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User Psychology

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1960- : UI for expert users (system operators) 1970- : From Main Frame to Desktop machine ... bad interaction design behind beauty. Also: Aesthetics is not ... – PowerPoint PPT presentation

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Title: User Psychology


1
User Psychology
ITKP103 Human Being and Information
System http//www.cs.jyu.fi/ky/kurssit/itkp103/ind
ex.html Sacha Helfenstein sh_at_cc.jyu.fi Lectures
28.10, 2.11., and 4.11.2005
2
Transfer, Affordance, Metaphors
3
Transfer, Affordance, Metaphors
conflict
4
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., users understanding of the
device) and Action (e.g., users interaction with
the device)
Conceptual - -
Action - -
5
Supporting Users Cognition
  • Repetitio mater studiorum est
  • Consistency and Interference
  • Recognition is easier than recall
  • Learning and thinking is context dependent
  • Law of Experience -gt Transfer of Learning
  • Use simple conceptual models oriented at the
    goals of the user

6
Supporting Users Cognition
  • Repetitio mater studiorum est
  • Consistency and Interference
  • Recognition is easier than recall
  • Learning and thinking is context dependent
  • Law of Experience -gt 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)

7
Supporting Users Cognition
  • Repetitio mater studiorum est
  • Consistency and Interference
  • Recognition is easier than recall
  • Learning and thinking is context dependent
  • Law of Experience -gt 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)

8
Motor Control
  • Learning, remembering, selecting, planning, and
    controling of movement during execution
  • The production of purposeful, goal-directed
    movement pervades all human activity and are a
    necessary part of interacting with our
    environment (-gt HCI)

9
Some Key Topics in Motor Control
  • 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)

10
The Model Human Processor
  • Perception system
  • Cognition system
  • Motor system
  • ----------------------------
  • Affective System?

11
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)

12
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13
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

14
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

15
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

16
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...
  • whats good and whats bad
  • whats important
  • and in what direction we would like to change
    matters.

17
Role of Affect in Use Interaction
  • Affect Use Interaction
  • Affect Use Interaction

Designed for effect in order to enhance the
user experience
Goal of use interaction
Artefact of use interaction
18
Emotions as Goals of Use
19
Usability Goes Beyond Utility
Identity
Fun
Looks
Image
Hedonic Meaning
Efficiency
Status Symbol
Symbolic and Expressive Meaning
Instrumental Meaning
Fashion
Effectivity
Pride
People choose and use products for more reasons
than just to satisfy functional needs.
20
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

21
Affect and Cognition
e.g., arousal and reaction time
22
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.

23
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.

24
Aesthetics
  • Aesthetics alter users' perceptions of
    usefulness, usability, performance (Davis, 1989
    Dillon, 2001, Norman, 2002)
  • Apparent vs. inherent usability (Kurosu
    Kashimura, 1995 Tractinsky, 1997)

25
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 Dont hide bad interaction design behind
    beauty.
  • Also Aesthetics is not culture-free!

26
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)

27
The Negative Affective Chain
  • Looks unappealing, confusing
  • Embarrasses me, intimidates me
  • I dont like it
  • Aversion, anxiety
  • I avoid it, or use it with discomfort

28
Technophobia Computer Anxiety
  • Think negatively about technology use
  • Feel negatively about and during use
  • Ineffective and inefficient use
  • Use avoidance

29
Who is technophobic?
Women gt Men Older people gt Younger people
(Weil Rosen, 1995)
30
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)

31
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 human-computer
    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.

32
References
  • 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.
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