Communicating with ugly but efficient characters Henriette van Vugt Elly Konijn Johan Hoorn Vrije Universiteit Amsterdam 24 nov 2005 Etmaal van de communicatiewetenschap Persona effect Users respond differently to interfaces encorporating an interface character than to those without an interface character Aim of the project 2 main perspectives Human-like appearance and behavior – Social responses – Similarities engagement real human beings Computer application – Task context – Similarities use intention other applications I-PEFiC model Are the Engagement and Interaction process dependent on each other? Experimental design Manipulations - Aesthetics Ugly: Berta Beautiful: Bella Manipulations - Affordances Aids: knowledgeable, fast Obstacles: clumsy, slow Method •120 participants •I-PEFiC measures (Cronbach’s alpha > .70) •5 tasks, as quickly as possible e.g. “Have Bella repair the sink” •If task finished, stop the clock, write time down •Completion of the 5 tasks Slow (about 12 minutes) or fast (about 6 minutes) •Then, questionnaire, and one more task Results C H A R A C T E R S Y S T E M Involvement Aesthetics Beautiful Ugly Distance Relevance Affordances Aid Obstacle Valence Use Intentions Satisfaction Results C H A R A C T E R S Y S T E M Involvement Aesthetics Beautiful Ugly Distance Relevance Affordances Aid Obstacle Valence Use Intentions Satisfaction Results C H A R A C T E R S Y S T E M Involvement Aesthetics Beautiful Ugly Distance Relevance Affordances Aid Obstacle Valence Use Intentions Satisfaction Results C H A R A C T E R S Y S T E M Involvement Aesthetics Beautiful Ugly Distance Relevance Affordances Aid Obstacle Valence Use Intentions Satisfaction Main conclusion ‘Digital bonds’ between humans and interface characters are established by both the character’s visual appearance and the affordances it offers for task execution. Discussion Trend in game industry: More game AI, less graphic game design Future research: Different task environment On/off function
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