This document discusses affective engineering in human-computer interaction (HCI). It defines affect as emotions, moods, and attitudes. There are four main roles of affect in HCI design: modeling affect in users and computers, sensing and recognizing user affective states, adapting the computer's state to the user's affect, and generating computer-based affective expressions. User attitudes and perceptions, like perceived usefulness and ease of use, influence technology acceptance. Design factors can create certain affective qualities, impressions, and emotions in users. Individual differences also impact user affect and experience, such as computer anxiety and flow. Affective engineering aims to integrate cognitive and affective aspects into balanced HCI design.
Complexity Theory and Why Waterfall Development Works (Sometimes)Larry Apke
A huge debate rages on in IT these days. There are two rival camps - traditionalists who subscribe to the "waterfall" methodologies and agilists. Most recent evidence suggests that agile methodologies have an edge in project success rates but the traditional methods are still widely practiced and do result in some project successes. There are reasons for the successes of agile and traditional projects that can be explained by complexity theory. This presentation will examine some interesting information about waterfall and agile methodologies and show why complexity theory can help us to predict the relative success (and failure) of applying these methodologies to software development projects.
Academic Research Impact (ARI) Ecosystem Theory: An IntroductionMichael Thompson
How do you design, plan, evaluate, and execute your research in a way that is most impactful in a connected world?
These slides provide an introduction to Academic Research Impact (ARI) Ecosystem Theory - A ecosystem-based working theory on what things to consider when thinking about Academic Research Impact Management and Maximization, predicting system to individual-level research impact behavior, planning ARI, ARI Accountability, and characterizing how ARI progresses at an individual, micro, meso, and macro-level.
Influencing visual judgement through affective primingSandeep Jagtap
A critique of a research paper "Influencing visual judgment through affective priming" by Lane Harrison (University of North Carolina at Charlotte), Drew Skau (University of North Carolina at Charlotte), Steven Franconeri(Northwestern University), Aidong Lu ( University of North Carolina at Charlotte), Remco Chang(Tufts University)
The research paper link ( http://dl.acm.org/citation.cfm?id=2481410)
A persuasive agent architecture for behavior change interventionIJICTJOURNAL
A persuasive agent makes use of persuasion attributions to ensure that its predefined objective(s) is achieved within its immediate environment. This is made possible based on the five unique features namely sociable, persuasive, autonomy, reactive, and proactive natures. However, there are limited successes recorded within the behavioural intervention and psychological reactance is responsible for these failures. Psychological reactance is the stage where rejection, negative response and frustration are felt by the users of the persuasive system. Thus, this study proposes a persuasive agent (PAT) architecture that limits the experience of psychological reactance to achieve an improved behavioural intervention. PAT architecture adopted the combination of the reactance model for behavior change and the persuasive design principle. The architecture is evaluated by conducting an experimental study using a user-centred approach. The evaluation reflected that there is a reduction in the number of users who experienced psychological reactance from 70 per cent to 3 per cent. The result is a better improvement compared with previous outcomes. The contribution made in this study would provide a design model and a steplike approach to software designers on how to limit the effect of psychological reactance on persuasive system applications and interventions.
How women think robots perceive them – as if robots were men Matthijs Pontier
In previous studies, we developed an empirical account of user engagement with software agents. We
formalized this model, tested it for internal consistency, and implemented it into a series of software agents to
have them build up an affective relationship with their users. In addition, we equipped the agents with a module
for affective decision-making, as well as the capability to generate a series of emotions (e.g., joy and anger). As
follow-up of a successful pilot study with real users, the current paper employs a non-naïve version of a Turing
Test to compare an agent’s affective performance with that of a human. We compared the performance of an
agent equipped with our cognitive model to the performance of a human that controlled the agent in a Wizard
of Oz condition during a speed-dating experiment in which participants were told they were dealing with a
robot in bot h conditions. Participants did not detect any differences between the two conditions in the
emotions the agent experienced and in the way he supposedly perceived the participants. As is, our model can
be used for designing believable virtual agents or humanoid robots on the surface level of emotion expression.
