This document discusses human-computer interaction and the role of emotion within HCI. It covers topics such as definitions and classifications of emotion, the neurological basis of emotion, how emotion influences attention, memory, performance and assessment. It also discusses how needs and goals can cause emotions and how interfaces can address basic human needs. The role of emotion in user experience is explored, noting how keeping users happy can improve satisfaction, efficiency and creativity. Factors like unexpected movements or loud noises are identified as likely to trigger negative emotions like fear.
A presentation regarding the Human-Computer Interaction (2015): Affective Factors.
For details, visit the HCI discipline Website available at http://profs.info.uaic.ro/~busaco/teach/courses/hci/
General aspects regarding human-computer interaction, including key concepts and main directions of research. For other details, visit http://profs.info.uaic.ro/~busaco/teach/courses/hci/hci-film.html
HCI: Design Patterns for Social Web InteractionSabin Buraga
A presentation about social (Web) interaction in the context of HCI (Human-Computer Interaction), with a focus on specific design patterns & several case studies.
For more details, visit http://profs.info.uaic.ro/~busaco/teach/courses/hci/hci-film.html
A presentation regarding the Human-Computer Interaction (2015): Human Factor. Users.
For details, visit the HCI discipline Website available at http://profs.info.uaic.ro/~busaco/teach/courses/hci/
HCI 2014 (6 of 10): Social (Web) InteractionsSabin Buraga
Important aspect regarding design patterns for social interactions. For additional info, consult http://profs.info.uaic.ro/~busaco/teach/courses/hci/hci-film.html
HCI 2015 (6/10) Design Patterns: Social InteractionSabin Buraga
A presentation regarding the Human-Computer Interaction (2015): Design Patterns: Social Interaction.
For details, visit the HCI discipline Website available at http://profs.info.uaic.ro/~busaco/teach/courses/hci/
Gamification involves using game mechanics and elements in non-game contexts to motivate and engage users. It works by appealing to human psychological tendencies. Companies are increasingly using gamification across industries to build loyalty and encourage customer engagement. Successful gamification requires understanding what makes games fun and developing systems with rules, milestones, and feedback to immerse users. Current trends include social and status elements, virtual rewards, and blending gaming with media. Implementing gamification well can boost metrics like retention, revenues and time spent. However, some question if gamification can overly manipulate human behavior.
Presentation of the Meetup 'Augmented Reality Barcelona' celebrated on december 12th at Campus La Salle Barcelona. Isidro Navarro – CEO at INAR, organizer of the meeting -Introduction to AR & HCI
List of speakers:
William Provancher - founder of Tactical Haptics - Utah -creators of Reactive Grip™ Touch Feedback for VR, gaming, and medical apps
Joseph Rampolla – co-founder of AR Meetup NY & founder of the Augmented Reality Dirt Podcast & Blog – New York - Presentation of AR references in global scenario
Richard Hebert – Director of BLOOM – Girona - 3D center and emerging technologies
Brian Wassom - attorney and co-founder of AR Meetup Detroit - Augmented Reality Games - Legal Concerns
David Miralles – DTM Enginyeria La Salle - Strategy Advisor on Interaction at La Salle BCN presents research projects
A presentation regarding the Human-Computer Interaction (2015): Affective Factors.
For details, visit the HCI discipline Website available at http://profs.info.uaic.ro/~busaco/teach/courses/hci/
General aspects regarding human-computer interaction, including key concepts and main directions of research. For other details, visit http://profs.info.uaic.ro/~busaco/teach/courses/hci/hci-film.html
HCI: Design Patterns for Social Web InteractionSabin Buraga
A presentation about social (Web) interaction in the context of HCI (Human-Computer Interaction), with a focus on specific design patterns & several case studies.
For more details, visit http://profs.info.uaic.ro/~busaco/teach/courses/hci/hci-film.html
A presentation regarding the Human-Computer Interaction (2015): Human Factor. Users.
For details, visit the HCI discipline Website available at http://profs.info.uaic.ro/~busaco/teach/courses/hci/
HCI 2014 (6 of 10): Social (Web) InteractionsSabin Buraga
Important aspect regarding design patterns for social interactions. For additional info, consult http://profs.info.uaic.ro/~busaco/teach/courses/hci/hci-film.html
HCI 2015 (6/10) Design Patterns: Social InteractionSabin Buraga
A presentation regarding the Human-Computer Interaction (2015): Design Patterns: Social Interaction.
For details, visit the HCI discipline Website available at http://profs.info.uaic.ro/~busaco/teach/courses/hci/
Gamification involves using game mechanics and elements in non-game contexts to motivate and engage users. It works by appealing to human psychological tendencies. Companies are increasingly using gamification across industries to build loyalty and encourage customer engagement. Successful gamification requires understanding what makes games fun and developing systems with rules, milestones, and feedback to immerse users. Current trends include social and status elements, virtual rewards, and blending gaming with media. Implementing gamification well can boost metrics like retention, revenues and time spent. However, some question if gamification can overly manipulate human behavior.
Presentation of the Meetup 'Augmented Reality Barcelona' celebrated on december 12th at Campus La Salle Barcelona. Isidro Navarro – CEO at INAR, organizer of the meeting -Introduction to AR & HCI
List of speakers:
William Provancher - founder of Tactical Haptics - Utah -creators of Reactive Grip™ Touch Feedback for VR, gaming, and medical apps
Joseph Rampolla – co-founder of AR Meetup NY & founder of the Augmented Reality Dirt Podcast & Blog – New York - Presentation of AR references in global scenario
Richard Hebert – Director of BLOOM – Girona - 3D center and emerging technologies
Brian Wassom - attorney and co-founder of AR Meetup Detroit - Augmented Reality Games - Legal Concerns
David Miralles – DTM Enginyeria La Salle - Strategy Advisor on Interaction at La Salle BCN presents research projects
A literature review of gamification design frameworksAlberto Mora
This paper presents a review of the literature on gamification design frameworks. Gamification, understood as the use of game design elements in other contexts for the purpose of engagement, has become a hot topic in the recent years. However, there’s also a cautionary tale to be extracted from Gartner’s reports on the topic: many gamification-based solutions fail because, mostly, they have been created on a whim, or mixing bits and pieces from game components, without a clear and formal design process. The application of a definite design framework aims to be a path to success. Therefore, before starting the gamification of a process, it is very important to know which frameworks or methods exist and their main characteristics. The present review synthesizes the process of gamification design for a successful engagement experience. This review categorizes existing approaches and provides an assessment of their main features, which may prove invaluable to developers of gamified solutions at different levels and scopes. Full-paper: https://www.researchgate.net/publication/279059823_A_literature_review_of_gamification_design_frameworks
This document provides an overview of the first lecture for a Human-Computer Interaction course. It introduces the importance of HCI in technology success. The class will discuss 12 papers over the semester related to HCI topics like input/output devices, information visualization, and augmented/virtual reality. Students will be assigned to teams to present two papers each, including a summary and leading a discussion. The professor outlines best practices for summarizing and critiquing papers in the allotted timeframes to prepare students.
