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160  Chapter 5   Understanding how interfaces affect users

                              Mike brings his hands up as if  to speak, so Rea does not continue, waiting for
                              him to speak.
                              Mike: "Tell me more about it."
                              Rea: "Sure thing. It has a nice garden . . ."



                          Which of  the various kinds of  agents described above do you think are the most convincing?
                          Is it those that try to be as humanlike as possible or those that are designed to be simple, car-
                          toon-based animated characters?

            Comment       We argue that the agents that are the most successful are ironically those that are least   1
                          like humans. The reasons for this include that they appear less phony and are not trying
                          to pretend they  are more intelligent or  human  than  they  really are. However, others   1
                          would argue that the more humanlike they are, the more believable they are and hence
                          the more convincing.                                                             I


            5.6.2  General design concerns
                          Believability of virtual characters

                          One of  the major concerns when designing agents and virtual characters is how to
                          make them believable. By believability is meant "the extent to which users inter-
                          acting with an agent come to believe that it has its own beliefs, desires and person-
                          ality" (Lester and Stone, 1997,  p 17).  In other words, a  virtual character  that  a
                          person can believe in is taken as one that allows users to suspend their disbelief. A
                          key aspect is to match the personality and mood of the character to its actions. This
                          requires deciding what are appropriate  behaviors  (e.g.,  jumping, smiling, sitting,
                          raising arms) for different kinds of emotions and moods. How should the emotion
                          "very happy" be expressed? Through a character jumping up and down with a big
                          grin on its face? What about moderately happy-through a character  jumping up
                          and down with a small grin on its face? How easy is it for the user to distinguish be-
                          tween these two and other emotions that are expressed by the agents? How many
                          emotions are optimal for an agent to express?


                          Appearance
                          The appearance of an agent is very important in making it believable. Parsimony and
                          simplicity are key. Research findings suggest that people tend to prefer simple car-
                          toon-based screen characters to detailed images that try to resemble the human form
                           as much as possible (Scaife and Rogers, 2001). Other research has also found that
                          simple cartoon-like figures are preferable to real people pretending to be artificial
                           agents. A project carried out by researchers at Apple Computer Inc. in the 80s found
                          that people reacted quite differently to different representations of  the same inter-
                          face agent. The agent in question, called Phil, was created as part of a promotional
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