Human-Computer Interaction

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agent vs no agent

agent more entertaining

claims to humanity (using "I" reference)

evoked negative reactions when delivered with synthetic voice, as compared with human voice

emotional feedback

facial displays that reference a particular emotion: happiness, puzzlement, etc.

interactivity as medium feature

focusing on number of modalities for user interaction available on the interface

cognitive effects

greater learning = more memorable

research on structural features of user interfaces

how modality and interactivity influence individuals' cognitive, affective, and behavioural reactions

computer's personality

inferred from verbal or para-verbal cues in the interface users respond more positively to computers whose personalities match their own - dominant users prefer confidence and assertiveness - same for extro and intro

interactivity as message feature

information organization on interface leading to contingent exchange of messages between user and system

anthropomorphising computers

innate tendency especially reactive to interface features that invite anthropomorphism -> heightened expectations of likeness to H2H interactions, letting it influence their perceptions and behaviors

interactivity as process

interactions between humans via email

HCI vs H2H

interview by computer vs human - evaluation same but nonverbal behaviors (smiling) were human-biased

Human-computer interaction (HCI)

investigates how people perceive and think about computer-based technologies, what human constraints affect human-machine interactions, what factors improve usability of computer systems

variable-centered approach

investigating the role of specific attributes across technologies component attributes rather than a whole package (object-centered)

linear vs nonlinear site designs

linear promoted factual learning nonlinear led to better structuring of acquired info (like mindmap)

gender stereotyping of the computer

male-voiced computers rated as more proficient in technical subjects female-voiced subjects more proficient in emotional subjects such as love and relationships

contingent interactivity

message exchange being threaded, in forums

amount of interactivity

moderate = most positive assessments of content high = high engagement, forcing central processing and hence close scrutiny of content? too much = distraction, disorientation, cognitive overload

mechanomorphic interface

more suitable for socially sensitive topics

5 defining attributes of the internet

multimedia, hypertextuality, packet switching, synchronicity, interactivity

providing direct feedback about computer's performance

participants provided more positive evaluations when computer asked about its own performance; participants less subject to politeness norm when asked by other computers, giving less positive comments

flattery

participants rated the computer and their own performance more positively when the computer produced praise

reciprocity

participants spent more time to "help" the computer after it provided them with useful info

honesty

participants' responses were more intimate on depth and breadth when computer provided some info about its technical capabilities (self-disclosure)

immersive virtual reality with display of realistic gaze

people increased interpersonal distance to maintain an optimal level of immediacy

CAS: computer as source

people respond socially to the technology itself; apply same social heuristics as they do in H2H interaction

strength in numbers

people who heard multiple synthetic voices reading book reviews were more persuaded than those who heard a single synthetic voice reading all 5 reviews

provision of envelope feedback

positive evaluations, fewer utterances to complete task (efficient communication)

tailored content or sense of agency?

power users rated content more positively in the customization condition (user changes specifications) non-power users gave higher ratings in the personalization condition (site tailoring to user)

study of the tendency to anthropomorphise computers

predicted students' level of loyalty to particular computer terminals in a lab

envelope feedback

related to process of conversation: nods, gaze, manual beat gesture, head movements

modality-agency-interactivity-navigability (MAIN) model

seeks to specify how a surface or design aspect pertaining to MAIN leads to users' positive or negative evaluations process interactivity affordances heuristically, identify specific cues

user perceptions of interactivity

significantly positively affected by technological affordances; induces sense of telepresence

interactivity as product

site features such as click polls

computer as proxy

suggests that users might be carrying on a parasocial interaction with the programmer

use

users focus more on gratifications offered by the media as a whole; fulfill media-related need

CAM: computer as medium

users' social responses are not directed toward the technology but are affected by it

asocial nature of interaction

"mindlessness" gender stereotyping of computer occurs only when participants were cognitively busy with a secondary task

drawback of human-like agents

- create unrealistic expectations about the system's capacity - mismatch between appearance and behaviour might result in less-than-optimal user experience - increased social presence = users less willing to perform embarrassing acts (impression management)

partnership in HRI

appearance + status affect working relationships participants retained more responsibility when working with a machine-like robot than with a humanoid one, esp. if machine is subordinate robot's ability to learn new behaviours over time (like humans) = more positive perceptions + formation of stronger bond

drawback of talking face

attracts attention but hinders task performance

people do differentiate between interacting with and via computer technologies

but in the presence of social cues, they often fail to suppress well-rehearsed social reactions toward the machine

robots cannot serve as perfect human surrogates

but people tend to ascribe animacy and intentionality to them bc they are mobile and sort of autonomous = prompts social responses

functional interactivity

calling up various functions on a site, such as audio downloads

CAM model

computer as a conduit of content that human users actively use communicating with others via computer + obtaining content via the computer

2 distinct lines of HCI research

computer as source computer as interactive medium

multimedia

computers communicate in a variety of different modalities *presence* our senses are the channels to our minds; vividness of media conceptualised in terms of sensory breadth and sensory depth

HCI researchers

consider interaction between person and computer as a sort of conversation

interactivity as source feature

degree to which interface allows the user to choose the source of info

interactivity

dialogue, control, choice, responsiveness, two-way communication, real-time participation, level of user activity, user involvement, speed, mapping, synchronicity, contingency, content modifiability, etc.

research on source characteristics

effects of human-like attributes of computer systems such as: personality gender group membership

study of how the extent to which an interface resembles a human affects user responses

talking face: greater arousal and stronger social desirability bias (bc reminded participants of real human being) = more positive social interactions, esp. in terms of subjective responses empirical evidence mixed some preferred text-only interface

Computers Are Social Actors

tested the applicability of various interpersonal social rules in HCI

voice characteristics as mark of individual identity

the voice of the computer acts as the psychological source in HCI

management information systems (MIS)

treats technology as a tool to accomplish specific task goals and stresses organisational implications of various computer applications

credibility

use of seals and ratings on sites to convey relevant experience and trustworthiness of a site


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