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Understanding how interfaces


                        affect users




                        5.1  Introduction
                        5.2  What are affective aspects?
                        5.3  Expressive interfaces
                        5.4  User frustration
                        5.5  A debate: the application of anthropomorphism to interaction design
                        5.6  Virtual characters: agents
                             5.6.1  Kinds of agents
                             5.6.2  General design concerns: believability of virtual characters







          5.1  Introduction
                        An overarching goal of  interaction design is  to develop interactive systems that
                        elicit positive responses from users, such as feeling at ease, being comfortable, and
                        enjoying the experience of  using them. More recently, designers have become in-
                        terested in how to design interactive products that elicit specific kinds of  emotional
                        responses in users, motivating them to learn, play, be creative, and be social. There
                        is also a growing concern with how to design websites that people can trust, that
                        make them feel comfortable about  divulging personal information or  making  a
                        purchase.
                            We refer to this newly emerging area of interaction design as affective aspects.
                        In this chapter we look at how and why the design of computer systems cause cer-
                        tain kinds of  emotional responses in users. We begin by looking in general at ex-
                        pressive interfaces, examining the role of an interface's appearance on users and
                        how it affects usability. We then examine how computer systems elicit negative re-
                        sponses, e.g., user frustration. Following this, we present a debate on the controver-
                        sial topic of  anthropomorphism and its implications for designing applications to
                        have human-like qualities. Finally, we examine the range of  virtual characters de-
                        signed to motivate people to learn, buy, listen, etc., and consider how useful and
                        appropriate they are.
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