Human Factors in Innovation: Designing for AdoptionJim Kalbach
The ultimate goal of innovation is user adoption: we want people to actually use the things we create in a way that impacts their lives. But building the better mouse trap guarantees nothing. In fact, history shows it's not the whiz-bang of technology but rather human factors that matter in the end.
This is where UX designers come in. Through empathy and understanding of people's needs and perceptions, we can increase the rate of adoption and reduce the risk of non-adoption. This is good for business.
The Persuasive Communication Model offers a convenient system that you can use to design mobile applications, websites, or social media campaigns. You can use the model when you are developing new products, trying to improve old ones, or seeking to identify the success principles that lay behind your competitors’ products.
When designing new technologies or fixing old ones, the model provides a checklist of persuasion principles that you can use to compare your design with scientifically validate influence principles. If you wish to understand what makes your competitors’ technology work, you cannot just copy their product. Rather, you can use the model to reverse engineer their persuasive architecture, and then adapt their persuasive architecture to your unique product and market.
This presentation does not include the Persuasive Design Cheat Sheet. Sign-up for my newsletter to be notified of the next public release: http://www.cugelman.com
Some of the science behind this presentation:
http://www.jmir.org/2011/1/e17/
1) Most social games struggle to retain and re-engage users, with only the top 0.07% achieving lasting engagement at scale.
2) While social games engage millions of users for billions of minutes each month, the average social game performs no better at retention than other apps and websites.
3) Certain game mechanics like levels, rules, and feedback loops can be effective standalone tools to structure processes and increase engagement, but building engaging experiences is difficult and game mechanics alone cannot fix broken businesses or engagement issues.
This document outlines 10 potential pitfalls of gamification:
1. The Crap Crab - Abuse is not a value proposition
2. The Maelstrom of Misplaced Challenge - Getting in the way of efficiency
3. The Trapped Sea of Staleness - No fresh content and challenge
4. The Urobus of Unintended Consequence - Neglecting side effects
5. The Social Signal Sea Serpent - Ignoring context meanings
6. The Autonomy Leech and Value Vampire - Curbing autonomy through control
7. The Ice Shelves of Ignorance - Not knowing your users
8. The Feature Shallows - Neglecting design process
This is the COSC 426 Lecture 4 on Designing AR Interfaces. Taught by Mark Billinghurst from the HIT Lab NZ at the University of Canterbury. This is part of his graduate course on Augmented Reality. Taught on August 2nd 2013
Designing for behavior change can be looked at through many lenses. As the implementers of interventions, products and services designed to modify the decisions and behaviors of others, we can adopt a “Doing to,” “Working with,” or “Working for” mentality. The people on the receiving end of our interventions can perceive this frame of reference, and this can have a great impact on the initiation, engagement and outcomes of designs we put in place.
While the current popular discourse revolves around fixing or capitalizing upon our limited cognitive, emotional and motivational resources through varying levels of authority and control, humans are self-organizing systems who may need little more than support of their autonomy and growth potential to enact tremendous change in their lives. With this in mind, delivering interventions that preserve human agency and foster authentic functioning can seem like a radical (yet welcomed) approach.
But how might we do this? What kinds of systems can be implemented to achieve individual and group level change while preserving a sense of volitional engagement? Games and Gameful Design (but not “Gamification”) offer a promising approach to creating the conditions whereby people are willing, active participants in initiating and sustaining meaningful change efforts.
In this talk, I’ll articulate theory and evidence-based methods and models for evaluating and implementing the ways by which games and play shape our psychological processes and influence behavior and subjective well-being.
2013 Lecture 6: AR User Interface Design GuidelinesMark Billinghurst
COSC 426 Lecture 6: on AR User Interface Design Guidelines. Lecture taught by Mark Billinghurst from the HIT Lab NZ at the University of Canterbury on August 16th 2013
COMP4010 Lecture 4 - VR Technology - Visual and Haptic Displays. Lecture about VR visual and haptic display technology. Taught on August 16th 2016 by Mark Billinghurst from the University of South Australia
Experience design is not about shiny new digital technology - apps, touch screens, games, beacons, the works. It is a different perspective on exhibition and museum design, and a different process as a result. My talk at the Museum Association's 2017 Moving on Up event in Edinburg, February 28, 2017.
Lecture 3 in the COMP 4010 course on AR and VR. This lecture was taught by Professor Bruce Thomas on August 9th 2016. It focused on Human Perception and senses in relation to Virtual Reality.
Virtual, augmented, and mixed reality technologies were discussed. Virtual reality immerses users in simulated environments while augmented reality enhances the real world with computer-generated perceptions. Mixed reality merges real and virtual worlds. Augmented reality was defined and examples of marker-based and markerless augmented reality were provided. Applications of augmented reality discussed included medical, entertainment, education, and more. Both advantages such as improved learning and interaction, and disadvantages including privacy concerns were noted.
The Future of Human Machine Interfaces (HMI)Daniel Zahler
Perspectives on Human-Machine Interfaces (HMI) from leading technology corporations and researchers. Includes virtual reality, augmented reality, and artificial intelligence.
Gamification 101: Design the Player JourneyAmy Jo Kim
The document discusses designing player journeys in gamification. It defines key concepts like player, journey, dynamics, mechanics and aesthetics. Dynamics refer to time-based patterns and systems, mechanics make progress visible, and aesthetics evoke emotion. The document also discusses designing for different player types and stages, including novices, experts and masters. It provides examples of social actions players can take and notes different player motivations like competition, cooperation and self-expression.
Designing UI and UX for Interactive Virtual Reality AppsrapidBizApps
The document discusses UI/UX design for virtual reality experiences. It covers topics like capitalizing on VR's capabilities in marketing, education and gaming. It also discusses VR hardware, examples of VR apps, and guidelines for designing VR experiences like mitigating simulator sickness and using different depth zones. The overall message is that VR experience design needs to follow principles like awesome user experiences and ergonomics to be successful.
Emotion, Arousal, Attention and Flow: Chaining Emotional States to Improve Hu...Trevor van Gorp
An overview of how designing for emotion relates to UX and flow, how the appearance and interaction of products communicate a personality to the user, and how emotions can be "chained" to enhance persuasion and influence behaviour.
Watch video here: http://vimeo.com/9661208
In "The Human Interface", I explain how we can make better products when we think of them as human beings.
This is the version I presented at the Interaction 10 conference in Savannah (significantly updated from the one presented at the 2009 O'Reilly Web 2.0 Expo in New York).
Apologies to all the cited people and rights-holders I have not yet had time to credit.
HCI 2018 (9/10) Affective Factors. From Emotion to Persuasive TechnologiesSabin Buraga
A lecture delivered for Human-Computer Interaction, a post-graduate level discipline taught by Dr. Sabin Buraga at Faculty of Computer Science, Alexandru Ioan Cuza University of Iasi, Romania.