IPICD 2019 (the value of a systems perspective)John Black
IPICD 2019 conference presentation of Dr. John R. Black. Presentation focuses on the value of a systems perspective when dealing with law enforcement problems. Suggested by Dr. Black is that many of today's problems involve complex adaptive systems, wicked problem sets, and cannot be solved by a prior way of thinking. By approaching the problem differently during sensemaking, one has the ability to see and discover solutions differently.
Complexity Theory and Why Waterfall Development Works (Sometimes)Larry Apke
A huge debate rages on in IT these days. There are two rival camps - traditionalists who subscribe to the "waterfall" methodologies and agilists. Most recent evidence suggests that agile methodologies have an edge in project success rates but the traditional methods are still widely practiced and do result in some project successes. There are reasons for the successes of agile and traditional projects that can be explained by complexity theory. This presentation will examine some interesting information about waterfall and agile methodologies and show why complexity theory can help us to predict the relative success (and failure) of applying these methodologies to software development projects.
Academic Research Impact (ARI) Ecosystem Theory: An IntroductionMichael Thompson
How do you design, plan, evaluate, and execute your research in a way that is most impactful in a connected world?
These slides provide an introduction to Academic Research Impact (ARI) Ecosystem Theory - A ecosystem-based working theory on what things to consider when thinking about Academic Research Impact Management and Maximization, predicting system to individual-level research impact behavior, planning ARI, ARI Accountability, and characterizing how ARI progresses at an individual, micro, meso, and macro-level.
Influencing visual judgement through affective primingSandeep Jagtap
A critique of a research paper "Influencing visual judgment through affective priming" by Lane Harrison (University of North Carolina at Charlotte), Drew Skau (University of North Carolina at Charlotte), Steven Franconeri(Northwestern University), Aidong Lu ( University of North Carolina at Charlotte), Remco Chang(Tufts University)
The research paper link ( http://dl.acm.org/citation.cfm?id=2481410)
A persuasive agent architecture for behavior change interventionIJICTJOURNAL
A persuasive agent makes use of persuasion attributions to ensure that its predefined objective(s) is achieved within its immediate environment. This is made possible based on the five unique features namely sociable, persuasive, autonomy, reactive, and proactive natures. However, there are limited successes recorded within the behavioural intervention and psychological reactance is responsible for these failures. Psychological reactance is the stage where rejection, negative response and frustration are felt by the users of the persuasive system. Thus, this study proposes a persuasive agent (PAT) architecture that limits the experience of psychological reactance to achieve an improved behavioural intervention. PAT architecture adopted the combination of the reactance model for behavior change and the persuasive design principle. The architecture is evaluated by conducting an experimental study using a user-centred approach. The evaluation reflected that there is a reduction in the number of users who experienced psychological reactance from 70 per cent to 3 per cent. The result is a better improvement compared with previous outcomes. The contribution made in this study would provide a design model and a steplike approach to software designers on how to limit the effect of psychological reactance on persuasive system applications and interventions.
How women think robots perceive them – as if robots were men Matthijs Pontier
In previous studies, we developed an empirical account of user engagement with software agents. We
formalized this model, tested it for internal consistency, and implemented it into a series of software agents to
have them build up an affective relationship with their users. In addition, we equipped the agents with a module
for affective decision-making, as well as the capability to generate a series of emotions (e.g., joy and anger). As
follow-up of a successful pilot study with real users, the current paper employs a non-naïve version of a Turing
Test to compare an agent’s affective performance with that of a human. We compared the performance of an
agent equipped with our cognitive model to the performance of a human that controlled the agent in a Wizard
of Oz condition during a speed-dating experiment in which participants were told they were dealing with a
robot in bot h conditions. Participants did not detect any differences between the two conditions in the
emotions the agent experienced and in the way he supposedly perceived the participants. As is, our model can
be used for designing believable virtual agents or humanoid robots on the surface level of emotion expression.
