Topic 5: Emotional Damage Flashcards

1
Q

What is the difference between automatic and conscious emotions?

A

Emotions can be simple and short-lived or complex and long-lasting.

Automatic emotions (also knowns as affect) happen
rapidly, typically within a fraction of a second and may disappear just as quickly.

Conscious emotions tend to be slow to develop and equally slow to dissipate. They are often the result of a conscious cognitive behavior, such as weighing the odds, reflection, or contemplation.

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2
Q

Name and briefly describe the three levels of Don Normans model of emotion and behavior

A

The model uses different “levels” of the brain for its explanations:

Visceral level: At the lowest level are parts of the brain that are prewired to respond automatically to events. It responds rapidly, making judgments about what is good or bad, safe or dangerous, pleasurable or abhorrent. It also triggers the emotional responses to stimuli (for instance fear, joy, anger, and sadness.

Behavioral level: At the next level are the brain processes that control everyday behavior. Examples include well-learned routine operations such as talking, typing, and swimming.

Reflective level: At the highest level are brain processes involved in contemplating. Here people generalize across events or step back from their daily routines.

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3
Q

How do the three level of the model of emotions and behavior influence products?

A

Visceral design refers to making products look, feel, and sound good. Behavioral design is about use and equates to the traditional values of usability. Reflective design is about considering the meaning and personal value of a product in a particular culture.

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4
Q

How do designers make interfaces expressive?

A

Designers use several features to make an interface expressive.
(1) Emojis, sounds, colours, shapes, icons, and virtual agents are used to create an emotional connection or feeling
with the user (for instance, warmth or sadness)

(2) elicit certain kinds of emotional responses in users, such as feeling at ease, comfort, and happiness. I

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5
Q

What are negative feelings being evoked by poorly designed interfaces?

A

Interfaces, if designed poorly, can make people sometimes feel insulted, stupid, or threatened

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6
Q

What feedback should a interface give when an error occurs to make the user more relaxed about the problem at hand?

A

It is suggested that computers should be courteous to users in the same way that people are to one another. They found that
people are more forgiving and understanding when a computer says that it’s sorry after making a mistak

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7
Q

What are Shneiderman´s classic guidelines for error massages?

A
  • avoid using terms like “fatal,” “invalid,” or “bad”
  • audio warnings
  • avoid UPPERCASE and long code numbers
  • provide context-sensitive help
  • messages should be precise
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8
Q

Explain affective computing and emotional AI

A

Affective computing is concerned with how to use computers to recognize and express emotions in the same way as humans do.

Emotional AI has emerged as a research area that seeks to automate the measurement of feelings and behaviors by using AI technologies that can analyze facial expressions and voice in order to infer emotions.

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9
Q

What are the six core expressions typically measured?

A
  • sadness
  • disgust
  • fear
  • anger
  • contempt
  • joy
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10
Q

What does one understand by a persuasive design?

A

Interactive computing systems designed to change people’s attitudes and behaviors.

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11
Q

How is persuasive design used?

A

Various techniques such as pop-up ads, personalized messages, and recommendations that have been developed have been referred to as persuasive design. They include enticing, cajoling, or nudging someone into doing something through the use of persuasive technology.

On the other hand, research has shown that using playful methods is very engaging, and they can help people overcome their social inhibition of taking part in certain activities. (e.g pickachu device ecourages children to move)

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12
Q

What are the seven types of persuasive technologies?

A
  • reduction: reduce complex behaviors
  • tunneling: guide users through process
  • tailoring: information tailored to the user
  • suggestion: offers suggestions
  • self-monitoring: eliminates the effort of tracking performance
  • surveillance: observe others behavior
  • conditioning: provide positive reinforcement to change behaviors
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13
Q

What is sutainable HCI?

A

The focus is to persuade people to change their everyday habits with respect to environmental concerns, such as reducing their own carbon footprint, their community’s
footprint.

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14
Q

What is Anthropomorphism?

A

Anthropomorphism is the propensity people have to attribute human qualities to animals and objects.

The finding that people, especially children, have a propensity to accept and enjoy objects that have been given human-like qualities has led many designers to capitalize on it, most notably in the design of virtual agents and interactive dolls, robots, and cuddly toys.

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15
Q

How can a happy and good Mood affect the user’s perception of the used technology? What should designers keep in mind?

A

If the user is happy, he tends to make fast decisions and overlook issues or minor errors. He is less focused, and his body is more relaxed. Creativity is increased.

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16
Q

How can an angry and anxious emotional state affect the user’s perception of the used technology? What should designers keep in mind?

A

The users tend to be less tolerant. They are more focused on the given task.