Lecture 16 – Affect Terry Winograd CS147 - Introduction to Human-Computer Interaction Design

21
7 - Terry Winograd - 1 Lecture 16 – Affect Terry Winograd CS147 - Introduction to Human- Computer Interaction Design Computer Science Department Stanford University Autumn 2006

description

Lecture 16 – Affect Terry Winograd CS147 - Introduction to Human-Computer Interaction Design Computer Science Department Stanford University Autumn 2006. Learning Goals. How does affect play a role in human-computer interaction? …in design? …in anthropomorphic devices like robots?. - PowerPoint PPT Presentation

Transcript of Lecture 16 – Affect Terry Winograd CS147 - Introduction to Human-Computer Interaction Design

CS147 - Terry Winograd - 1

Lecture 16 – Affect

Terry WinogradCS147 - Introduction to Human-

Computer Interaction DesignComputer Science Department

Stanford UniversityAutumn 2006

CS147 - Terry Winograd - 2

Learning Goals

•How does affect play a role in human-computer interaction?

•…in design?

•…in anthropomorphic devices like robots?

CS147 - Terry Winograd - 3

Norman Levels of Design

• Visceral

• Behavioral

• Reflective

• Affect and Emotion– Affect is the basic human feeling

behavior

– Emotion involves perception and memory and always includes an environmental factor, present or past

CS147 - Terry Winograd - 4

Visceral Design by Apple

CS147 - Terry Winograd - 5

Cell Phones

CS147 - Terry Winograd - 6

Hiroshi Ishii’s Music Bottles

• Physical feel – Haptic feedback and tangibility

CS147 - Terry Winograd - 7

Biophilia

CS147 - Terry Winograd - 8

Game design

• Overall sensory look and feel• Music and sound effects• Emotions are the key drivers

– Fear, Sex, Aggression,….

• Haptic/tangible (e.g,. For driving games)

CS147 - Terry Winograd - 9

Reflective Level: Message, culture, meaning

• Personal remembrances• Self image• Watches as an example

CS147 - Terry Winograd - 10

Swatch car

CS147 - Terry Winograd - 11

Alessi Juicy Salif Citrus Fruit Squeezer

CS147 - Terry Winograd - 12

Visceral vs. Reflective

• Attractiveness is a visceral-level phenomenon– Beauty comes from the reflective level

• Sexy, powerful, seductive – visceral level– Prestige, rarity, exclusiveness –

reflective level

How does this apply to interaction design?

CS147 - Terry Winograd - 13

Affective Interactive Toys

Furby

Aibo

NeCoRo

Tamagotchi

Paro: World's Most Therapeutic Robot

• World's Most Therapeutic Robot"Mental Commit Robot"Nickname: "Paro"

CS147 - Terry Winograd - 15

Kismet – Cynthia Breazeal, MIT

CS147 - Terry Winograd - 16

Emotional Machines

• What are emotions?– Emotion as an attribution that

explains behavior– States of readiness– Emotions allow us to translate

intelligence into action

Does your car have emotions?

What Kinds of Emotions would Roomba have?

CS147 - Terry Winograd - 18

Human-Robot interaction

• Anthropomorphism and expectations

• The uncanny valley• Displaying the machine’s

emotional state– Facial expressions– Fake vs. real emotions

CS147 - Terry Winograd - 19

Machines Assessing People’s Emotional State

• Facial expression• Physiological signals

– (blood pressure, galvanic skin response, facial expression....)

How and when should machines respond to your affect?

CS147 - Terry Winograd - 20

Affective Computing (Rosalind Picard, MIT)

Blood Volume Pressure (BVP) earring

Galvanic SkinResponse

(GSR) rings and bracelet

CS147 - Terry Winograd - 21

Manipulating Affect and Motivation

• Captology is the study of computers as persuasive technologies. This includes the design, research, and analysis of interactive computing products created for the purpose of changing people's attitudes or behaviors.

BJ Fogg, Persuasive Technology: Using Computers to Change What We Think and Do