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142   Chapter 5   Understanding how interfaces affect users


                             The main aims of this chapter are to:
                               Explain what expressive  interfaces are and  the affects  they can have on
                               people.
                               Outline the problems of user frustration and how to reduce them.
                               Debate the  pros  and  cons of  applying  anthropomorphism in interaction
                               design.
                               Assess the believability of different kinds of agents and virtual characters.
                               Enable  you  to critique  the  persuasive  impact of  e-commerce agents  on
                               customers.



                 What are affective aspects?

                          In general, the term "affective" refers to producing an emotional response. For ex-
                          ample, when people are happy they smile. Affective behavior can  also cause an
                          emotional response in others. So, for example, when someone smiles it can cause
                          others to feel good and smile back. Emotional skills, especially the ability to ex-
                          press and recognize emotions, are central to human communication. Most of us are
                          highly skilled at detecting when someone is angry, happy, sad, or bored by recog-
                          nizing their facial expressions, way of speaking, and other body signals. We are also
                          very good at knowing what emotions to express in given situations. For example,
                          when someone has just heard they have failed an exam we know it is not a good
                          time to smile and be happy. Instead we try to empathize.
                             It has been  suggested that computers  be designed to recognize and  express
                          emotions in the same way humans do (Picard, 1998). The term coined for this ap-
                          proach is "affective computing". A long-standing area of  research in artificial intel-
                          ligence  and  artificial  life  has  been  to  create  intelligent  robots  and  other
                          computer-based systems that behave like humans and other creatures.  One well-
                          known project is MIT's COG, in which a number of  researchers are attempting to
                          build an artificial two-year-old. One of  the offsprings of  COG is Kismet (Breazeal,
                          1999), which has been designed to engage in meaningful social interactions with hu-
                          mans (see Figure 5.1). Our concern in this chapter takes a different approach: how
                          can interactive systems be designed (both deliberately and inadvertently) to make
                          people respond in certain ways?












                          Figure 5.1  Kismet the robot expressing surprise, anger, and happiness.
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