1 / 21

Lecture 16 – Affect Terry Winograd CS147 - Introduction to Human-Computer Interaction Design

Lecture 16 – Affect Terry Winograd CS147 - Introduction to Human-Computer Interaction Design Computer Science Department Stanford University Autumn 2006. Learning Goals. How does affect play a role in human-computer interaction? …in design? …in anthropomorphic devices like robots?.

kelly-kirk
Télécharger la présentation

Lecture 16 – Affect Terry Winograd CS147 - Introduction to Human-Computer Interaction Design

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. Lecture 16 – Affect Terry Winograd CS147 - Introduction to Human-Computer Interaction Design Computer Science Department Stanford University Autumn 2006

  2. Learning Goals • How does affect play a role in human-computer interaction? • …in design? • …in anthropomorphic devices like robots?

  3. Norman Levels of Design • Visceral • Behavioral • Reflective • Affect and Emotion • Affect is the basic human feeling behavior • Emotion involves perception and memory and always includes an environmental factor, present or past

  4. Visceral Design by Apple

  5. Cell Phones

  6. Hiroshi Ishii’s Music Bottles • Physical feel – Haptic feedback and tangibility

  7. Biophilia

  8. Game design • Overall sensory look and feel • Music and sound effects • Emotions are the key drivers • Fear, Sex, Aggression,…. • Haptic/tangible (e.g,. For driving games)

  9. Reflective Level: Message, culture, meaning • Personal remembrances • Self image • Watches as an example

  10. Swatch car

  11. Alessi Juicy Salif Citrus Fruit Squeezer

  12. Visceral vs. Reflective • Attractiveness is a visceral-level phenomenon • Beauty comes from the reflective level • Sexy, powerful, seductive – visceral level • Prestige, rarity, exclusiveness – reflective level How does this apply to interaction design?

  13. Affective Interactive Toys Aibo NeCoRo Furby Tamagotchi

  14. Paro: World's Most Therapeutic Robot • World's Most Therapeutic Robot"Mental Commit Robot"Nickname: "Paro"

  15. Kismet – Cynthia Breazeal, MIT

  16. Emotional Machines • What are emotions? • Emotion as an attribution that explains behavior • States of readiness • Emotions allow us to translate intelligence into action Does your car have emotions?

  17. What Kinds of Emotions would Roomba have?

  18. Human-Robot interaction • Anthropomorphism and expectations • The uncanny valley • Displaying the machine’s emotional state • Facial expressions • Fake vs. real emotions

  19. Machines Assessing People’s Emotional State • Facial expression • Physiological signals • (blood pressure, galvanic skin response, facial expression....) How and when should machines respond to your affect?

  20. Affective Computing (Rosalind Picard, MIT) Blood Volume Pressure (BVP) earring Galvanic SkinResponse (GSR) rings and bracelet

  21. Manipulating Affect and Motivation • Captology is the study of computers as persuasive technologies. This includes the design, research, and analysis of interactive computing products created for the purpose of changing people's attitudes or behaviors. BJ Fogg, Persuasive Technology: Using Computers to Change What We Think and Do

More Related