Module Hci 2
Module Hci 2
Module I
Human Computer
Interaction 2
1st Semester, AY 2020-2021
Prepared by
MARNULD F. CLIMACO
Instructor
Course Description
This course covers the principles of human-computer interaction and the design
and evaluation of user interfaces. Topics include an overview of human
information processing subsystems (perception, memory, attention, and problem
solving); how the properties of these systems affect the design of user interfaces;
the principles, guidelines, and specification languages for designing good user
interfaces, with emphasis on tool kits and libraries of standard graphical user
interface objects; and a variety of interface evaluation methodologies that can be
used to measure the usability of software.
Grading System
Learning Outcomes
UNIT 5
EMOTIONAL INTERACTION
Objectives
5.1 Introduction
ACTIVITY 5.1
1. Emotionally attached
2. frustration
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expressions can trigger emotional responses in others. So when someone smiles
it can cause others to feel good and smile back.Emotional skills, especially the
ability to express 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 recognizing their facial expressions, way of speaking, and other body
signals. We are also very good at knowing what emotions to express in a given
situation. For example, when someone has just heard he has failed an exam we
know it is not a good time to smile and be happy. Instead we try to empathize.In
addition to creating user experiences that elicit, avoid, or encourage certain kinds
of emotional reactions, another approach, called affective computing, has
attempted to develop computer-based systems that recognize and express
emotions in the same way humans do (Picard, 1998). A long-standing area of
research in artificial intelligence and artificial life has been the creation of
intelligent robots that behave like humans and other creatures. An early classic
was COG, where a group of researchers attempted to build an artificial two-year-
old. An offspring of COG was Kismet (Breazeal, 1999), which was designed to
engage in meaningful social interactions with humans (see Figure 5.2). Besides
being important theoretical research, the approach also has practical aims. For
example, one application is to consider how to design technologies that can help
people feel better, and which are “capable of soothing a crying child or of
perhaps artificially preventing strong feeling of loneliness, sadness, frustration,
and a host of other strong negative emotions, (Picard and Klein, 2002, p. 23).
However, it should be stressed that designing computers to artificially care for
humans, through listening, empathizing, and being cheerful, is not viewed as a
replacement for human care but as an aid.
Figure 5.1
Activity 5.2
Other ways of conveying the status of a system are through the use of:
Dynamic icons (e.g. a recycle bin expanding when a file is placed in it and paper
disappearing in a puff when emptied).
Spoken messages, using various kinds of voices, telling the user what needs to
be done (e.g. GPS navigation system instructing you politely where to go after
having taken a wrong turn).
Various sonifications indicating actions and events (e.g. whoosh for window
closing, schlook for a file being dragged, ding for new email arriving).
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Table 5.1 Some commonly used emoticons
ACTIVITY 5.3
How often do you use emoticons when communicating with your friends via
different social media (texting, emailing, chatting, tweeting, or Face booking)?
Does it vary depending on the social media you are using? Does using them help
you express your emotions effectively?
The style of an interface, in terms of the shapes, fonts, colors, balance, white
space, and graphical elements that are used and the way they are combined,
can also influence its emotional impact. Use of imagery at the interface can result
in more engaging and enjoyable experiences (Mullet and Sano, 1995). The
design of aesthetically pleasing interfaces has also become of central concern to
interaction design. Empirical studies have shown that the aesthetics of an
interface can have a positive effect on people's perception of the system's
usability (e.g. Tractinsky, 1997). When the look and feel of an interface is
pleasing – e.g. beautiful graphics, nice feel to the way the elements have been
put together, well-designed fonts, elegant use of images and color, a good sense
of balance – users are likely to be more tolerant, e.g. they may be prepared to
wait a few more seconds for a website to download. Furthermore, good-looking
interfaces are often more satisfying and pleasurable to use. A key concern,
therefore, is to strike a balance between designing aesthetic and usable
interfaces (Tractinsky et al, 2000).
ACTIVITY 5.4
Figure 5.5 shows two differently designed dialog boxes. Describe how they differ
in terms of style. Of the two, which one do you prefer? Why? Which one do you
think Europeans would like the most and which Americans?
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Figure 5.5 Square and round dialog boxes designed by Marcus (1993): (a) dialog box designed
for white American women; (b) dialog box designed for European adult male intellectuals
T hank You, Lord God, for opening myeyes to the light of Your wisdom.You
have delighted my heart with the knowledge of truth. I ask You,Lord, help
me always to do Your will.
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