IPICD 2019 (the value of a systems perspective)John Black
IPICD 2019 conference presentation of Dr. John R. Black. Presentation focuses on the value of a systems perspective when dealing with law enforcement problems. Suggested by Dr. Black is that many of today's problems involve complex adaptive systems, wicked problem sets, and cannot be solved by a prior way of thinking. By approaching the problem differently during sensemaking, one has the ability to see and discover solutions differently.
Top Ten Workplace Skills for Future OrganizationsCSCJournals
Many researchers have indicated that there are skills that are going to be essential for the future workforce. This review helps identify these skills and the applicability of these skills to job performance of the future organization competing in a globalized environment. The review provides insight into each of the ten listed skills and also information on how the skills will be useful for future organizations. The review will extend previous literature regarding the identified ten skills essential for future organizations. Providing this analysis of the literature and potential applicability of these identified essential skills will help guide and focus additional studies relating to future job performance requirements.
Applying Perceptual Control Theory (PCT) to UX design to break out of the stimulus-response trap. Users have ultimate goals: by testing and designing for their purpose instead of simple design response, UX professionals can better promote our products.
Recognition the needs and acceptance of individuals is the beginning stage of any businesses and this understanding would be helpful to find the way of future development, thus academicians are interested to realize the factors that drive users’ acceptance or rejection of technologies. A number of models and frameworks have been developed to explain user adoption of new technologies and these models introduce factors that can affect the user acceptance. This presentation provides an overview of theories and models regarding user acceptance of technology has provided.
What if we had a method we could use with clients to better understand their stakeholder landscape and that would help us do more effective UX work? What if it was more like a consulting method instead of a design deliverable? Could that help us choose research, design and evaluation methods more effectively so we could have more impact on our projects?
Throughout this course you have examined the role of diagnosis imarilynnhoare
Throughout this course you have examined the role of diagnosis in assessing behaviors of employees in order to affect a strategic organizational change plan.
Wernicke (2010), with tongue in cheek, discusses how to create the perfect TED Talk. Watch the presentation here:
Sebastian Wernicke: Lies, damned lies and statistics (about TEDTalks) (Links to an external site.)Links to an external site.
.
How would you, based on his talk, devise a metric for the organization where you work that would gauge the behavior of employees during the planning stage of a strategic organizational change model?
Some metrics you might use include:
Productivity
Arriving on time
Leaving late
Sense of humor
Contribution to collaborative efforts
The goal of this last discussion is to apply creative problem-solving techniques and to examine the various methods that leadership uses to effect organizational change
...
Emerging shifts in customer consciousness, cultural, economic and technological trends
related to sustainability are forcing brands to think differently. Conscious customers with their money and power determine the path brands have to take.
The significance and popularity of behavior change content becomes more considerable
as sustainable advocates such as Sustainable Brands and triplepundit have a special section on behavior change. The common point among all these articles is the future of innovation is behavior change, changing consumer perception.
Therefore, this study focuses on guiding principles for brands to empower customers in adopting sustainable behaviors by creating meaningful experiences for them.
Designer believes creating meaningful experiences requires innovative engagement and valuable relationships between users and products.
A Journey Into the Emotions of Software DevelopersNicole Novielli
Emotions are part of our everyday life and are known to impact cognitive skills, thus influencing job performance. This is true also for software development, an intellectual activity requiring creativity and problem-solving skills that are known to be influenced by affective states. In particular, early recognition of negative emotions, such as stress or frustration can enable just-in-time intervention for developers and team managers, in order to prevent burnout and undesired turnover. In this talk, I will provide an overview of recent research findings on developers’ emotions and their relationship with self-assessed productivity. Next, I will argue in favor of the emergence of tools to support developers’ emotion awareness at the individual and team level to improve productivity, resilience to failures and wellbeing.
