Transcript Slide 1

User Psychology
ITKP103
Human Being and Information System
http://www.cs.jyu.fi/ky/kurssit/itkp103/index.html
Sacha Helfenstein
[email protected]
Lectures 28.10, 2.11., and 4.11.2005
Transfer, Affordance, Metaphors
Transfer, Affordance, Metaphors
conflict
Transfer, Affordance, Metaphors
• Positive: People always transfer their past
experiences to present situations
• Negative: People always transfer their past
experiences to present situations
Example for two different levels of transfer: Conceptual (i.e.,
user‘s understanding of the device) and Action (e.g., user‘s
interaction with the device)
Conceptual
Action
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Supporting Users‘ Cognition
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Repetitio mater studiorum est
Consistency and Interference
Recognition is easier than recall
Learning and thinking is context dependent
Law of Experience -> Transfer of Learning
• Use simple conceptual models oriented
at the goals of the user
Supporting Users‘ Cognition
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Repetitio mater studiorum est
Consistency and Interference
Recognition is easier than recall
Learning and thinking is context dependent
Law of Experience -> Transfer of Learning
Use simple conceptual models oriented at the goals of
the user
• Enable meaningful experiences (e.g.,
semantics over syntax, self-explaining terminology)
Supporting Users‘ Cognition
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Repetitio mater studiorum est
Consistency and Interference
Recognition is easier than recall
Learning and thinking is context dependent
Law of Experience -> Transfer of Learning
Use simple conceptual models oriented at the goals of
the user
• Enable meaningful experiences (e.g., semantics over
syntax, self-explaining terminology)
• Address different modalities (≠ developping
fancy multi-media interfaces)
Motor Control
• Learning, remembering, selecting,
planning, and controling of movement
during execution
• The production of purposeful, goaldirected movement pervades all human
activity and are a necessary part of
interacting with our environment (-> HCI)
Some Key Topics in Motor
Control
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Speed vs. Accuracy
Degrees of freedom
Simultaneous motor movement
Visuo-motor integration
Serial order, motor programs, schemata,
scripts
• Skill acquisition
• Strong memory (also interference, negative
transfer)
The Model Human Processor
• Perception system
• Cognition system
• Motor system
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• Affective System?
Reasons for Integrating Affect
• User experience vs. usability & utility
• „Attractive things work better“ (Norman, 2002)
• Emotions as biggest differentiator in user
experience
• Difference between skill and will
• Emotions are part of cognition, affect our
perception, attention, thinking, and guide
our behavior
• The Final Frontier (e.g., Affective Computing
and AI)
HCI focus over time
• 1960- : UI for expert users (system
operators)
• 1970- : From Main Frame to Desktop
machine
• 1980- : Increasingly novice users (GUI)
• 1990- : Ubiquitous computing, consistent
interfacing
• 2000- : User experience, Socio-emotional
dimension of HCI
Why Affect has been discared?
• Dominance of Cognitive Psychology and
their adaptation of a deficient Information
Processing metaphor to the study of
humans
• Irrational emotions distract from the study
of pure cognition
• Dispute over emotion theory
• Measurement problem
What Is an Emotion?
• Everybody knows - except scientists
• Emotion as
– Content experience (feeling)
– Physical experience
– Motivational and behavioral indicator
• „Emotions as ratiomorph evaluations“
(Bischof, 1985)
• „Emotions as action tendencies“ (Frijda, 1986)
• Affect family: Emotions, Moods,
Motivations, Values, Needs
Why Do We Have Emotions?
• Emotions inform us about our inner status
and our relation to the world with respect
to our goals.
• Emotions tell us...
– what‘s good and what‘s bad
– what‘s important
– and in what direction we would like to change
matters.
Role of Affect in Use Interaction
• Affect
Use Interaction
• Affect
Use Interaction
Artefact of
use
interaction
„Designed for“
effect in order to
enhance the user
experience
Goal of use
interaction
Emotions as Goals of Use
Usability Goes Beyond Utility
Looks
Identity
Fun
Image
Hedonic
Meaning
Efficiency
Instrumental
Meaning
Effectivity
Status
Symbol
Symbolic
and
Expressive
Meaning
Fashion
Pride
People choose and use products for more reasons
than just to satisfy functional needs.
Affect and Cognition
• Mood, emotions, and attitudes selectively
capture our attention, memory, and
thinking
– Productive use through emotionally-laden
stimuli
• E.g., Colors, Music, Humour, Alerts
– The downside is attention rigidness,
distraction, and neglect
• E.g., Errors, dominance of negative events,
contextual information gets lost
Affect and Cognition
e.g., arousal and reaction time
Affect and Cognition
• Positive mood enhances cognitive activity
and boosts creativity. LOL.
• Medium level arousal enhances learning
and performance.
