Week 10 Emotional Interaction Flashcards

1
Q

Traditional User Experience: Focus: List

A
  • Ease to use
  • Efficient
  • effective
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2
Q

Modern User Experience: Focus: List

A

Pyramid: Emotional Design (Top Down)

Pleasurable
Usable
Reliable
Functional

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3
Q

Classical Theories of Emotion

A

Stimulus -> Changes in body -> Emotion
Stimulus -> Cognitive Appraisal -> Emotion

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4
Q

Relationship between UI, Emotion and Feeling

A

UI -> Emotion -> Feeling About UI
UI -> Feeling About UI

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5
Q

Emotion, Feeling and Mood: How They Work Together

A

UI can make people happy, sad, change how they feel all the emotions lol

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6
Q

Emotional Interaction in HCI: Definition

A

“How users feel and react when
interacting with technologies.”

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7
Q

Forgivingness in HCI

A

“People will forgive minor frustrations when they
encounter imperfections in attractive products.”

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8
Q

Emotional Interaction: Arnold’s Appraisal Theory of Emotion

A

UI <perception> Cognitive Appraisal <generation> Emotion <response> Action</response></generation></perception>

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9
Q

Emotional Interaction: Classification
(The two branches)

A

Emotional Interaction creates two branches into
Emotional Design & Affective Computing

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10
Q

Emotional (UI) Design

A

…the creating of UIs that evoke positive emotions
to foster positive user experience and create a
strong connection between users and the product.

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11
Q

Russell’s Circumplex Model (1980)

A

Big circle with lots of emotions around the edges of the circle

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12
Q

Plutchik’s Emotional Wheel (FAST-DAYS)

A

Fear
Anger
Sadness
Trust
-
Disgust
Anticipation
Joy
Suprise

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13
Q

Don Norman’s 3 Cognitive Levels of Emotional Design

A

Reflective: Overall impression
Behavioral: Usability & Performance
Visceral: Initial attractiveness and appeal

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14
Q

“Friendly” Interfaces Evoke Positive Emotions: Research

A

But don’t make them too child like or annoying or difficult to understand and use.

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15
Q

Persuasive Technology (PT) – (Fogg, 2003)

A

Interactive systems
designed to change
people’s attitudes and
behaviors
* Self-monitoring
* Feedback
* Suggestions
* Reminders
* Incentives
* Social influence

Examples:
* Fitbit
* Fitness app
* Recommender system
* E-commerce websites
* Amazon 1-click

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16
Q

How to Apply Emotional Design

A

Gain a deep understanding
of your users

Begin with a good
functional design

17
Q

Emotional Design Guidelines (13)

A

Give your work a signature
personality

Make design engage users as
a personable character

Use video/sound to carry
messages “in character”

Use the right tone to inspire
or accommodate emotions

Customize microcopies to
what users can relate to

Personalize the
experience for different
users

Use gamification elements

Use polite, light-hearted/
humorous messages

Use color and contrast
advantageously

Use storytelling to elicit
emotions, empathy, interest

Use anthropomorphic
objects appropriately

Use zoomorphic objects
and shapes appropriately

Use Skeuomorphic
elements appropriately

18
Q

Anthropomorphism: Media Equation (Reeves and Nass, 2003)

A

People tend to treat computers and other
media as if they were real people

Argument: computers should emulate
human etiquette…

Would users be as forgiving of computers
saying sorry…

How sincere would they think the
computer is being?

How else should computers communicate
with users?