The mythical man month was first published in 1975, and I am amazed how relevant it is today even after so many advanced in technology. The book and my course at MIT encouraged me to define the principles of architecture for my reference.
Top Ten Workplace Skills for Future OrganizationsCSCJournals
Many researchers have indicated that there are skills that are going to be essential for the future workforce. This review helps identify these skills and the applicability of these skills to job performance of the future organization competing in a globalized environment. The review provides insight into each of the ten listed skills and also information on how the skills will be useful for future organizations. The review will extend previous literature regarding the identified ten skills essential for future organizations. Providing this analysis of the literature and potential applicability of these identified essential skills will help guide and focus additional studies relating to future job performance requirements.
Applying Perceptual Control Theory (PCT) to UX design to break out of the stimulus-response trap. Users have ultimate goals: by testing and designing for their purpose instead of simple design response, UX professionals can better promote our products.
Recognition the needs and acceptance of individuals is the beginning stage of any businesses and this understanding would be helpful to find the way of future development, thus academicians are interested to realize the factors that drive users’ acceptance or rejection of technologies. A number of models and frameworks have been developed to explain user adoption of new technologies and these models introduce factors that can affect the user acceptance. This presentation provides an overview of theories and models regarding user acceptance of technology has provided.
What if we had a method we could use with clients to better understand their stakeholder landscape and that would help us do more effective UX work? What if it was more like a consulting method instead of a design deliverable? Could that help us choose research, design and evaluation methods more effectively so we could have more impact on our projects?
Throughout this course you have examined the role of diagnosis imarilynnhoare
Throughout this course you have examined the role of diagnosis in assessing behaviors of employees in order to affect a strategic organizational change plan.
Wernicke (2010), with tongue in cheek, discusses how to create the perfect TED Talk. Watch the presentation here:
Sebastian Wernicke: Lies, damned lies and statistics (about TEDTalks) (Links to an external site.)Links to an external site.
.
How would you, based on his talk, devise a metric for the organization where you work that would gauge the behavior of employees during the planning stage of a strategic organizational change model?
Some metrics you might use include:
Productivity
Arriving on time
Leaving late
Sense of humor
Contribution to collaborative efforts
The goal of this last discussion is to apply creative problem-solving techniques and to examine the various methods that leadership uses to effect organizational change
...
Emerging shifts in customer consciousness, cultural, economic and technological trends
related to sustainability are forcing brands to think differently. Conscious customers with their money and power determine the path brands have to take.
The significance and popularity of behavior change content becomes more considerable
as sustainable advocates such as Sustainable Brands and triplepundit have a special section on behavior change. The common point among all these articles is the future of innovation is behavior change, changing consumer perception.
Therefore, this study focuses on guiding principles for brands to empower customers in adopting sustainable behaviors by creating meaningful experiences for them.
Designer believes creating meaningful experiences requires innovative engagement and valuable relationships between users and products.
A Journey Into the Emotions of Software DevelopersNicole Novielli
Emotions are part of our everyday life and are known to impact cognitive skills, thus influencing job performance. This is true also for software development, an intellectual activity requiring creativity and problem-solving skills that are known to be influenced by affective states. In particular, early recognition of negative emotions, such as stress or frustration can enable just-in-time intervention for developers and team managers, in order to prevent burnout and undesired turnover. In this talk, I will provide an overview of recent research findings on developers’ emotions and their relationship with self-assessed productivity. Next, I will argue in favor of the emergence of tools to support developers’ emotion awareness at the individual and team level to improve productivity, resilience to failures and wellbeing.
The mythical man month was first published in 1975, and I am amazed how relevant it is today even after so many advanced in technology. The book and my course at MIT encouraged me to define the principles of architecture for my reference.
Cosmetic shop management system project report.pdfKamal Acharya
Buying new cosmetic products is difficult. It can even be scary for those who have sensitive skin and are prone to skin trouble. The information needed to alleviate this problem is on the back of each product, but it's thought to interpret those ingredient lists unless you have a background in chemistry.