• Positive emotions can balance out
negative experiences and influence the
use experience in a holistic way.
• Positive emotions are rewarding and
motivating.
Affect and Cognition
• Negative emotions and attitudes hinder
effective, efficient, satisfying use.
• Anxiety (e.g., fear of failure) reduces
Working Memory capacity, causes slower
learning, hinders performance (even for
easy tasks), and builds up negative
attitudes.
• Negative attitudes result in use avoidance,
impaired learning and use, and predict
negative future attitudes.
Aesthetics
• Aesthetics alter users' perceptions of
usefulness, usability, performance (Davis, 1989;
Dillon, 2001, Norman, 2002)
• Apparent vs. inherent usability (Kurosu & Kashimura,
1995; Tractinsky, 1997)
Relevance
• People expect things that look good to work
better
• Indeed, they often actually do! (e.g., obey laws
of perception, motivate people, place them into
good mood)
• Self-fulfilling prophecy: Negative expectations
affect users’ subsequent evaluation of the
interface (i.e., expression of dissatisfaction). (Hiltz
& Johnson, 1990)
• However: Don‘t hide bad interaction design
behind beauty.
• Also: Aesthetics is not culture-free!
The Positive Affective Chain
Looks good, sounds good (aestethics, attractivity)
Feels good (symbolics, trust, pride, identification)
Is good for me (emotional evaluation, attitude)
I Want it (motivation, intention)
I Use it (behavior, action)
The Negative Affective Chain
Looks unappealing, confusing
Embarrasses me, intimidates me
I don‘t like it
Aversion, anxiety
I avoid it, or use it with discomfort
Technophobia & Computer Anxiety
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Think negatively about technology use
Feel negatively about and during use
Ineffective and inefficient use
Use avoidance
Who is technophobic?
Women > Men
Older people > Younger people
(Weil & Rosen, 1995)
„Fear Factors“
• Disposition
• Lack of clarity (what, how, where, who,
why)
• Lack of control
• Relevance of outcome
• Lack as well as type of prior experiences
(especially failures and errors)
References
Dalal, N.P., Quible, Z., & Wyatt, K. (1999). Cognitive design of home pages: an
experimental study of comperhension on the WWW. Information Processing and
Management, 36, 607-621.
Card, S. K., Moran, T. P., & Newell, A. (1983). The Psychology of Human Computer
Interaction.
Lawrence Erlbaum.
Newell, A. & Card, S. K. (1985). The prospects for psychological science in humancomputer interaction. Human-Computer Interaction, 1(3), 209-242.
Landauer, T. K. (1987). Psychology as a mother of invention. In J. M. Carroll & P. P.
Tanner (Eds.), Proceedings of the SIGCHI/GI conference on Human factors in
computing systems and graphics interface (pp. 333-335). New York: ACM Press.
Koffka, K. (1935). Principles of Gestalt Psychology. London: Routledge & Kegan Paul.
Stroop, J.R. (1935). Studies of interference in serial verbal reactions. Journal of
Experimental Psychology, 12, 643-662.
Bower, G. H. (1981). Mood and memory. American Psychologist, 36(2), 149-158.
Frijda, N. H. (1986). The emotions. Cambridge: Cambridge University Press.
Norman, D. A. (2002). Emotion and design: Atrractive things work better. Interactions
Magazine, ix (4), 36-42.
Mehrabian, A. (1995). Framework for a comprehensive
description and
measurement of emotional states. Genetic, Social, and General Psychology
Monographs, 121, 339-361.
References
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Hiltz, S.R. and Johnson, K. User satisfaction with computer mediated communication
systems, Management Science. 30.6 (1990). 739-764.
Kurosu, M, & Kashimura, K. (1995). Apparent usability vs. inherent
usability: experimental analysis on the determinants of the apparent usability.
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems.
New York: ACM Press.
Atkinson, R. C. & Shiffrin, R. M. (1968). Human memory: A proposed system and its
control processes. In K.W. Spence & J.T. Spence (Eds.), The Psychology of Learning
and Motivation, Vol 2. New York: Academic Press.
Norman, D. A., & Draper, S. W. (Eds.) (1986). User centered system design: New
perspectives on human-computer interaction. Hillsdale, NJ: Lawrence Erlbaum
Associates.
Irina Ceaparu, Jonathan Lazar, Katie Bessiere, John Robinson and Ben Shneiderman
Determining Causes and Severity of End-User Frustration
Seyle, H. (1956). The Stress of Life.
Picard, R.; Affective Computing, MIT Press, 1997
Weil, M.M. & Rosen, L.D. (1995). The Psychological Impact of Technology from a
Global Perspective: A Study of Technological Sophistication and Tehnnophobia in
University Students from Twenty-Three Countries. Computers in Human Behavior,
11(1), 95-133.