Visit also https://profs.info.uaic.ro/~busaco/teach/courses/hci/hci-film.html
HCI 2018 (6/10) Design Patterns for Social (Web/mobile) InteractionsSabin Buraga
A lecture delivered for Human-Computer Interaction, a post-graduate level discipline taught by Dr. Sabin Buraga at Faculty of Computer Science, Alexandru Ioan Cuza University of Iasi, Romania.
Visit also https://profs.info.uaic.ro/~busaco/teach/courses/hci/hci-film.html
A literature review of gamification design frameworksAlberto Mora
This paper presents a review of the literature on gamification design frameworks. Gamification, understood as the use of game design elements in other contexts for the purpose of engagement, has become a hot topic in the recent years. However, there’s also a cautionary tale to be extracted from Gartner’s reports on the topic: many gamification-based solutions fail because, mostly, they have been created on a whim, or mixing bits and pieces from game components, without a clear and formal design process. The application of a definite design framework aims to be a path to success. Therefore, before starting the gamification of a process, it is very important to know which frameworks or methods exist and their main characteristics. The present review synthesizes the process of gamification design for a successful engagement experience. This review categorizes existing approaches and provides an assessment of their main features, which may prove invaluable to developers of gamified solutions at different levels and scopes. Full-paper: https://www.researchgate.net/publication/279059823_A_literature_review_of_gamification_design_frameworks
This document provides an overview of the first lecture for a Human-Computer Interaction course. It introduces the importance of HCI in technology success. The class will discuss 12 papers over the semester related to HCI topics like input/output devices, information visualization, and augmented/virtual reality. Students will be assigned to teams to present two papers each, including a summary and leading a discussion. The professor outlines best practices for summarizing and critiquing papers in the allotted timeframes to prepare students.
Human Factors in Innovation: Designing for AdoptionJim Kalbach
The ultimate goal of innovation is user adoption: we want people to actually use the things we create in a way that impacts their lives. But building the better mouse trap guarantees nothing. In fact, history shows it's not the whiz-bang of technology but rather human factors that matter in the end.
This is where UX designers come in. Through empathy and understanding of people's needs and perceptions, we can increase the rate of adoption and reduce the risk of non-adoption. This is good for business.
The Persuasive Communication Model offers a convenient system that you can use to design mobile applications, websites, or social media campaigns. You can use the model when you are developing new products, trying to improve old ones, or seeking to identify the success principles that lay behind your competitors’ products.
When designing new technologies or fixing old ones, the model provides a checklist of persuasion principles that you can use to compare your design with scientifically validate influence principles. If you wish to understand what makes your competitors’ technology work, you cannot just copy their product. Rather, you can use the model to reverse engineer their persuasive architecture, and then adapt their persuasive architecture to your unique product and market.
This presentation does not include the Persuasive Design Cheat Sheet. Sign-up for my newsletter to be notified of the next public release: http://www.cugelman.com
Some of the science behind this presentation:
http://www.jmir.org/2011/1/e17/
1) Most social games struggle to retain and re-engage users, with only the top 0.07% achieving lasting engagement at scale.
2) While social games engage millions of users for billions of minutes each month, the average social game performs no better at retention than other apps and websites.
3) Certain game mechanics like levels, rules, and feedback loops can be effective standalone tools to structure processes and increase engagement, but building engaging experiences is difficult and game mechanics alone cannot fix broken businesses or engagement issues.
This document outlines 10 potential pitfalls of gamification:
1. The Crap Crab - Abuse is not a value proposition
2. The Maelstrom of Misplaced Challenge - Getting in the way of efficiency
3. The Trapped Sea of Staleness - No fresh content and challenge
4. The Urobus of Unintended Consequence - Neglecting side effects
5. The Social Signal Sea Serpent - Ignoring context meanings
6. The Autonomy Leech and Value Vampire - Curbing autonomy through control
7. The Ice Shelves of Ignorance - Not knowing your users
8. The Feature Shallows - Neglecting design process
This is the COSC 426 Lecture 4 on Designing AR Interfaces. Taught by Mark Billinghurst from the HIT Lab NZ at the University of Canterbury. This is part of his graduate course on Augmented Reality. Taught on August 2nd 2013
Designing for behavior change can be looked at through many lenses. As the implementers of interventions, products and services designed to modify the decisions and behaviors of others, we can adopt a “Doing to,” “Working with,” or “Working for” mentality. The people on the receiving end of our interventions can perceive this frame of reference, and this can have a great impact on the initiation, engagement and outcomes of designs we put in place.
While the current popular discourse revolves around fixing or capitalizing upon our limited cognitive, emotional and motivational resources through varying levels of authority and control, humans are self-organizing systems who may need little more than support of their autonomy and growth potential to enact tremendous change in their lives. With this in mind, delivering interventions that preserve human agency and foster authentic functioning can seem like a radical (yet welcomed) approach.
But how might we do this? What kinds of systems can be implemented to achieve individual and group level change while preserving a sense of volitional engagement? Games and Gameful Design (but not “Gamification”) offer a promising approach to creating the conditions whereby people are willing, active participants in initiating and sustaining meaningful change efforts.
In this talk, I’ll articulate theory and evidence-based methods and models for evaluating and implementing the ways by which games and play shape our psychological processes and influence behavior and subjective well-being.
2013 Lecture 6: AR User Interface Design GuidelinesMark Billinghurst
COSC 426 Lecture 6: on AR User Interface Design Guidelines. Lecture taught by Mark Billinghurst from the HIT Lab NZ at the University of Canterbury on August 16th 2013
COMP4010 Lecture 4 - VR Technology - Visual and Haptic Displays. Lecture about VR visual and haptic display technology. Taught on August 16th 2016 by Mark Billinghurst from the University of South Australia
Experience design is not about shiny new digital technology - apps, touch screens, games, beacons, the works. It is a different perspective on exhibition and museum design, and a different process as a result. My talk at the Museum Association's 2017 Moving on Up event in Edinburg, February 28, 2017.
Lecture 3 in the COMP 4010 course on AR and VR. This lecture was taught by Professor Bruce Thomas on August 9th 2016. It focused on Human Perception and senses in relation to Virtual Reality.
Virtual, augmented, and mixed reality technologies were discussed. Virtual reality immerses users in simulated environments while augmented reality enhances the real world with computer-generated perceptions. Mixed reality merges real and virtual worlds. Augmented reality was defined and examples of marker-based and markerless augmented reality were provided. Applications of augmented reality discussed included medical, entertainment, education, and more. Both advantages such as improved learning and interaction, and disadvantages including privacy concerns were noted.
The Future of Human Machine Interfaces (HMI)Daniel Zahler
Perspectives on Human-Machine Interfaces (HMI) from leading technology corporations and researchers. Includes virtual reality, augmented reality, and artificial intelligence.
Gamification 101: Design the Player JourneyAmy Jo Kim
The document discusses designing player journeys in gamification. It defines key concepts like player, journey, dynamics, mechanics and aesthetics. Dynamics refer to time-based patterns and systems, mechanics make progress visible, and aesthetics evoke emotion. The document also discusses designing for different player types and stages, including novices, experts and masters. It provides examples of social actions players can take and notes different player motivations like competition, cooperation and self-expression.