Instead of buying and hoping for the best, we can use data science to help us predict which products may be good fits for us. It includes various function programs to do the above mentioned tasks.
Data file handling has been effectively used in the program.
The automated cosmetic shop management system should deal with the automation of general workflow and administration process of the shop. The main processes of the system focus on customer's request where the system is able to search the most appropriate products and deliver it to the customers. It should help the employees to quickly identify the list of cosmetic product that have reached the minimum quantity and also keep a track of expired date for each cosmetic product. It should help the employees to find the rack number in which the product is placed.It is also Faster and more efficient way.
We have compiled the most important slides from each speaker's presentation. This year’s compilation, available for free, captures the key insights and contributions shared during the DfMAy 2024 conference.
Student information management system project report ii.pdfKamal Acharya
Our project explains about the student management. This project mainly explains the various actions related to student details. This project shows some ease in adding, editing and deleting the student details. It also provides a less time consuming process for viewing, adding, editing and deleting the marks of the students.
CW RADAR, FMCW RADAR, FMCW ALTIMETER, AND THEIR PARAMETERSveerababupersonal22
It consists of cw radar and fmcw radar ,range measurement,if amplifier and fmcw altimeterThe CW radar operates using continuous wave transmission, while the FMCW radar employs frequency-modulated continuous wave technology. Range measurement is a crucial aspect of radar systems, providing information about the distance to a target. The IF amplifier plays a key role in signal processing, amplifying intermediate frequency signals for further analysis. The FMCW altimeter utilizes frequency-modulated continuous wave technology to accurately measure altitude above a reference point.
Fundamentals of Electric Drives and its applications.pptx
ch06.ppt
1. Copyright 2006 John Wiley & Sons, Inc
Chapter 6
Affective Engineering
HCI: Developing Effective Organizational
Information Systems
Dov Te’eni
Jane Carey
Ping Zhang
2. Copyright 2006 John Wiley & Sons, Inc
Roadmap
6
Affective
Engineering
9
Organizational
Tasks
4
Physical
Engineering
7
Evaluation
8
Principles &
Guidelines
11
Methodology
12
Relationship, Collaboration,
& Organization
10
Componential
Design
3
Interactive
Technologies
5
Cognitive
Engineering
Context Foundation Application
Additional Context
1
Introduction
2
Org &
Business
Context
13
Social &
Global Issues
14
Changing Needs of IT
Development & Use
3. Copyright 2006 John Wiley & Sons, Inc
Learning Objectives
Explain the importance of affect and how it can be
engineered.
Describe the main elements and mechanisms of
affect.
Explain the Technology Acceptance Model and the
perceptions of usefulness, ease of use, and
enjoyment.
Explain attitudes and their place in HCI, including
satisfaction and computer anxiety.
Explain the concept of flow.
Demonstrate how this material could be applied.
4. Copyright 2006 John Wiley & Sons, Inc
Scenario
Denver, October 16,
1998. A large audience
of Windows developers,
filling an entire
auditorium hall,
witnessed the execution
of the Microsoft Office
Assistant.
Most developers
disliked the paper clip’s
“cuteness” and
complained gravely
about its intrusiveness.
Figure 6.1 Microsoft® Assistant paper-clip.
5. Copyright 2006 John Wiley & Sons, Inc
Introduction
Affect is a general term for a set of psychological
processes and states including emotions, moods,
affective impressions and attitudes.
The new psychological basis of HCI that balances
and integrates affective and cognitive aspects view is
rapidly gaining popularity.
Cognition interprets and makes sense of the world.
Affect evaluates and judges, modulating the
operating parameters of cognition and providing
warning of possible dangers.
6. Copyright 2006 John Wiley & Sons, Inc
What is affect?
Core affect (or feeling) is a neuro-physical state that
integrates two dimensions: pleasure - displeasure
and activated - non-activated.
