Lecture 4: Understanding how interfaces affect users and the Process of Interaction design 1 Overview Expressive interfaces • how the ‘appearance’ of an interface can elicit positive responses Negative aspects • how computers frustrate users Anthropomorphism and interface agents • The pros and cons Designing synthetic characters 2 Affective aspects HCI has generally been about designing efficient and effective systems Recently, move towards considering how to design interactive systems to make people respond in certain ways • e.g. to be happy, to be trusting, to learn, to be motivated 3 Expressive interfaces Colour, icons, sounds, graphical elements and animations are used to make the ‘look and feel’ of an interface appealing • Conveys an emotional state In turn this can affect the usability of an interface • People are prepared to put up with certain aspects of an interface (e.g. slow download rate) if the end result is very appealing and aesthetic 4 Friendly interfaces Microsoft pioneered friendly interfaces for technophobes - ‘At home with Bob’ software 3D metaphors based on familiar places (e.g. living rooms) Agents in the guise of pets (e.g. bunny, dog) were included to talk to the user • Make users feel more at ease and comfortable 5 User-created expressiveness Users have created emoticons - compensate for lack of expressiveness in text communication: Happy :) Sad :< Sick :X Mad >: Very angry >:-( Also use of icons and shorthand in text and instant messaging has emotional connotations, e.g. I 12 CU 2NITE 6 User frustration Many causes: • Gimmicks—Mild When a user’s expectations are not met they are instead presented with a gimmicky display. • Error Message--High When a system or application crashes and and provides an “unexpected” error message • Overburdening the user—Medium to high Upgrading software so that users are required to carry out excessive house-keeping tasks • Appearance--Medium When the appearance of an interface is unpleasant 7 Error messages “The application Word Wonder has unexpectedly quit due to a type 2 error.” Why not instead: “the application has expectedly quit due to poor coding in the operating system” Shneiderman’s guidelines for error messages include: avoid using terms like FATAL, INVALID, BAD Audio warnings Avoid UPPERCASE and long code numbers Messages should be precise rather than vague Provide context-sensitive help 8 Website error message… 9 More helpful error message “The requested page /helpme is not available on the web server. If you followed a link or bookmark to get to this page, please let us know, so that we can fix the problem. Please include the URL of the referring page as well as the URL of the missing page. Otherwise check that you have typed the address of the web page correctly. The Web site you seek Cannot be located, but Countless more exist.” 10 Should computers say they’re sorry? Reeves and Naas (1996) argue that computers should be made to apologize Should emulate human etiquette Would users be as forgiving of computers saying sorry as people are of each other when saying sorry? How sincere would they think the computer was being? For example, after a system crash: • “I’m really sorry I crashed. I’ll try not to do it again” How else should computers communicate with users? 11 Anthropomorphism Attributing human-like qualities to inanimate objects (e.g. cars, computers) Well known phenomenon in advertising • Dancing butter, drinks, breakfast cereals Much exploited in human-computer interaction • Make user experience more enjoyable, more motivating, make people feel at ease, reduce anxiety 12 Which do you prefer? 1. As a welcome message “Hello Chris! Nice to see you again. Welcome back. Now what were we doing last time? Oh yes, exercise 5. Let’s start again.” “User 24, commence exercise 5.” 13 Which do you prefer? 2. Feedback when get something wrong 1. 2. “Now Chris, that’s not right. You can do better than that.Try again.” “Incorrect. Try again.” Is there a difference as to what you prefer depending on type of message? Why? 14 Evidence to support anthropomorphism Reeves and Naas (1996) found that computers that flatter and praise users in education software programs -> positive impact on them “Your question makes an important and useful distinction. Great job!” Students were more willing to continue with exercises with this kind of feedback 15 Criticism of anthropomorphism Deceptive, make people feel anxious, inferior or stupid People tend not to like screen characters that wave their fingers at the user & say: • Now Chris, that’s not right. You can do better than that.Try again.” Many prefer the more impersonal: • “Incorrect. Try again.” Studies have shown that personalized feedback is considered to be less honest and makes users feel less responsible for their actions (e.g. Quintanar, 1982) 16 Virtual characters Increasingly appearing on our screens • Web, characters in videogames, learning companions, wizards, newsreaders, popstars Provides a persona that is welcoming, has personality and makes user feel involved with them 17 Disadvantages Lead people into false sense of belief, enticing them to confide personal secrets with chatterbots (e.g. Alice) Annoying and frustrating • E.g. Clippy Not trustworthy • virtual e-commerce assistants? 