SE365 · LECTURE 3Emotional Interaction
SE365 · LECTURE 3 · SLIDE BREAKDOWN

HCI used to ask does it work.
Now it asks how does it feel.

Emotional interaction is concerned with how we feel and react when interacting with technologies - what makes us happy, sad, annoyed, anxious, frustrated or motivated, and how that can be designed for, detected, and deliberately used to change behaviour.

Ortony's 3 levelsExpressive interfacesFrustrating interfacesAffective computing & emotional AIPersuasive techAnthropomorphism

LEARNING OUTCOMES

  1. Explain how emotion relates to the user experience.
  2. Give examples of interfaces that are both pleasurable and usable.
  3. Explain visceral, behavioural and reflective design.
  4. Describe affective computing and emotional AI, and the techniques they use.
  5. Describe how technologies can be designed to change attitudes and behaviour.
01 - EMOTION AND THE USER EXPERIENCE

From efficient systems to felt responses

HCI has traditionally been about designing efficient and effective systems. It is now also about designing interactive systems that make people respond in certain ways - to be happy, to be trusting, to learn, to be motivated.

Emotional intelligence is the starting point: how people express themselves and read each other through facial expressions, body language, gestures and tone of voice. When people are happy they laugh and relax their body posture; when angry they screw up their face. But Baumeister et al. (2007) argue the relationship between emotion and behaviour is more complex than a single cause-and-effect model - a point worth quoting in an exam.

Emotion typeCharacterExample
Automatic (affect)Rapid, dissipates quickly.A fit of anger.
ConsciousDevelops slowly, takes a long time to go, involves reflection.Jealousy.
THE DESIGN DILEMMA THE SLIDES POSE

Should an interface be designed to improve how we feel - and if so, how? Our moods change continuously, so how would the interface keep track and know when to act? Which moods match which kinds of interface? These are posed as open questions; an exam answer should treat them as unresolved design problems, not solved ones.

02 - THE THREE-LEVEL MODEL

Ortony, Norman et al. (2005): visceral, behavioural, reflective

The model's central claim is that our emotional state changes how we think, and therefore that design must address three levels at once.

Visceral design

Making products look, feel and sound good. The immediate, pre-conscious reaction.

Behavioural design

About use - this level equates with the traditional values of usability.

Reflective design

About the meaning and personal value of a product - what owning and using it says.

Emotional stateHow thinking changesConsequence for the interface
Frightened or angryFocus narrows; muscles tense and the body sweats.The user is less tolerant - minor flaws become blocking problems.
HappyFocus widens; the body relaxes.The user is more likely to overlook minor problems and to be more creative.
THE SWATCH WATCH WORKED EXAMPLE

Brilliant colours and wild design attract attention at the visceral level. Affordances of use operate at the behavioural level. Cultural images and graphical elements are designed at the reflective level. One object, three levels - this is the exact analysis the exam expects you to reproduce for a different product.

MEMORY HOOK

V-B-R = Look, Use, Mean. Visceral is what you see in the first second, behavioural is what happens in the first minute, reflective is what you still think a year later.

03 - EXPRESSIVE INTERFACES

Feedback that carries a feeling

Expressive interfaces provide reassuring feedback that can be both informative and fun - but which can also be intrusive, causing people to get annoyed and even angry.

EraApproachExample
1980sEmotional, anthropomorphic icons.The smiling Apple face on reboot; a sad face on a crash.
NowMore impersonal but aesthetically pleasing.The spinning beachball indicating the user must wait.

The thermostat comparison makes the same point in hardware: the Nest is minimalist and aesthetically pleasing - a round face, a simple dial, a large font and large numbers - where earlier thermostat designs were utilitarian and dull. Identical function; different felt experience.

04 - FRUSTRATING INTERFACES

The seven causes, and how to write an error message

Badly designed interfaces make people frustrated, annoyed or angry. The lecture lists the causes.

Gimmicks are amusing to the designer and not to the user - clicking a link only to find the page is still "under construction". And the slides' own joke about error messages is the sharpest illustration: instead of "The application Word Wonder has unexpectedly quit due to a type 2 error", why not "the application has expectedly quit due to poor coding in the operating system"?

Shneiderman's error-message guidelinesWhat it means in practice
Avoid terms like FATAL, INVALID, BADDo not condemn the user for the system's failure.
Reconsider audio warningsA klaxon adds stress without adding information.
Avoid UPPERCASE and long code numbersShouting and hex codes are not diagnosis.
Messages should be precise rather than vagueSay exactly what went wrong and where.
Provide context-sensitive helpOffer the fix at the point of failure.
SHOULD COMPUTERS SAY SORRY?

Reeves and Nass (1996) argue computers should apologise and emulate human etiquette - "I'm really sorry I crashed. I'll try not to do it again." The slides raise the counter-questions rather than settling them: would users be as forgiving of a computer as of a person, and how sincere would they judge it to be? A friendly image in place of the impersonal 404 is the mild version of the same idea.