Affective quality is the object’s ability to cause a
change in the user’s core affect.
An emotion is a core affect that is intentional and
directed towards a certain object.
Moods are non-intentional core affects that exist
within a person independently of external objects.
8. Copyright 2006 John Wiley & Sons, Inc
Affect and Design
An affective impression is the user’s appraisal of the affective
qualities of the HCI.
In the design of HCI, we concentrate on affective qualities of
HCI components (e.g., color and animation) and on affective
impressions that are linked to core affect but are specific to the
HCI domain.
Recent studies have identified a large assortment of affective
qualities in HCI.
Affective qualities of websites and screens include beauty,
overview, title, shape, structure, texture, menu, main images,
and color (Zhang and Li, 2004).
9. Copyright 2006 John Wiley & Sons, Inc
Affect and HCI
An interesting study on affective qualities of
homepages demonstrates well the link between
design and affect.
Kim, Lee, and Choi (2003) performed an elaborate
study of the affective impressions evoked by a set of
diverse homepage designs.
In the first stage, affective impressions were
determined from a survey of users. Thirteen affective
impressions of homepages were identified: bright,
tense, strong, static, deluxe, popular, adorable,
colourful simple, classical, futuristic, mystic, and
hopeful.
10. Copyright 2006 John Wiley & Sons, Inc
A. Classical
Figure 6.3 Affective impressions in homepages.
Adapted from (Kim, Lee and Choi, 2003)
B. Futuristic
11. Copyright 2006 John Wiley & Sons, Inc
User perceptions and affect
Lavie and Tractinsky (2004) identified two dimensions in users’
perceptions: ‘‘classical aesthetics’’ and ‘‘expressive aesthetics’’.
The classical aesthetics dimension pertains to aesthetic notions
that emphasize orderly and clear design.
The expressive aesthetics dimension is manifested by the
designers’ creativity and originality and by the ability to break
design conventions.
Thus, this study offers a reliable tool that can be used to capture
the affective impressions of websites on these dimensions.
Interestingly, the classical dimension is closely related to
elements of perceived ease of use and usability (discussed in
chapter 9), while the expressive dimension is not.
12. The relationship between HCI design
factors, affective qualities and emotions
Design factors
Diverse media
Graphic/text
Resolution
Speed, Metaphors
Texture, Shape
Color
Affective qualities
Interactivity
Vividness
Beauty
Structure
Affective impressions
Bright Adorable
Tense Colorful
Mystic Hopeful
Core affect
Elated/Happy
Sad/Gloomy
Probably
Design factors
Diverse media
Graphic/text
Resolution
Speed, Metaphors
Texture, Shape
Color
Affective qualities
Interactivity
Vividness
Beauty
Structure
Affective impressions
Bright Adorable
Tense Colorful
Mystic Hopeful
Design factors
Diverse media
Graphic/text
Resolution
Speed, Metaphors
Texture, Shape
Color
Affective qualities
Interactivity
Vividness
Beauty
Structure
Affective impressions
Bright Adorable
Tense Colorful
Mystic Hopeful
Core affect
Elated/Happy
Sad/Gloomy
Probably
Figure 6.4 Design impacts emotions – examples design factors, affective qualities,
impressions and affect in web-based design. These lists are tentative and partial.
13. Copyright 2006 John Wiley & Sons, Inc
Affective engineering in HCI is a new and exciting
area (see advanced reading by Hudlicka, 2003).
Affect concerns four major roles in the design of HCI:
modeling affect in the user and the computer;
sensing and recognizing the user’s affective state;
adapting the computer’s state to fit the user’s affective
state; and
generating on the computer (artificial) affective
expressions.
