Friday, November 4, 2011

Week 3 / Second Lecture : Human to machine interaction [WeeFong]

The topic given by lecture today is the problem of interactivity between human with computer. There will be problem when the human context and computer context mix up together.The human context involve Information processing; language, communication and interaction; ergonomics while the computer context involve input and output devices; dialogue techniques; dialogue genre; computer graphics; dialogue architecture. The gimmicks will affect the usability of an interface. People are prepared to put up with certain aspects of an interface on the computer. If there is slow download rate, it will end up with irritation and frustration. 

Shneiderman's 5 guidelines for error messages:
  • Avoid using terms like FATAL, INVALID, BAD.
  • Avoid warnings.
  • Avoid UPPERCASE and long code numbers.
  • Messages should be precise rather than vague.
  • Provide context - sensitive help.

Anthropomorphism means that attributing human like qualities to inanimate objects (or anything not human). Something like well know phenomenon and much exploited in HCI. For example, the Nintendo Pocket Pikachu designed to motivate children into being more physically active on a consistent basis. The owner of the digital pet is required to train it. If virtual pet becomes unhappy it will eventually die.

Criticism of Anthropomorphism
  • Deceptive, make people feel anxious, inferior or stupid.
  • People tend not to like screen characters that point out mistakes.
  • Many prefer the more impersonal.
  • Studies have shown that personalised feedback is considered to be less honest + makes users feel less responsible for their actions.

Virtual Characters should be increasingly appearing on screens. Provides a persona that is welcoming, has personality + makes user feel involved with them. Make it believable which mean extent to which users come to believe an agent's intentions + personality. 

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