18 Miss boo.com What do you think of Miss boo? 19 Persuasive advice? 20 Virtual sales agents What do the virtual agents do? Do they elicit an emotional response in you? Do you trust them? Is the style of interaction different for men and woman’s clothes? What facial expression does Miss.boo have? Is she believable, pushy, helpful? Would it be different if she was a male figure? 21 Virtual characters: agents Can be classified in terms of the degree of anthropomorphism they exhibit: • • • • Synthetic characters animated agents emotional agents embodied conversational agents 22 (i)Synthetic characters -Silas the dog • autonomous, with internal states and able to respond to external events (Blumberg, 1996 - MIT) 23 (ii) Animated agents Play a collaborative role at the interface Often cartoon-like e.g. Herman the bug (Lester et al, 1997 Intellimedia) flies into plants & explains things on-the-fly & gives advice to students 24 (iii) Emotional agents Pre-defined personality and set of emotions that user can change The Woggles, Bates, 1994 25 (iv) Embodied conversational agents Rea, real-estate agent, showing user an apartment Human-like body Uses gesture, non-verbal communication (facial expressions, winks) while talking Sophisticated AI techniques used to enable this form of interaction Cassell, 2000, MIT 26 Conversation with Rea Mike approaches screen and Rea turns to face him and says: Hello. How can I help you? Mike: I’m looking to buy a place near MIT. Rea nods, indicating she is following. Rea: I have a house to show you. (picture of a house appears on the screen) Rea: it is in Somerville. Mike: Tell me about it. Rea looks up and away while she plans what to say. Rea: It’s big. Rea makes an expansive gesture with her hands. Mike brings his hands up as if to speak, so Rea does not continue, waiting for him to speak. Mike: Tell me more about it. Rea: Sure thing. It has a nice garden... 27 Which is the most believable agent? Believability refers to the extent to which users come to believe an agent’s intentions and personality Appearance is very important • Are simple cartoon-like characters or more realistic characters, resembling the human form more believable? Behaviour is very important • How an agent moves, gestures and refers to objects on the screen • Exaggeration of facial expressions and gestures to show underlying emotions (cf animation industry) 28 Key points Affective aspects are concerned with how interactive systems make people respond in emotional ways Well-designed interfaces can elicit good feelings in users Expressive interfaces can provide reassuring feedback Badly designed interfaces make people angry and frustrated Anthropomorphism is increasingly used at the interface, in the guise of agents and virtual screen characters 29 The Process of Interaction Design 30 Overview •What is Interaction Design? —Four basic activities —Three key characteristics •Some practical issues —Who are the users? —What are ‘needs’? —Where do alternatives come from? —How do you choose among alternatives? •Lifecycle models from software engineering •Lifecycle models from HCI 31 What is Interaction Design? • It is a process: — a goal-directed problem solving activity informed by intended use, target domain, materials, cost, and feasibility — a creative activity — a decision-making activity to balance tradeoffs • It is a representation: — a plan for development — a set of alternatives and successive elaborations 32 Four basic activities There are four basic activities in Interaction Design: 1. Identifying needs and establishing requirements 2. Developing alternative designs 3. Building interactive versions of the designs 4. Evaluating designs 33 Three key characteristics Three key characteristics permeate these four activities: 1. Focus on users early in the design and evaluation of the artefact 2. Identify, document and agree specific usability and user experience goals 3. Iteration is inevitable. Designers never get it right first time 34 Some practical issues •Who are the users? •What are ‘needs’? •Where do alternatives come from? •How do you choose among alternatives? 