Page 187 -
P. 187

156  Chapter 5  Understanding how interfaces affect users

                          a new question to it. Students enjoyed the experience and were more willing to con-
                          tinue working with the computer than were other students who were not praised by
                          the computer for doing the same things. In another study, Walker et al. (1994) com-
                          pared people's responses to a talking-face display and an equivalent text-only one
                          and found that people spent more time with the talking-face display than the text-
                          only one. When given a questionnaire to fill in, the face-display group made fewer
                          mistakes and  wrote  down  more  comments. In a  follow-up study, Sproull  et  al.
                          (1996) again found that users reacted quite differently to the two interfaces, with
                          users presenting themselves in a more positive light to the talking-face display and
                          generally interacting with it more.


                          Evidence against the motion
                          Sproull et al.'s studies also revealed, however, that the talking-face display made
                          some users feel somewhat disconcerted and displeased. The choice of a stern talk-
                          ing face may have been a large contributing factor. Perhaps a different kind of re-
                          sponse  would  have  been  elicited  if  a  friendlier  smiling  face  had  been  used.
                          Nevertheless, a number of  other studies have shown that increasing the "human-
                          ness" of an interface is counterproductive. People can be misled into believing that
                          a computer  is like a human, with human levels of  intelligence. For example, one
                          study investigating user's responses to interacting with agents at the interface rep-
                          resented as human guides found that the users expected the agents to be more hu-
                          manlike than  they actually were. In particular, they expected  the agents to have
                          personality, emotion, and motivation-even though the guides were portrayed on
                          the screen as simple black and white static icons (see Figure 5.8). Furthermore, the
                          users became disappointed  when they discovered the agents did not have any of
                          these characteristics (Oren et al., 1990). In another study comparing an anthropo-
                          morphic interface  that spoke in  the first  person  and  was  highly  personable  (HI
                          THERE, JOHN! IT'S NICE TO MEET YOU, I SEE YOU ARE READY NOW)
                          with a mechanistic one that spoke in third person (PRESS THE ENTER KEY TO




















                                                                            Figure 5.8  Guides of histori-
                                                                            cal characters.
   182   183   184   185   186   187   188   189   190   191   192