THE ALEXA ETIQUETTE DILEMMA

Children talk to Alexa as a friend and learn that please and thank you are unnecessary. Would that transfer to real life - "Aunty, get me my drink"? The slides note that parents should still teach manners, that Alexa can be configured to be polite, and ask how much parental control voice assistants should be given, and whether children would find it creepy to be nagged by their friend.

05 - AFFECTIVE COMPUTING & EMOTIONAL AI

Machines that read feelings

Affective computing (Picard, 1998) is concerned with how to use computers to recognise and express emotions as humans do. Emotional AI aims to automate the measurement of feelings and behaviour, inferring them from facial expressions and voice.

TechniqueWhat it measures
CamerasFacial expressions.
Biosensors on fingers or palmsGalvanic skin response (GSR).
Speech analysisAffective expression through intonation, pitch and loudness.
Accelerometers and motion captureBody movement and gestures.

The six core expressions

Sadness, disgust, fear, anger, contempt, joy. These are the six typically measured.

The facial cues AI detects

Presence or absence of smiling, eye widening, brow raising, brow furrowing, raising a cheek, mouth opening, upper-lip raising and wrinkling of the nose - the basis of facial coding software such as Affdex.

How the data gets used

Screw up your face at an ad → disgust. Start smiling → happy. The website adapts its ad, movie storyline or content to match. In a car, a system might detect an angry driver and suggest a deep breath. Eye-tracking, finger pulse, speech, and the words and phrases used when tweeting or posting are analysed too.

INDIRECT EMOTION DETECTION - THE ETHICS QUESTION

The same techniques are used to infer or predict behaviour: a person's suitability for a job, or how they will vote at an election. The slides ask directly whether it is ethical for technology to read your emotions from your face or your tweets. An exam answer should name the inference leap - from expression, to emotion, to a consequential decision - as the point where the ethical problem bites.

MEMORY HOOK

Six core expressions: S-D-F-A-C-J - "Sad Dogs Frighten Angry Cats Joyfully". Note that surprise is not on this list; contempt is. That swap is a classic distractor.

06 - PERSUASIVE TECHNOLOGY

Designing to change attitudes and behaviour

Persuasive technologies are interactive computing systems deliberately designed to change people's attitudes and behaviours (Fogg, 2003).

A diversity of techniques is used: pop-up ads, warning messages, reminders, prompts, personalised messages, recommendations, and Amazon 1-click. Collectively these are referred to as nudging.

Virtual pets

Emotional attachment does the persuading. A happy Pokemon makes a child feel good, a sulking one makes them feel bad, and the child changes behaviour to keep it happy. The open question: can technologies that monitor, nag or behave like a human keep people interested in looking after it - and in doing so, fitter themselves?

Tracking devices

Mobile apps that help people monitor and change behaviour - fitness, sleeping, weight. Comparison with online leaderboards and charts shows performance relative to peers and friends. Some apps encourage reflection, which in turn increases wellbeing and happiness.

Sustainable HCI

Designing interventions to reduce energy consumption. The most effective technique is feedback on consumption; simple infographics and emoticons are often most powerful; peer pressure and social norms are also powerful methods.

THE TIDY STREET PROJECT (Bird and Rogers, 2010)

A large-scale visualisation of a whole street's electricity usage, stencilled in chalk on the road surface. It gave real-time feedback that everyone could see change each day, and reduced electricity consumption by 15%. Remember the number - it is the kind of detail that turns a vague answer into a graded one.

THE DARK SIDE: PHISHING

The same persuasive machinery deceives. Phishing uses the web to trick people into parting with personal details - PayPal, eBay and lottery-win letters - letting fraudsters access bank accounts and draw money out. Many vulnerable people fall for it. The art of deception is centuries old, but the internet allows ever more ingenious versions. Persuasion and deception share a mechanism; only the intent differs.

07 - ANTHROPOMORPHISM

Giving human qualities to things that have none

Anthropomorphism is attributing human-like qualities to inanimate objects such as cars and computers. It is a well-known phenomenon in advertising - dancing butter, drinks and breakfast cereals - and is much exploited in HCI.

SituationAnthropomorphic versionNeutral version
Welcome message"Hello Chris! Nice to see you again. Welcome back. Now what were we doing last time? Oh yes, exercise 5. Let's start again.""User 24, commence exercise 5."
Feedback on an error"Now Chris, that's not right. You can do better than that. Try again.""Incorrect. Try again."

The lecture asks whether your preference differs by message type - and it usually does. A warm greeting is welcome; a warm rebuke can read as patronising, which is one of the undesirable UX qualities from Lecture 1.

EVIDENCE FOR ANTHROPOMORPHISM

Reeves and Nass (1996) found that computers which flatter and praise users in educational software have a positive impact - "Your question makes an important and useful distinction. Great job!" Students were more willing to continue with exercises given this kind of feedback.