The relationship between HCI design
factors, affective qualities and emotions
14. Copyright 2006 John Wiley & Sons, Inc
Generating artificial affective
expressions
Figure 6.5 Generating affective expressions in a robot - Kismet from MIT Media Lab
15. Copyright 2006 John Wiley & Sons, Inc
Effects of emotions on cognition
Table 6.1: Effects of emotions on cognition (adapted from
Hudlicka, 2003)
Anxiety and attention: Anxiety limits attention, predisposing
attention to source of danger
Affect and memory: Mood biases memory recall (positive
mood induces recall of positive information)
Obsessiveness and performance: Obsessiveness delays decision
making, reduces recall of recent events, reduces confidence in
ability to distinguish between real and imagined events.
Affect and judgment: Negative mood decreases and positive
increases perception of self control, anxiety predisposes
towards interpretation of ambiguous stimuli as threatening.
16. Copyright 2006 John Wiley & Sons, Inc
Attitudes
Attitude represents a summary evaluation of an
object.
An attitude towards an object, such as a computer
system, “represents a summary evaluation of a
psychological object captured in such attribute
dimensions as good-bad, harmful-beneficial, pleasant-
unpleasant and likable-dislikeable” (Ajzen, 2001, p.
27).
Attitudes are influenced by cognition (beliefs about the
object) as well as affect (emotions towards the object)
and result in a tendency to behave in a certain way
towards the object (i.e., an intention to act).
17. Copyright 2006 John Wiley & Sons, Inc
Technology Acceptance Model
The Technology Acceptance Model (Davis, 1989)
is one of the leading models in IS to explain
attitudes towards using a system.
Perceived
usefulness
Perceived
ease of use
Attitude
toward using
system
Behavioral
intention to
use
Actual use
External
variables
Perceived
usefulness
Perceived
ease of use
Attitude
toward using
system
Behavioral
intention to
use
Actual use
External
variables
Figure 6.6: The Technology Acceptance Model (TAM) adapted from
Davis 1989 - ‘attitude’ was excluded from the model’s application.
18. Copyright 2006 John Wiley & Sons, Inc
TAM
Perceived usefulness is the users’ belief
that using the system will enhance their
performance.
Perceived ease of use is the users’ belief
that using a particular system would be
free of effort.
19. Copyright 2006 John Wiley & Sons, Inc
Perceived
EoU
Perceived
Usefulness
Perceived
Enjoyment
Individual
traits and
states, e.g.,
Computer
anxiety
Intention to
use
Actual
use; flow
Satisfaction – EUCS:
Content, accuracy, timing
Format, Ease of Use
Satisfaction – User Interface
Perceived
EoU
Perceived
Usefulness
Perceived
Enjoyment
Individual
traits and
states, e.g.,
Computer
anxiety
Intention to
use
Actual
use; flow
Satisfaction – EUCS:
Content, accuracy, timing
Format, Ease of Use
Satisfaction – User Interface
Perceived
EoU
Perceived
Usefulness
Perceived
Enjoyment
Individual
traits and
states, e.g.,
Computer
anxiety
Intention to
use
Actual
use; flow
Satisfaction – EUCS:
Content, accuracy, timing
Format, Ease of Use
Satisfaction – User Interface
Perceived
EoU
Perceived
Usefulness
Perceived
Enjoyment
Individual
traits and
states, e.g.,
Computer
anxiety
Intention to
use
Actual
use; flow
Satisfaction – EUCS:
Content, accuracy, timing
Format, Ease of Use
Satisfaction – User Interface
Figure 6.7: Expanded view of affect and its impact on
use
Expanded view of affect and its impact on use
20. Copyright 2006 John Wiley & Sons, Inc
Expanded view of affect in HCI
Perceived enjoyment is the extent to which
fun can be derived from using the system as
such.
Computer anxiety is emotions about the
implications of using a computer such as the
loss of important data or other important
errors.
21. Copyright 2006 John Wiley & Sons, Inc
Satisfaction
Satisfaction is perhaps the most commonly used
construct of affect in IS.
