UX-Aware Flashcards
Eye-movement data
Eye-movement data that are relevant to gaze:
- fixations : fication or visual vixation is the maintaining of the visual gaze on a single location
- saccades: rapid eye movements between fixation points
pupil data
pupil size, or the diameter of the pupil, is correlated with the level of cognitive load that the user is experiencing
in our research we focus on two specific type of mesurement that can be obtained from an eye-tracking device:
- gaze: will refer to the direction that a user is looking
- pupil: refer to the diameter and changes in diameter of the users’ pupils
Domains of Eye-tracking technology
Usability test:
evaluate the visual perception of the users while working with UI
Eye-based interaction:
Mainly used as an input
Attention-aware UI:
Sensitive to the visual attention to support pre-attentive processing or provoke attentional breakdowns
attention aware BI&A Dashboards
BI&A Dashboards are graphical user interfaces that contain analytical results and support decision makers to make timely business decisions
“a wealth of information may create a poverty of attention”
BI&A Dashboard usage:
- including not enough information: make it useless
- enormous amount of information: poverty of attention and attentional breakdown
human information processing theory
Memory process includes encoding (attention), maintenance, retrieval
The task being performed based on the environment and individuals conditions such as level of experience, emotional levels, etc.
Attitude
Attitude are commonly viewed as summary evaluations of objects along a dimension ranging from positive to negative
Attitudes are not stable, but formed by internal and external cues
attitudes are generated from
- cognition
- affect
- past behavior
behavior
Behavior is a response of an individual or group to an action, environment, person or stimulus.
Behavior Change System
is a social-technical information system with psychological and behavioral outcomes designed to form, alter or reinforce attitudes, behaviors or an act of complying without using coercion or deception
Theory of planned behavior
Theory of planned behavior suggests that behavior is dependent on one’s intention to perform the behavior, which is determined by
- Attitude
(beliefs and values about the outcome of the behavior)
*Subjective norms
(beliefs about what other people think the person should do or general social pressure)
*perceived behavioral control
(individual’s per8ceptions of their ability or feelings of self-efficacy to perform behavior)
Elaboration Likelihood Model of Persuasion
Elaboration Likelihood Model describes the effects of a persuasive message on recievers attitudes and behavior.
explains different ways of processing the message and the outcomes of persuasion
message (persuasion attempt)
central route:
- high motivation and ability to think about the message (audience factors)
- deep processing focused on the quality of the message arguments (processing approach)
- lasting change that resists fading and counter attacks
peripheral route:
- low motivation and ability to think about the message
- superficial processing, focused on surface features
- temporary change that is susceptible to fading and counterattacks
Persuasive Technology
Persuasive Technology is an interactive technology that changes person’s attitudes or behaviors. Thereby, persuasion is “an attempt to shape, reinforce, or change behaviors, feelings, or thoughts about an issue, object, or action” (Fogg, 1998, p. 225).
- Requires intentionality
Three types of intent
Endogenous: intentions come from those who create or produce the interactive technology
Exogenous: intentions come from those who give access to or distribute the interactive technology to others
Autogenous: intentions come from the person adopting or using the interactive technology
Functional Triad of Persuasive Technology
Tool:
- Increase capability
- a tool can be persuasive by
- making target behavior easier to do
- leading people through a process
- performing calculations or measurements that motivate
Medium:
Provides experiecne
*A medium can be persuasive by
- allowing people to explore cause-and-effect relationships
- providing people with various experiences that motivate
- helping people rehearse a behavior
Social Actor:
- creates relationships
- a social actor can be persuasive by:
- rewarding people with positive feedback
- modeling a target behavior or attitude
- providing social support
Ways of Persuasion
Constraints
- constrain the opportunities of the user and eliminate the possibilities of undesired behavior
- defaults also constraint user behavior
Facilitation
* ease the implementation of intentions and impulses to long-term, desired behavior
Motivation …
Tangial Motivation:
* Behavior does not directly satisfy the behavior related motives
Intrinsic Motivation:
* Behavior that is driven by internal rewards
Extrinsic Motivation:
* Behavior that is driven by external rewards
Gamification
Gamification is the use of game design elements in non-game contexts to create a sense of playfulness so that participation becomes enjoyable and desirable.
motivational affordances => psycological outcomes => behavioral outcomes
MDA Framework of Gamification
MDA (Mechanics, Dynamicy and Aesthetics) enables an analysis of game design elements by breaking down its production and consumption into components
- Mechanics describe the components used when producing the environment of the ‘game’
- Dynamics refers to the behavior of both the mechanic and the user when interacting with one another
- Aesthetics describe the emotions awakened when the user interacts with the ‘game’
Nudging
Nudge is any aspect of the chice achitecture that alters people’s behavior in a predictable way without forbidding any options or significantly changing their economic incentives
To count as a nudge the intervention must be easy and cheap to avoid. The intervention is not mandatory
Nudging and Elaboration Likelihood Theory
Nudges are particularly powerful when System 1 (peripheral route) is active
nudges make use of cognitive biases
nudges exploite cognitive biases in decision-making
Classification of Nudges
Incentives:
Making incentives more salient to increase their effectiveness
Understanding mappings:
mapping information that is difficult to evaluate to familiar evaluation schemes
Default:
preselecting potions by setting default options
Give feedback:
providing users with feedback when they are doing well or making mistakes
Expect errors:
Expecting users to make errors and being as forgiving as possible
Structure complex choices:
Listing all attributes of all alternatives and letting people make trade-offs when necessary
When are nudges needed?
- cost benifit-delay (e.g. smoking)
- compley decisions
- high number of choices (e.g. investment options)
- lack of feedback
- infrequent decisions
digital nudges
digital nudge is the use of user interface design elements to guide people’s behavior in digital choice environments
Affective Computing
Affective Computing describes computing that relates to, arises from, or influences emotions. It provides the ability to gather new data necessary for advances in emotion and cognition theory.
Fundamentals of affective computing
Affective computing concerns how computing devices deal with emotions
three basic aspects:
- getting interactive systems to recognize human emotions and adapt accordingly
- getting interactive systems to synthesize emotions and hence to appear more engaging or desirable
- designing systems that elicit an emotional response from people or allow people to express emotions
Detecting emotions - basic capabilites of technologies for recognizing and discriminationg emotions
Input:
first and necessary part of recognition is receiving variety of input: face, hand gestures, posture and gait, etc.
Patern Recognition:
Involves feature extraction and classification of these.
Reasoning:
Predicting the emotions underlying the behavior and action. Requires a body of knowledge in a variety of domains.
Learning:
Individual learning about users individual factors. By doing this the result can be aquired quicker
Bias:
Emotional state of computing system. Affects recognition of itself
Output:
Description of the detected emotion.