THE ROBOT COMPANION QUESTION

Increasingly robots are used as companions in the home - remote, domestic, pet and sociable. The slides ask whether it is acceptable for senior people to develop an emotional attachment to a robot such as Zora. Answer it as a trade-off: measurable gains in wellbeing and reduced loneliness, set against deception, dependency and the substitution of human contact.

MISTAKES STUDENTS USUALLY MAKE

Mistakes students usually make

Each claim below is the wrong answer; the line beneath it is the correction, in the wording this course marks against.

Mixing up the three levels of the Ortony model.
Visceral = look, feel and sound good. Behavioural = use, equating with traditional usability. Reflective = meaning and personal value. The Swatch analysis maps all three onto one object.
"Being happy makes users notice more problems."
The opposite. When happy, people are less focused, the body relaxes, and they are more likely to overlook minor problems and be more creative. When frightened or angry they focus narrowly, tense up, and become less tolerant.
Treating affective computing and emotional AI as identical.
Affective computing (Picard, 1998) is about computers recognising and expressing emotions as humans do. Emotional AI specifically aims to automate the measurement of feelings and behaviour and infer them from expressions and voice.
Listing surprise among the six core expressions.
The six measured are sadness, disgust, fear, anger, contempt and joy. Surprise is not in the lecture's list.
"Persuasive technology is a synonym for advertising."
It is any interactive system deliberately designed to change attitudes and behaviour - reminders, prompts, recommendations, fitness trackers, energy feedback and one-click purchasing all qualify. Nudging is the common term.
Claiming emotion causes behaviour in a simple line.
Baumeister et al. (2007) argue the relationship is more complex than a single cause-and-effect model. State it as a two-way, complex relationship.
CHEAT SHEET

Shortest correct answers

The night-before table: every term in this lecture with the smallest answer that still earns the mark.

ConceptShortest correct answer
Emotional interactionHow we feel and react when interacting with technologies.
Automatic vs conscious emotionRapid and quickly dissipating (anger) vs slow-developing and long-lasting (jealousy).
Visceral designMaking products look, feel and sound good.
Behavioural designAbout use; equates with traditional usability.
Reflective designAbout meaning and personal value.
Expressive interfaceUses colour, icons, sound, graphics and animation to convey an emotional state and give reassuring feedback.
Frustration causesCrashes, unmet expectations, insufficient information, vague or condemning errors, garish appearance, too many steps.
Affective computingUsing computers to recognise and express emotions as humans do (Picard, 1998).
Emotional AIAutomating the measurement of feelings and behaviour, inferring them from face and voice.
Six core expressionsSadness, disgust, fear, anger, contempt, joy.
Persuasive technologyInteractive systems deliberately designed to change attitudes and behaviours (Fogg, 2003); nudging.
Tidy StreetChalk street-level visualisation of electricity use; cut consumption by 15% (Bird and Rogers, 2010).
AnthropomorphismAttributing human-like qualities to inanimate objects.
APPLY IT

Exam-style application

Write your own answer first, then open the model answer. These are the longer-form questions this material generates.

Analyse a smartwatch using Norman's three levels, then say which level a fitness feature must hit to change behaviour.
Visceral: the case material, the screen's brightness and the haptic tap all produce the first reaction. Behavioural: whether a workout can be started in one press, whether the display is readable mid-run - traditional usability. Reflective: what wearing it signals about being the kind of person who trains, and the personal value of a year's records. Behaviour change lives mainly at the reflective level, supported by persuasive mechanisms - streaks, leaderboards and social comparison work because they engage meaning and peer norms, not because the tap feels nice.
A checkout page shows "INVALID INPUT - ERROR 500" when a card is declined. Rewrite it and justify each change.
"Your bank declined this card. No payment was taken. Check the card number and expiry date, or try a different card." Changes: drop INVALID and the uppercase, which condemn the user and shout; drop the code number, which is not a diagnosis; state precisely what happened and reassure that no money moved, because unmet expectations and insufficient information are two of the listed causes of frustration; and offer the fix at the point of failure, which is context-sensitive help.
A company wants a chatbot that apologises warmly whenever the system fails. Argue both sides using this lecture.
For: Reeves and Nass (1996) argue computers should emulate human etiquette, and their praise study shows affective feedback measurably increases willingness to continue; anthropomorphism reduces anxiety and makes the experience more enjoyable. Against: the slides pose two unresolved questions - whether users would be as forgiving of a computer as of a person, and how sincere they would judge it to be. An apology that is not backed by a fix is a gimmick, and gimmicks are amusing to the designer and not the user; over-familiar wording risks reading as patronizing or cutesy, both undesirable UX qualities. The defensible position: apologise briefly, state precisely what failed, and spend the interaction budget on the recovery path rather than the sentiment.
POP QUIZ

Check yourself

6 questions. Every option is explained after submitting, including why the wrong ones are wrong.