35 Who are the users/stakeholders? • Not as obvious as you think: — — — — — those those those those those who who who who who interact directly with the product manage direct users receive output from the product make the purchasing decision use competitor’s products •Three categories of user (Eason, 1987): — primary: frequent hands-on — secondary: occasional or via someone else — tertiary: affected by its introduction, or will influence its purchase 36 Who are the stakeholders? Check-out operators • Suppliers • Local shop owners Managers and owners Customers 37 What are the users’ capabilities? Humans vary in many dimensions: — size of hands may affect the size and positioning of input buttons — motor abilities may affect the suitability of certain input and output devices — height if designing a physical kiosk — strength - a child’s toy requires little strength to operate, but greater strength to change batteries — disabilities(e.g. sight, hearing, dexterity) 38 What are ‘needs’? Users rarely know what is possible Users can’t tell you what they ‘need’ to help them achieve their goals Instead, look at existing tasks: • their context • what information do they require? • who collaborates to achieve the task? • why is the task achieved the way it is? Envisioned tasks: • can be rooted in existing behaviour • can be described as future scenarios 39 Where do alternatives come from? Humans stick to what they know works But considering alternatives is important to ‘break out of the box’ Designers are trained to consider alternatives, software people generally are not How do you generate alternatives? —‘Flair and creativity’: research and synthesis —Seek inspiration: look at similar products or look at very different products 40 IDEO TechBox Library, database, website - all-in-one Contains physical gizmos for inspiration From: www.ideo.com/ 41 The TechBox 42 How do you choose among alternatives? Evaluation with users or with peers, e.g. prototypes Technical feasibility: some not possible Quality thresholds: Usability goals lead to usability criteria set early on and check regularly safety: how safe? — utility: which functions are superfluous? — effectiveness: appropriate support? task coverage, information available — efficiency: performance measurements — 43 Testing prototypes to choose among alternatives 44 Lifecycle models Show how activities are related to each other Lifecycle models are: — management tools — simplified versions of reality Many lifecycle models exist, for example: — from software engineering: waterfall, spiral, JAD/RAD, Microsoft — from HCI: Star, usability engineering 45 A simple interaction design model Identify needs/ establish requirements (Re)Design Evaluate Build an interactive version Final product Exemplifies a user-centered design approach 46 Traditional ‘waterfall’ lifecycle Requirements analysis Design Code Test Maintenance 47 Project set-up A Lifecycle for RAD (Rapid Applications Development) JAD workshops Iterative design and build Engineer and test final prototype Implementation review 48 Spiral model (Barry Boehm) Important features: —Risk analysis —Prototyping —Iterative framework allowing ideas to be checked and evaluated —Explicitly encourages alternatives to be considered Good for large and complex projects but not simple ones 49 Spiral Lifecycle model From cctr.umkc.edu/~kennethjuwng/spiral.htm 50 The Star lifecycle model •Suggested by Hartson and Hix (1989) •Important features: —Evaluation at the center of activities —No particular ordering of activities. Development may start in any one —Derived from empirical studies of interface designers 51 The Star Model (Hartson and Hix, 1989) task/functional analysis Implementation Prototyping Evaluation Requirements specification Conceptual/ formal design 52 Usability engineering lifecycle model Reported by Deborah Mayhew Important features: • Holistic view of usability engineering • Provides links to software engineering approaches, e.g. OOSE • Stages of identifying requirements, designing, evaluating, prototyping • Can be scaled down for small projects • Uses a style guide to capture a set of usability goals 53 Summary Four basic activities in the design process 1. 2. 3. 4. Identify needs and establish requirements Design potential solutions ((re)-design) Choose between alternatives (evaluate) Build the artefact These are permeated with three principles 1. 2. 3. Involve users early in the design and evaluation of the artefact Define quantifiable & measurable usability criteria Iteration is inevitable Lifecycle models show how these are related 54
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