Designing UI and UX for Interactive Virtual Reality AppsrapidBizApps
The document discusses UI/UX design for virtual reality experiences. It covers topics like capitalizing on VR's capabilities in marketing, education and gaming. It also discusses VR hardware, examples of VR apps, and guidelines for designing VR experiences like mitigating simulator sickness and using different depth zones. The overall message is that VR experience design needs to follow principles like awesome user experiences and ergonomics to be successful.
Emotion, Arousal, Attention and Flow: Chaining Emotional States to Improve Hu...Trevor van Gorp
An overview of how designing for emotion relates to UX and flow, how the appearance and interaction of products communicate a personality to the user, and how emotions can be "chained" to enhance persuasion and influence behaviour.
Watch video here: http://vimeo.com/9661208
In "The Human Interface", I explain how we can make better products when we think of them as human beings.
This is the version I presented at the Interaction 10 conference in Savannah (significantly updated from the one presented at the 2009 O'Reilly Web 2.0 Expo in New York).
Apologies to all the cited people and rights-holders I have not yet had time to credit.
HCI 2018 (9/10) Affective Factors. From Emotion to Persuasive TechnologiesSabin Buraga
A lecture delivered for Human-Computer Interaction, a post-graduate level discipline taught by Dr. Sabin Buraga at Faculty of Computer Science, Alexandru Ioan Cuza University of Iasi, Romania.
Visit also https://profs.info.uaic.ro/~busaco/teach/courses/hci/hci-film.html
HCI 2018 (6/10) Design Patterns for Social (Web/mobile) InteractionsSabin Buraga
A lecture delivered for Human-Computer Interaction, a post-graduate level discipline taught by Dr. Sabin Buraga at Faculty of Computer Science, Alexandru Ioan Cuza University of Iasi, Romania.
Visit also https://profs.info.uaic.ro/~busaco/teach/courses/hci/hci-film.html
HCI 2015 (10/10) Natural User Interfaces. Ubiquitous ComputingSabin Buraga
A presentation regarding the Human-Computer Interaction (2015): Natural User Interfaces. Ubiquitous Computing.
For details, visit the HCI discipline Website available at http://profs.info.uaic.ro/~busaco/teach/courses/hci/
HCI 2014 (10 of 10): Natural User Interfaces. Ubiquitous ComputingSabin Buraga
Key concepts about sensorial experience, natural user interfaces, multimodal interaction, and ubiquitous computing. See also http://profs.info.uaic.ro/~busaco/teach/courses/hci/hci-film.html
HCI 2014 (2 of 10): Human Factor. UsersSabin Buraga
Human capacities, cognition, modeling users, empirical laws, personas. For other details, see http://profs.info.uaic.ro/~busaco/teach/courses/hci/hci-film.html
Human-Computer Interaction: An OverviewSabin Buraga
The document discusses human-computer interaction and user interfaces. It describes how the interaction between users and applications is achieved through an interface, like a graphical user interface (GUI) on desktop computers, a web interface for online applications, or mobile interfaces for smartphones and tablets. It outlines different types of interfaces and discusses aspects of interface design like usability.
HCI 2018 (10/10) Natural User Interfaces. Ubiquitous ComputingSabin Buraga
A lecture delivered for Human-Computer Interaction, a post-graduate level discipline taught by Dr. Sabin Buraga at Faculty of Computer Science, Alexandru Ioan Cuza University of Iasi, Romania.
Visit also https://profs.info.uaic.ro/~busaco/teach/courses/hci/hci-film.html
HCI 2014 (3 of 10): Design Models and MethodologiesSabin Buraga
The document discusses key aspects of human-computer interaction (HCI) and user-centered interface design. It notes that HCI considers communication with the user, unlike traditional software engineering which focuses on communication between developers. Interface design represents a significant portion of design, implementation and maintenance efforts. The document outlines different perspectives in interface design like system, dialogue, tools and environment perspectives. It also discusses theories, models and frameworks used in design processes and factors to consider like user profiles, activity types and contexts. Design values discussed include being ethical, purposeful, pragmatic and elegant.
The document discusses human-computer interaction and user interface quality evaluation. It describes several methods for evaluating UI quality, such as heuristic evaluation using established criteria, usability testing involving end users completing tasks, and eye tracking to study user behavior. Internationalization, localization, accessibility, and adaptation to contexts of use are also addressed as important aspects of high-quality user interfaces.
HCI 2018 (2/10) Human Factor. From interaction idioms to human capacities & c...Sabin Buraga
The document discusses several key aspects of human-computer interaction and user interface design, including:
- There are multiple interaction styles or "idioms" used in user interfaces, such as command lines, menus, direct manipulation, and natural language interfaces. Each has its own vocabulary.
- Users and contexts of use are diverse, with a variety of devices, tasks, environments, abilities and characteristics among the user population. Understanding users is important.
- When designing interfaces, it is necessary to consider the heterogeneity of platforms and consistency across contexts of use. The diversity of users and tasks poses challenges for user interface design.
Model-based user interaction in the context of software engineering. Other aspects of interest at http://profs.info.uaic.ro/~busaco/teach/courses/hci/hci-film.html
This document discusses various aspects of human-computer interaction (HCI) and user-centered interface design. It notes that HCI considers communication with the user, which is important as interface design represents a significant portion of design, implementation and maintenance efforts. Different perspectives in interface design are discussed, including system, dialogue, tools and environment perspectives. User-centered design is emphasized as putting the user experience first. Factors to consider in dialogue design and design values like being ethical, purposeful and pragmatic are also covered.
A presentation regarding the Human-Computer Interaction (2015): Design Methodologies.
For details, visit the HCI discipline Website available at http://profs.info.uaic.ro/~busaco/teach/courses/hci/
The document discusses key aspects of human-computer interaction (HCI) and user-centered interface design. It notes that HCI considers communication with the user, which is important as interface design represents a significant portion of design, implementation, and maintenance efforts. The document advocates for user-centered design approaches that prioritize the user experience over task-centered approaches focused on functionality for developers. It discusses different perspectives and theories that can be used in design, including viewing the interaction as a dialogue between user and computer partners.
The document discusses various topics related to human-computer interaction (HCI) and user interface (UI) quality, including how to evaluate usability, accessibility, internationalization, and localization. It provides examples and guidelines for evaluating UI quality based on criteria like compatibility, consistency, workload and error management. Eye tracking is discussed as a common technique for usability testing. Standards for internal, external and quality-in-use metrics from ISO 9126 are also summarized.
A Seminar Report On Blue Eyes Technology Submitted ByJennifer Daniel
This document is a seminar report submitted by Reshma J. Shetty on the topic of Blue Eyes Technology. Blue Eyes Technology aims to give computers human-like perceptual abilities such as facial recognition, speech recognition, and the ability to understand human emotions and behaviors. The report describes several technologies used in Blue Eyes including Emotion Mouse, which can detect a user's emotions through their interactions with the mouse; MAGIC pointing, which uses eye tracking and gaze input; speech recognition; and SUITOR, which tracks a user's interests over time. The goal of Blue Eyes is to create computers that can interact with humans more naturally by sensing human presence, emotions, and needs.
