UX-Aware Flashcards

1
Q

Eye-movement data

A

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
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2
Q

pupil data

A

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
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3
Q

Domains of Eye-tracking technology

A

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

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4
Q

attention aware BI&A Dashboards

A

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
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5
Q

human information processing theory

A

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.

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6
Q

Attitude

A

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
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7
Q

behavior

A

Behavior is a response of an individual or group to an action, environment, person or stimulus.

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8
Q

Behavior Change System

A

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

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9
Q

Theory of planned behavior

A

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)

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10
Q

Elaboration Likelihood Model of Persuasion

A

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
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11
Q

Persuasive Technology

A

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
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12
Q

Three types of intent

A

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

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13
Q

Functional Triad of Persuasive Technology

A

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
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14
Q

Ways of Persuasion

A

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

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15
Q

Gamification

A

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

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16
Q

MDA Framework of Gamification

A

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’
17
Q

Nudging

A

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

18
Q

Nudging and Elaboration Likelihood Theory

A

Nudges are particularly powerful when System 1 (peripheral route) is active

nudges make use of cognitive biases

nudges exploite cognitive biases in decision-making

19
Q

Classification of Nudges

A

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

20
Q

When are nudges needed?

A
  • cost benifit-delay (e.g. smoking)
  • compley decisions
  • high number of choices (e.g. investment options)
  • lack of feedback
  • infrequent decisions
21
Q

digital nudges

A

digital nudge is the use of user interface design elements to guide people’s behavior in digital choice environments

22
Q

Affective Computing

A

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.

23
Q

Fundamentals of affective computing

A

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
24
Q

Detecting emotions - basic capabilites of technologies for recognizing and discriminationg emotions

A

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.

25
Q

Affective Warables

A

Affective Wearable is a wearable system equipped with sensors and tools that enables recognition of its wearer’s affective patterns

26
Q

Criterias for expressing emotions

A

Input:
Reception of information what emotions have to be expressed. Can come from humans, a machine or own generation-mechanism

Intentional vs. Spontaneous pathways:
intentional is triggered by deliberate decision
spontaneous acts within system having emotions, automatically modulation some of the system’s output with emotions

Feedback:
Expression can influence the affective state

Bias-Exclusion:
Expression of present affective state the easiest what can hinder expression of other emotional states

Social Display Rules:
Relevant norms are impacting expression as well

Output:
Variety of output forms are possible for the system