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- Emotional interaction: what makes people feel happy, sad, annoyed, anxious, frustrated, and how that affects how they use a product.
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- Automatic (affect) responses are fast; conscious appraisal is slower and reflective.
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- Norman / Ortony: three levels: VISCERAL (looks and feel), BEHAVIORAL (use: usability), REFLECTIVE (meaning, self-image, memories).
Memory trickVisceral = first look; Behavioral = while using; Reflective = afterwards, what it says about me.
🎯 How this can come up · 1 question
MCQ
Buying a watch because of what it says about your status is at which level?
Correct: Reflective.
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- Expressive interfaces: colours, icons, sounds, animations that convey emotion and make interaction pleasurable.
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- Frustrating interfaces: gimmicks, vague error messages, too many steps, bad appearance.
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- Good error messages: say what went wrong and how to fix it, in plain language, without blaming the user.
🎯 How this can come up · 1 question
MCQ
Which is the best error message?
Correct: "Your password must be at least 8 characters. Please try again.".
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- Affective computing: systems that recognize and express emotions (facial coding, voice, body signals).
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- Persuasive technologies: designed to change attitudes or behaviour (fitness trackers, energy displays, nudges).
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- Phishing exploits trust: emotional design can be used against users.
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- Anthropomorphism: giving human qualities to objects (cuddly robots, chatbots). Can make interaction enjoyable, but can also deceive or annoy.
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