HCI 2015 (4/10) Visual Design. Information Architecture. Design PatternsSabin Buraga
A presentation regarding the Human-Computer Interaction (2015): Visual Design. Information Architecture. Design Patterns.
For details, visit the HCI discipline Website available at http://profs.info.uaic.ro/~busaco/teach/courses/hci/
HCI 2014 (4 of 10): From Information Architecture to Design PatternsSabin Buraga
Several details regarding visual design, Information Architecture (IA), and HCI design patterns. Addition resources at http://profs.info.uaic.ro/~busaco/teach/courses/hci/hci-film.html
Robert Praxmarer proposes the concept of "Mindbending Software Inc.", a psychological conditioning tool disguised as games for children. It would brainwash kids while they play. He acknowledges receiving angry feedback calling it degenerative and demanding it be stopped. Praxmarer's work also explores mixed reality theater, using real world data and perspectives in play, and investigating new interfaces between real and virtual experiences. His goal is to create new playgrounds and ongoing research at the intersection of play, technology, and human experience.
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Web 2020 06/12: Procesarea datelor XML & HTML. Document Object ModelSabin Buraga
Prelegere din cadrul materiei "Tehnologii Web" predată de Dr. Sabin Buraga.
Resurse suplimentare la https://profs.info.uaic.ro/~busaco/teach/courses/web/web-film.html
Web 2020 07/12: Procesarea datelor XML & HTML – Simple API for XML. Procesări...Sabin Buraga
Prelegere din cadrul materiei "Tehnologii Web" predată de Dr. Sabin Buraga.
Resurse suplimentare la https://profs.info.uaic.ro/~busaco/teach/courses/web/web-film.html
Web 2020 08/12: Servicii Web. De la arhitecturi orientate spre servicii la SO...Sabin Buraga
Prelegere din cadrul materiei "Tehnologii Web" predată de Dr. Sabin Buraga.
Resurse suplimentare la https://profs.info.uaic.ro/~busaco/teach/courses/web/web-film.html
Web 2020 09/12: Servicii Web. Paradigma RESTSabin Buraga
Prelegere din cadrul materiei "Tehnologii Web" predată de Dr. Sabin Buraga.
Resurse suplimentare la https://profs.info.uaic.ro/~busaco/teach/courses/web/web-film.html
Web 2020 10/12: Servicii Web. Micro-servicii. Serverless. Specificarea API-ur...Sabin Buraga
Prelegere din cadrul materiei "Tehnologii Web" predată de Dr. Sabin Buraga.
Resurse suplimentare la https://profs.info.uaic.ro/~busaco/teach/courses/web/web-film.html
Web 2020 11/12: Interacţiune Web asincronă. Aplicaţii Web de tip mash-up. JAM...Sabin Buraga
Prelegere din cadrul materiei "Tehnologii Web" predată de Dr. Sabin Buraga.
Resurse suplimentare la https://profs.info.uaic.ro/~busaco/teach/courses/web/web-film.html
Web 2020 12/12: Securitatea aplicaţiilor Web. Aspecte esenţialeSabin Buraga
Prelegere din cadrul materiei "Tehnologii Web" predată de Dr. Sabin Buraga.
Resurse suplimentare la https://profs.info.uaic.ro/~busaco/teach/courses/web/web-film.html
Prelegere din cadrul materiei "Dezvoltarea aplicaţiilor Web cu JavaScript" (Full-Stack Web Development) predată de Dr. Sabin Buraga (oct.2019–feb.2020).
Resurse suplimentare la https://profs.info.uaic.ro/~busaco/teach/courses/staw/web-film.html
Prelegere din cadrul materiei "Dezvoltarea aplicaţiilor Web cu JavaScript" (Full-Stack Web Development) predată de Dr. Sabin Buraga (oct.2019–feb.2020).
Resurse suplimentare la https://profs.info.uaic.ro/~busaco/teach/courses/staw/web-film.html
Prelegere din cadrul materiei "Dezvoltarea aplicaţiilor Web cu JavaScript" (Full-Stack Web Development) predată de Dr. Sabin Buraga (oct.2019–feb.2020).
Resurse suplimentare la https://profs.info.uaic.ro/~busaco/teach/courses/staw/web-film.html
Prelegere din cadrul materiei "Dezvoltarea aplicaţiilor Web cu JavaScript" (Full-Stack Web Development) predată de Dr. Sabin Buraga (oct.2019–feb.2020).
Resurse suplimentare la https://profs.info.uaic.ro/~busaco/teach/courses/staw/web-film.html
Prelegere din cadrul materiei "Dezvoltarea aplicaţiilor Web cu JavaScript" (Full-Stack Web Development) predată de Dr. Sabin Buraga (oct.2019–feb.2020).
Resurse suplimentare la https://profs.info.uaic.ro/~busaco/teach/courses/staw/web-film.html
STAW 06/12: JavaScript în navigatorul Web. De la DOM la Ajax şi mash-up-uriSabin Buraga
Prelegere din cadrul materiei "Dezvoltarea aplicaţiilor Web cu JavaScript" (Full-Stack Web Development) predată de Dr. Sabin Buraga (oct.2019–feb.2020).
Resurse suplimentare la https://profs.info.uaic.ro/~busaco/teach/courses/staw/web-film.html
Prelegere din cadrul materiei "Dezvoltarea aplicaţiilor Web cu JavaScript" (Full-Stack Web Development) predată de Dr. Sabin Buraga (oct.2019–feb.2020).
Resurse suplimentare la https://profs.info.uaic.ro/~busaco/teach/courses/staw/web-film.html
STAW 08/12: Programare Web. Suita de tehnologii HTML5Sabin Buraga
Prelegere din cadrul materiei "Dezvoltarea aplicaţiilor Web cu JavaScript" (Full-Stack Web Development) predată de Dr. Sabin Buraga (oct.2019–feb.2020).
Resurse suplimentare la https://profs.info.uaic.ro/~busaco/teach/courses/staw/web-film.html
Best Digital Marketing Strategy Build Your Online Presence 2024.pptxpavankumarpayexelsol
This presentation provides a comprehensive guide to the best digital marketing strategies for 2024, focusing on enhancing your online presence. Key topics include understanding and targeting your audience, building a user-friendly and mobile-responsive website, leveraging the power of social media platforms, optimizing content for search engines, and using email marketing to foster direct engagement. By adopting these strategies, you can increase brand visibility, drive traffic, generate leads, and ultimately boost sales, ensuring your business thrives in the competitive digital landscape.
1. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
affective factors
Human-Computer Interaction
http://lts5www.epfl.ch/
2. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
“Designers think, so people can feel.”
Juan-Carlos Fernandez
3. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion
Affective aspects of interaction (Rogers, 2007)
expressivity
how the interface look & feel could affect the user?
4. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion
Affective aspects of interaction (Rogers, 2007)
frustration
how we can detect and reduce it?
5. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion
Affective aspects of interaction (Rogers, 2007)
persuasive technologies
how we can change the user attitude & behavior
by using the actual technologies?
6. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion
Emotion is a reaction to events deemed relevant
to the needs, goals, or concerns of an individual
Scott Brave & Clifford Nass, 2008
7. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion
Emotion represents the experience in UX
8. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion
Emotion encompasses physiological, affective,
behavioral, and cognitive components
Scott Brave & Clifford Nass, 2008
9. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion
emotion in the cognitive context – Moore (2005)
10. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion: classification
Emotions as discrete categories
basic emotions (Paul Ekman et al., 1972):
anger
disgust
fear
happiness
sadness
surprise
11. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion: classification
Emotions as discrete categories
additional emotions (Paul Ekman, 1990):
amusement contempt contentment
embarrassment excitement guilt
pride in achievement relief satisfaction
sensory pleasure shame
12. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion: classification
Emotions as multi-dimensional models
circumplex model (James Russell, 1980)
2 axes:
arousal (calm↔excitement) + valence (pleasantness)
13. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion: classification
14. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion: classification
Emotions as multi-dimensional models
circumplex model (James Russell, 1980)
used to test stimuli of emotion words,
emotional facial expressions, and affective states
15. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion: classification
Emotions as multi-dimensional models
Plutchik’s wheel of emotions (Robert Plutchik, 1980)
8 primary bipolar emotions:
joy vs. sadness; anger vs. fear;
trust vs. disgust; surprise vs. anticipation
+
more advanced emotions
16. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion: classification
18. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion: classification
Emotions as multi-dimensional models
positive activation – negative activation (PANA)
Watson and Tellegan, 1985
PAD (Pleasure, Arousal & Dominance) emotional state
model – Mehrabian, 1997
used to study nonverbal communication
19. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion: classification
Lövheim cube of emotion (Hugo Lövheim, 2012)
a theoretical model considering the relationships
between monoamine neurotransmitters
(serotonin, dopamine, noradrenaline) and emotions
20. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion: classification
Emotions as multi-dimensional models
Parrotts’ classification (Gerrod Parrott, 2001)
primary emotions: love, joy, surprise, anger, sadness, fear
21. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion: classification
Emotions as multi-dimensional models
Parrotts’ classification (Gerrod Parrott, 2001)
primary emotions: love, joy, surprise, anger, sadness, fear
secondary emotions – e.g., love: affection, lust, longing
23. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion: classification
discussion
http://uniquelang.peiyinglin.net/visualization/Parrott_Model_b.png
24. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion
Modeling languages & vocabularies
Emotion Annotation and Representation Language
HUMAINE Project, 2006
http://emotion-research.net/projects/humaine/earl/
25. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion
Modeling languages & vocabularies
Emotion Markup Language (EmotionML) 1.0
W3C Proposed Recommendation, 2013
http://www.w3.org/TR/emotionml/
Vocabularies for EmotionML
W3C Working Group Note, 2014
http://www.w3.org/TR/emotion-voc/
26. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion
neurological structure of emotion (LeDoux, 1996)
27. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion
limbic system – the “seat of emotion” – evaluates
the need/goal relevance of its inputs
28. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion
thalamus + limbic system mainly deal with
primitive (basic) emotions
e.g., startle-based fear, anger, sadness, joy, disgust
29. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion
Emotions that require more extensive cognitive
(i.e., knowledge-based) processing are called secondary
30. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion
Emotions that require more extensive cognitive
(i.e., knowledge-based) processing are called secondary
examples:
frustration
pride
satisfaction
in the cortex
31. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion
An emotion can result from a combination of both
thalamic-limbic and cortex-limbic mechanisms
32. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion
An emotion can result from a combination of both
thalamic-limbic and cortex-limbic mechanisms
an event causing an initial fear reaction
can be later recognized as harmless
by more extensive, rational evaluation
example: screensaver initialization
33. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion
Emotions could be learned from the social environment
34. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion
emotion versus mood
emotions are intentional
35. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion
emotion versus mood
emotions are intentional
“they imply and involve relationships
with a particular object”
Frijda, 1994
36. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion
emotion versus mood
moods are not directed at any object in particular and
are experienced as more diffuse, global, and general
37. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion
emotion versus mood
moods are not directed at any object in particular and
are experienced as more diffuse, global, and general
a person can be sad about something (an emotion)
or generally depressed (a mood)
38. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion
emotion versus mood
from a functional point of view,
emotions could determine the execution of task(s)
39. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion
emotion versus mood
emotions cause or contribute to moods
40. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion
emotion versus sentiment
sentiments are not states of an individual,
but assigned properties of an entity (person, object)
41. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion
emotion versus sentiment
sentiments can persist indefinitely, by contrast with
emotions (seconds) or moods (hours/days)
42. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion
emotion versus sentiment
sentiments are often generalizations about a class of
objects with a given recognizable property
43. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion
emotion versus sentiment
sentiments are often generalizations about a class of
objects with a given recognizable property
these generalizations must not necessarily be logical
“I hate spreadsheet applications!”
44. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
How about the role of emotion in HCI?
45. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion
Emotion has influences on
attention
memory
performance
opinion (assessment)
Scott Brave & Clifford Nass, 2008
46. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion
Attention
an interface capable of detecting – or at least predicting –
a user’s emotional or mood state could similarly assume
an affect-regulation role, helping to guide attention away
from negative and toward more positive stimuli
47. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion
Memory
negative events, which tend to be highly arousing,
are typically remembered better than positive events
48. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion
Memory
negative events, which tend to be highly arousing,
are typically remembered better than positive events
avoid error messages
49. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion
Memory
emotionality “improves memory for central details,
while undermining memory for background details”
Heuer & Reisberg, 1992; Parrott & Spackman, 2000
50. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion
User performance
keeping a user happy may, therefore,
not only affect satisfaction,
but may also lead to efficiency and creativity
51. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion
the circumplex model in the context of user experience
P. Desmet & P. Hekkert, “Framework of Product Experience”,
International Journal of Design, Vol. 1, No. 1 (2007)
http://www.ijdesign.org/ojs/index.php/IJDesign/article/view/66/15
52. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion
User performance
negative example:
objects that appear or move unexpectedly
– e.g., pop-ups, animations – and loud or sharp noises
are likely to trigger startle-based fear
53. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion
Assessment
mood influences judgment and decision making
users in a good mood will likely judge
both the interface and their work more positively,
regardless of any direct emotional effects
55. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion
Causes:
needs & goals
interfaces can also directly address a user’s basic needs
56. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion
Causes:
needs & goals
interfaces can also directly address a user’s basic needs
example (Fogg, 1998):
establishing a trusting and safe relationship with users
57. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion
Causes:
needs & goals
interfaces can also directly address a user’s basic needs
example (Brave & Nass, 2006):
educational software should address users’ emotional
needs, not only teaching the relevant content,
but also ensuring users believe that they are learning
58. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion
59. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion
Causes:
obstacles & control
Ellsworth (1994)
if user has the control over the software,
the negative affective consequences are least important
60. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion
Causes:
social context – “agency”
(Ellsworth, 1994) & (Friedman & Kahn, 1997)
“This system failed to understand your command.” – blaming itself
“The command was not understood.” – blaming no one
“You did not speak clearly enough for your command
to be understood.” – blaming the user
61. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion
blaming
itself
62. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion
Causes:
previous emotional state
repeated pleasurable affective states, therefore,
become expected and thus gradually lose intensity
63. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion
How emotion could be detected?
