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154  Chapter 5   Understanding  how interfaces affect users
  I                      The motion

                          The use of  anthropomorphism  in interaction  design is an effective technique and
                          should be exploited further.

                          Background

                          A controversial debate in interaction design is whether to exploit the phenomenon
                          of  anthropomorphism (the propensity people have to attribute human qualities to
                          objects). It is something that people do naturally in their everyday lives and is com-
                          monly exploited in the design of  technologies (e.g., the creation of  humanlike ani-
                          mals and plants in cartoon films, the design of  toys that have human qualities). The
                          approach is also becoming more widespread in interaction design, through the in-
                          troduction of agents in a range of domains.
                             What is  anthropomorphism?  It  is  well  known  that  people  readily  attribute
                          human qualities to their pets and their cars, and, conversely, are willing to accept
                          human attributes that have been assigned by others to cartoon characters, robots,
                          toys, and other inanimate objects. Advertisers are well aware of  this phenomenon
                          and often create humanlike characters out of  inanimate objects to promote their
                          products. For  example, breakfast  cereals, butter, and fruit  drinks  have  all been
                          transmogrified into characters with human qualities (they move, talk, have person-
                          alities, and show emotions), enticing the viewer to buy them. Children are espe-
                          cially susceptible to this kind of  "magic," as witnessed in their love of  cartoons,
                          where all manner of inanimate objects are brought to life with humanlike qualities.

                          Examples of its application to system design
                          The finding that people, especially children, have a propensity to accepting and en-
                          joying objects that  have been given humanlike qualities has led many  designers
                          into capitalizing on it, most prevalently in the design of  human-computer dialogs
                          modeled on how humans talk to each other. A range of  animated screen charac-
                          ters, such as agents, friends, advisors and virtual pets, have also been developed.
                             Anthropomorphism has also been used in the development of cuddly toys that
                          are  embedded  with  computer  systems.  Commercial  products  like  ~cti~ates~~
                          have been designed to try to encourage children to learn through playing with the
                          cuddly toys. For example, Barney attempts to motivate play in children by using
                          human-based speech and movement (Strommen, 1998). The toys are programmed
                          to react to the child and make comments while watching TV together or working
                          together on a computer-based task (see Figure 1.2 in Color Plate 1). In particular,
                          Barney is programmed to congratulate the child whenever he or she gets a right an-
                          swer and also to react to the content on screen with appropriate emotions  (e.g.,
                          cheering at good news and expressing concern at bad news).


                          Arguments for exploiting this behavior
                          An underlying argument in favor of the anthropomorphic approach is that furnish-
                          ing interactive systems with personalities  and  other humanlike attributes  makes
                          them more enjoyable and fun to interact with. It is also assumed that they can moti-
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