3
Q

Social engagement aspects:

A
  • Group activities
  • Social exchange
  • Voluntary
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4
Q

Emotional interaction:

A

How we feel and react when interacting with technologies

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5
Q

HCI was traditionally about _____, Now it’s more about _____

A

HCI was traditionally about designing efficient and effective systems, Now it’s more about designing interactive systems that make people respond in a specific way (happy, trusting, learning, motivated)

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6
Q

Emotional intelligence:

A

Understanding the relationship between expressions, body language, gestures, and tone of voice

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6
Q

Visceral design:

A

Making products look, feel, and sound good

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6
Q

Levels of design in mind:

A
  • Visceral design
  • Behavioral design
  • Reflective design
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6
Q

Behavioral design:

A

Focusing on use and traditional usability values

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7
Q

Reflective design:

A

Considering meaning and personal value of products

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8
Q

Causes of frustrating interfaces:

A
  • Crashes
  • Not working as intended
  • Not enough information
  • Vague errors
  • Gimmicky
  • Too many steps
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9
Q

Schneiderman’s guidelines for error messages:

A
  • Avoid terms like FATAL, INVALID, or BAD
  • Avoid UPPERCASE and long code numbers
  • Use audio warnings
  • Be precise
  • Provide context-sensitive help
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10
Q

Affective computing:

A

Making computers recognize and express human emotions

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11
Q

Emotional AI:

A

Using AI to measure feelings and behavior

12
Q

Affective computing techniques:

A
  • Cameras for expressions
  • Biosensors for GSR
  • Affective speech for voice
  • Motion capture for body language and gestures
13
Q

Core expressions measured in affective computing:

A
  • Sadness
  • Disgust
  • Fear
  • Anger
  • Joy
  • Contempt
14
Q

Anthropomorphism:

A

Human qualities in objects to make them enjoyable

15
Q

Examples of anthropomorphism:

A

Aido the dog and the haptic creature