neurological response – via electroencephalogram (EEG)
or magneto-resonance imaging (MRI)
64. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion
How emotion could be detected?
autonomous activity of the human organism
breath
facial expression
voice
65. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion
categorization of facial responses to determine
which emotions they express
Facial Action Coding System – FACS
(Paul Ekman et al., 1978, 2002)
66. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion
interpreting micro-expressions
(e.g., pushed up cheeks, dropping upper eyelids,
eyebrows raised, nose wrinkling,…) – via FACS –
and body language to detect emotions
see also http://tinyurl.com/k47dhen
http://temasys.com.sg/vidyoedm22102013/
67. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion
How emotion could be detected?
behavioral changes
68. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
6 + 1 emotions with universal facial gestures
(N. Lazzaro, Why We Play: Affect and the Fun of Games, 2008)
Emotion Example
Frustration Figuring out how to get character off a roof in Tom Clancy’s Splinter
Cell (usability issues that detract from the player experience)
Fear Falling into boiling lava,
fast-moving projectiles aimed at the player in Doom
Surprise Using Myst’s linking books for the first time to transport to
a new world
Sadness When the young magician Aerith, in Final Fantasy VII is murdered
Amusement When two Sims get married in The Sims, or rolling
over and picking up sumo wrestlers in Katamari Damacy
Disgust Becoming a social outcast (social disgust)
after losing the dancing challenge in Sid Meier’s Pirates
Curiosity Wanting to know what happens by driving the race track
the wrong way in Project Gotham Racing 3
69. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion
Expressivity
induces an emotional state via UI elements:
color, icons, sound, graphics,…
70. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion
Expressivity
lack of expressivity in communication at a textual level
emoticons
:) :| >:-(
71. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion
Expressivity
abbreviations could have emotional connotations
see leet speak
I 12 CU 2NITE
72. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion
To stimulate emotions, products must have
attributed a personality based on appearance
and interaction means
Reeves & Nass, 1989
73. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
How to create emotions in a person?
74. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion
1. Auto appraisal
2. Reflective appraisal
3. Memory of an emotion
4. Imagination
5. Talking about
6. Empathy or witnessing another’s emotion
7. Instruction by others on how to feel
8. Violation of social norm
9. Making facial expression of an emotion
Ekman, 2004
75. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion
1. Auto appraisal
2. Reflective appraisal
3. Memory of an emotion
4. Imagination
5. Talking about
6. Empathy or witnessing another’s emotion
7. Instruction by others on how to feel
8. Violation of social norm
9. Making facial expression of an emotion
a dialog window
appears
76. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion
1. Auto appraisal
2. Reflective appraisal
3. Memory of an emotion
4. Imagination
5. Talking about
6. Empathy or witnessing another’s emotion
7. Instruction by others on how to feel
8. Violation of social norm
9. Making facial expression of an emotion
thinking about
previous message
77. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion
1. Auto appraisal
2. Reflective appraisal
3. Memory of an emotion
4. Imagination
5. Talking about
6. Empathy or witnessing another’s emotion
7. Instruction by others on how to feel
8. Violation of social norm
9. Making facial expression of an emotion
remembering
last game
78. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion
1. Auto appraisal
2. Reflective appraisal
3. Memory of an emotion
4. Imagination
5. Talking about
6. Empathy or witnessing another’s emotion
7. Instruction by others on how to feel
8. Violation of social norm
9. Making facial expression of an emotion
thinking about
what happens
now on Web
79. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion
1. Auto appraisal
2. Reflective appraisal
3. Memory of an emotion
4. Imagination
5. Talking about
6. Empathy or witnessing another’s emotion
7. Instruction by others on how to feel
8. Violation of social norm
9. Making facial expression of an emotion
discussing UI
features with others
80. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion
1. Auto appraisal
2. Reflective appraisal
3. Memory of an emotion
4. Imagination
5. Talking about
6. Empathy or witnessing another’s emotion
7. Instruction by others on how to feel
8. Violation of social norm
9. Making facial expression of an emotion
another person’s
facial expression
(video-chat)
81. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion
1. Auto appraisal
2. Reflective appraisal
3. Memory of an emotion
4. Imagination
5. Talking about
6. Empathy or witnessing another’s emotion
7. Instruction by others on how to feel
8. Violation of social norm
9. Making facial expression of an emotion
another person’s
review of a task
82. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion
1. Auto appraisal
2. Reflective appraisal
3. Memory of an emotion
4. Imagination
5. Talking about
6. Empathy or witnessing another’s emotion
7. Instruction by others on how to feel
8. Violation of social norm
9. Making facial expression of an emotion
deleting others’ files
83. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion
1. Auto appraisal
2. Reflective appraisal
3. Memory of an emotion
4. Imagination
5. Talking about
6. Empathy or witnessing another’s emotion
7. Instruction by others on how to feel
8. Violation of social norm
9. Making facial expression of an emotion
laughing after defeat
in front of friends makes
it feel more positive
84. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion: design solutions
metaphors
+
idioms
85. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion: design solutions
metaphors + idioms
“Metaphors create insight. But they also distort.
They have strengths. But they also have limitations.”