Satisfaction is a positive affect resulting from the
evaluation of the use of the computer system. A
model called the expectation-confirmation theory
explains how satisfaction is formed (Bhattacherjee,
2001): users have certain expectations, they then
confirm (or disconfirm) these expectations and, as a
result, form a feeling of satisfaction.
22. Copyright 2006 John Wiley & Sons, Inc
Satisfaction
Many different measures of satisfaction are available to
IS developers so it is important to first determine how
to use it and accordingly select the appropriate
measure.
One important purpose of measuring satisfaction is to
evaluate a system (this is done in place or in addition
to measuring system use).
23. Copyright 2006 John Wiley & Sons, Inc
Satisfaction
One of the most popular measures of
satisfaction is called End-User Computer
Satisfaction (Doll and Torkzadeh, 1988).
This measure is built of five sub-factors, each
measured with 2-4 questions:
1) content
2) accuracy
3) format
4) timeliness, and
5) ease of use
24. Copyright 2006 John Wiley & Sons, Inc
Individual differences and
training
Attitudes towards computers are influenced by
individual characteristics such as personality and
background.
Individual differences in these characteristics affect
the user’s beliefs about use (perceived usefulness,
ease of use and enjoyment) and hence affect user
attitudes.
These individual traits can be classified as general
traits or as specific traits.
25. Copyright 2006 John Wiley & Sons, Inc
Computer Self-Efficacy
Computer self-efficacy (CSE) refers to a person’s
evaluation of his or her capabilities to use computers
in diverse situations.
People high on CSE will tend to form more positive
perceptions of the benefits from using computers, and
therefore, according to the TAM discussed above, tend
to use computers more frequently than those lower in
CSE.
26. Copyright 2006 John Wiley & Sons, Inc
Flow and Playfulness
How can we characterize the user’s feeling
during interaction with a computer? One of the
most popular characterizations is the affective-
cognitive concept of flow.
Flow represents the user's perception of the
medium as playful and engaging.
27. Copyright 2006 John Wiley & Sons, Inc
Flow
Flow can be measured.
It can be defined as a continuous variable,
ranging from lack of flow to intense flow.
Trevino and Webster (1992) defined four
dimensions of Flow experience:
Control
Attention Focus
Curiosity and
Intrinsic Interest
28. Copyright 2006 John Wiley & Sons, Inc
HCI and Flow
HCI design should be untaken with the above
dimensions of flow in mind.
Interfaces should afford users with a perceived sense
of control.
The interface must also disappear into the
background in order to give the user the perceived
sense of interaction focus.
29. Copyright 2006 John Wiley & Sons, Inc
Summary
Affective engineering is an emerging element
of HCI development that promises to become
a common activity alongside physical and
cognitive engineering.
We have looked at affect in the process of
interacting with the computer as wells as
attitudes before and after use.
Attitudes and emotions feed into each other.
30. Copyright 2006 John Wiley & Sons, Inc
Summary
We identified four major roles of affect in the
process of interacting with computers: 1)
modelling affect,
2) sensing and recognizing the user’s
affective state,
3) adapting the computer’s state to fit the
user’s affective state, and
4) generating on the computer-based affective
expressions.
31. Copyright 2006 John Wiley & Sons, Inc
Summary
Attitudes combine cognitive and affective
processes to form evaluations of computers
in general or of specific systems.
Attitudes are of practical importance and
represent evaluations of computer systems in
terms of success or problems.
32. Table 6.2 Attitudes related constructs in HCI
Person and situation
Computer self-
efficacy (CSE)
People’s belief about their capabilities to use computers in diverse
situations
Interaction
Flow Holistic sensation that people feel when they act with total
involvement
Impact
Perceived
usefulness
People’s belief that using the system will enhance their performance
Perceived ease of
use
People’s belief that using a particular system would be free of effort
Computer anxiety Anxiety about the implications of using a computer such as the loss
of important data or other important mistakes
Perceived
enjoyment
The extent to which fun can be derived from using the system as
such.
Satisfaction The fulfillment of positive expectations of using a computer