Title: User Psychology
1User 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
2Transfer, Affordance, Metaphors
3Transfer, Affordance, Metaphors
conflict
4Transfer, 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 - -
5Supporting 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
6Supporting 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)
7Supporting 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)
8Motor 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)
9Some 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)
10The Model Human Processor
- Perception system
- Cognition system
- Motor system
- ----------------------------
- Affective System?
11Reasons 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)
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13HCI 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
14Why 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
15What 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
16Why 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.
17Role 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
18Emotions as Goals of Use
19Usability 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.
20Affect 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
21Affect and Cognition
e.g., arousal and reaction time
22Affect 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.
23Affect 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.
24Aesthetics
- Aesthetics alter users' perceptions of
usefulness, usability, performance (Davis, 1989
Dillon, 2001, Norman, 2002) - Apparent vs. inherent usability (Kurosu
Kashimura, 1995 Tractinsky, 1997)
25Relevance
- 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!
26The 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)
27The Negative Affective Chain
- Looks unappealing, confusing
- Embarrasses me, intimidates me
- I dont like it
- Aversion, anxiety
- I avoid it, or use it with discomfort
28Technophobia Computer Anxiety
- Think negatively about technology use
- Feel negatively about and during use
- Ineffective and inefficient use
- Use avoidance
29Who is technophobic?
Women gt Men Older people gt Younger people
(Weil Rosen, 1995)
30Fear 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)
31References
- Dalal, N.P., Quible, Z., Wyatt, K. (1999).
Cognitive design of home pages an experimental
study of comperhension on the WWW. Information
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The Psychology of Human Computer
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for psychological science in human-computer
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(Eds.), Proceedings of the SIGCHI/GI conference
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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.
32References
- 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
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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.