Gareth Morgan
86. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion: design solutions
metaphors + idioms
use metaphors to convey and/or create
mental associations
Dan Saffer, 2005
87. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion: design solutions
metaphors + idioms
proper metaphors used to denote UI objects/devices
contribute to the personification of the software,
increasing the usability
88. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion: design solutions
icons
denote a relation between a visual representation
and a certain concept
89. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion: design solutions
icons
denote a relation between a visual representation
and a certain concept
based on similarity – e.g., an empty page = new file
analogue – example: scissors = cut operation
arbitrary (based on an idiom) – e.g., X = close window
90. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion: design solutions
icons
most effective are the icons designed with respect to
similarity between visual representation and the concept
Rogers, 2007
91. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion: design solutions
arbitrary applications
system programs
remark: the orientation is different
see also GNOME Human Interface Guidelines
92. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion: design solutions
icons
beware of the cultural context
93. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion: design solutions
earcons
earcon = the aural equivalent of an icon
94. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion: design solutions
earcons
earcon = the aural equivalent of an icon
using sounds to denote a specific concept, event, or object
M. Blattner et al, “Earcons and Icons”,
Human-Computer Interaction, Vol. 4 (1989)
http://www.daimi.au.dk/~dsound/DigitalAudio.dir/Papers/Earcons_and_Icons.pdf
95. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion: design solutions
earcons
design guidelines (Karen Kaushansky, 2012):
choose the right type of audio
embed meaning in audio earcons
design in context
consider the “non-use cases”
decide between recorded prompts and text-to-speech
www.smashingmagazine.com/2012/09/14/guidelines-for-designing-with-audio/
96. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion: design solutions
earcons
examples:
mobile phones, operating system sound schemes,
instant messaging, electronic games, 3D environments,…
commonly, not used in the Web context
97. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion: design solutions
tactons
communicate non-visual information
by using the tactile sense
“structured tactile messages” (Brewster & Brown, 2004)
http://eprints.gla.ac.uk/3443/1/tactons_aussi.pdf
98. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion: design solutions
tactons
communicate non-visual information
by using the tactile sense
a common example:
coded tactile representations (Braille code)
text informationnon-visual form
99. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion: design solutions
tactons
context:
wearable computing
100. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion: design solutions
tactons
examples:
haptic I/O devices – e.g., sensors
case study:
L. Brown, Tactons: Structured Vibrotactile Messages for Non-Visual
Information Display, Microsoft Research (2006)
http://research.microsoft.com/apps/video/default.aspx?id=135935
101. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion: design solutions
abstract
representation
cognitive
dimension
usage
icon visual conveying information
earcon audio attention
tacton haptic appeal to a known touch
emoticon emotion conveying
an emotional state
gesticon dynamic indicating a state change
kineticon dynamic state change, progress
some are more suitable to (visually) impaired users
102. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
persuasive computing
103. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion: design solutions
Positive psychology
hedonomics
focusing on the pleasant or enjoyable aspects of HCI
Hancock, Pepe & Murphy, 2005
104. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion: design solutions
Persuasive (seductive) technologies
interactive computational systems deliberately designed
to change human attitudes and behaviors
B. J. Fogg (2003)
105. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion: design solutions
Persuasive (seductive) technologies
interactive computational systems deliberately designed
to change human attitudes and behaviors
captology
(computers as persuasive technologies)
106. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion: design solutions
Persuasive (seductive) technologies
persuasion in the context (Maria Miceli et al., 2011):
accidental vs. intentional
communicative vs. non-communicative
coercive vs. non-coercive
108. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion: design solutions
Persuasive (seductive) technologies
case studies:
games with social impact – for people with special needs
applications helping the cure of certain phobias
infant simulators
virtual pets – to diminish “bad habits” of children
…
109. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion
Herman the bug (Lester et al., 1997)
110. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion: design solutions
Persuasive (seductive) technologies
interesting uses in the HCI context:
get understanding of user behaviour
get understanding of cognitive factors
111. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion: design solutions
Persuasive (seductive) technologies
multimodal factors (Guerini, 2011):
embodied conversational agents – ECAs
kinetic typography
music
use of images
112. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion: design solutions
Persuasive (seductive) technologies
multimodal factors (Guerini, 2011):
embodied conversational agents – ECAs
kinetic typography
music
use of images
virtual characters
113. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion: design solutions
Virtual characters
avatars – artificial (visual) representations of people
114. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion: design solutions
Virtual characters
user-facing agents
showing simulated human behavior
(knowledge, inferring, choices,…artificial intelligence)
115. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion: design solutions
Virtual characters
autonomy no human intervention
reactivity takes stimuli from environment
proactivity takes initiative to act
collaboration able to collaborate with other agents
116. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion: design solutions
Virtual characters
autonomy no human intervention
reactivity takes stimuli from environment
proactivity takes initiative to act
collaboration able to collaborate with other agents
multi-agent systems
117. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion: design solutions
intelligent virtual agents having human
appearance and the capability to teach
foreign language vocabulary
M. Macedonia et al., “Intelligent virtual agents as language trainers
facilitate multilingualism”, Frontiers in Psychology (2014)
http://journal.frontiersin.org/Journal/10.3389/fpsyg.2014.00295/full
case study
118. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion: design solutions
The use of anthropomorphism
adding human qualities to virtual things
reducing the user’s anxiety regarding computers
(computer and/or Internet phobia)
119. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion: design solutions
The use of anthropomorphism
example:
“Hi, Daniel, welcome back! What we learnt last time?
Oh, yes, that experiment on Web navigation…
Let’s repeat it!”
versus
“User 33, start the experiment 7!”
120. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion: design solutions
The use of anthropomorphism
warnings:
user might feel inferior, anxious, or stupid
121. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion: design solutions
Affective interaction
goal: a program/device able to register emotions and
other stimuli and to generate a correct response
to these stimuli
122. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion: design solutions
Affective interaction
input:
sensors measuring (or learning) the user affective state
facial expression, gestures,
heartbeat rate, blood pressure, transpiration, speech
123. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion: design solutions
Affective interaction
output:
expressing empathy using computational approaches
“intelligently” / “emotionally” reacting on a situation
124. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
iCAT – a robot hardware platform using a set
of logical rules to convey emotional states (Philips, 2005)
context: human-robot interaction (HRI)
www.research.philips.com/technologies/projects/robotics/
case study
125. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion: design solutions
Aspect of interest: computational humour
humour is a powerful generator of emotions
theories of humour applied in computer science
details in P. Petta et al. (Eds.),
Emotion-Oriented Systems, Springer, 2011
126. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion: design solutions
Aspect of interest: computational humour
humour generation
building computational models
to generate humourous content (text)
127. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion: design solutions
Aspect of interest: computational humour
humour recognition
identifying humour
in natural language and/or human behaviour
128. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion: abuse on software
Humans could have an offensive behavior
regarding the digital entities
www.agentabuse.org
129. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion: abuse on software
Humans could have an offensive behavior
regarding the digital entities
example (Tatsuya Nomura, 2005):
impolite behavior of the patients,
when they discovered that the therapist is a virtual agent
130. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion: abuse on software
Humans could have an offensive behavior
regarding the digital entities
example (Antonella De Angeli & Rollo Carpenter, 2005):
“injuries” on conversational – e.g., IRC – robots:
“liar”, “stupid”, “dumb” software
131. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion: abuse on software
Humans could have an offensive behavior
regarding the digital entities
experiment (Christoph Bartneck et al., 2005):
humans tend to hurt more easily robots/devices
than people
132. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion: abuse on software
User: What is your address?
Jabberwacky: I don't think I'll tell you.
You'd kill me if I told you. Wouldn't you!
User: Yes I would.
Jabberwacky: What is your favourite food?
User: I WILL KILL YOU! I WILL HUNT YOU DOWN!!!
Jabberwacky: Please don't... I really have to leave.
User: I WILL KILL YOU!
Jabberwacky: Good.
133. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion: open question
With which emotion
should HCI designers be most concerned?
134. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion: open question
When and how should interfaces attempt
to directly address users’ emotions and
basic needs (versus application-specific goals)?
135. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion: open question
When and how should users be informed
that their affective states are being monitored
and adapted to?
136. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion: open question
How does emotion play out
in computer-mediated communication?