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Ch 7 SAQs (Pop Quiz) 1. Why is it difficult to know if the affective principles have been captured in software correctly? 2. Why is affective computing different to affective experiences? 3. How do Aesthetics and Visual Complexity relate to


  1. Ch 7 SAQs (Pop Quiz) 1. Why is it difficult to know if the affective principles have been captured in software correctly? 2. Why is affective computing different to affective experiences? 3. How do Aesthetics and Visual Complexity relate to each other? 4. How does narrative art relate to the principle of Flow? 5. Why is Emotion difficult to quantify? What is one possible solution? 1 @sharpic | UX from 30,000ft | COMP33511 | http://sharpic.github.io/COMP33511/

  2. UX from 30,000ft Principles of Engagement (part 1) Chapter 8 - Lecture 13 (50 minutes) @sharpic http://sharpic.github.io/COMP33511/

  3. Principles of Engagement I was intending to call this chapter 'Digital Umami'to convey the concept of something which is imperceptibly delicious. However, after much more reading over the years I decided on 'Dynamics' in part from Fogg's [Fogg, 2003] -- elaboration on Reeves and Nass [Reeves and Nass, 1996] -- Social Dynamics. But then just last year I realised it should be called 'Engagement' and so here we are. The topics we will be looking at here focus on fun, enjoyment, cooperation, collaborative activities, and what has come to be known as 'gamification'. Engagement as Social Dynamics, Funology, and Gamification . 1. Umami: A category of taste in food (besides sweet, sour, salt, and bitter), corresponding to the flavour of glutamate, especially mono-sodium glutamate. ORIGIN Japanese, literally 'deliciousness.' 3 @sharpic | UX from 30,000ft | COMP33511 | http://sharpic.github.io/COMP33511/

  4. Social Dynamics Social interaction with other users, or via a more humanistic / ● naturalistic / conversational interface; Energy that is often found in human interactions; ● Propel us into having better user experiences because they are closer ● to our expectations of person-to-person interactions; therefore, We feel more secure and more likely to perform better within groups; ● and, Take advantage of expectations of conformance to social and cultural ● norms. 4 @sharpic | UX from 30,000ft | COMP33511 | http://sharpic.github.io/COMP33511/

  5. Group Dynamics Microsoft Tablet MicroSoft 5 @sharpic | UX from 30,000ft | COMP33511 | http://sharpic.github.io/COMP33511/

  6. Aesthetics? Lavie and Tractinsky Aesthetics is commonly defined as the appreciation of the beautiful or pleasing but the terminology is still controversial [Lavie and Tractinsky, 2004] . Visual aesthetics is 'the science of how things are known via the senses' which refers to user perception and cognition. Current findings suggest that good visual aesthetics enhances positive feelings toward applications. Several studies have established that aesthetic opinions about interfaces are formed quite quickly, and do not wane immediately; this suggests that aesthetic considerations should be seen as an important aspect of any application life cycle. 6 @sharpic | UX from 30,000ft | COMP33511 | http://sharpic.github.io/COMP33511/

  7. Group Dynamics Fun ATM wikimedia 7 @sharpic | UX from 30,000ft | COMP33511 | http://sharpic.github.io/COMP33511/

  8. Notes - In your own words! 3 minutes 8 @sharpic | UX from 30,000ft | COMP33511 | http://sharpic.github.io/COMP33511/

  9. Funology 1 minute 9 @sharpic | UX from 30,000ft | COMP33511 | http://sharpic.github.io/COMP33511/

  10. Funology 1. Personalisation and Customisation : 'relevance'; 'surpass expectations'; 'decision-making authority of the user'; 'appropriateness'; 'the users needs'; 'don't think labels, think expressiveness and identity'; and 'users interests'. 2. Intangible Enjoyment : 'triviality', 'enjoyment of the experience'; 'users desires'; 'sensory richness'; 'don't think products, think experiences'; 'don't think ease of use, I think enjoyment of the experience'; 'satisfaction'; 'pleasure'; and 'appealing-ness'; and 'emotional thread'. 3. Tangible Action : 'goal and action mode'; 'manipulation'; 'don't hide, don't represent, show'; 'hit me, touch me, and I know how you feel'; 'don't think of thinking, just do doing'; 'don't think of affordances, think irresistible'; 'evocation'; 'sensual thread'; and 'spectacle and aesthetics'. 4. Narrative Aids Interaction : 'don't think beauty in appearance, think beauty in interaction'; 'possibilities to create one's own story or ritual'; 'don't think buttons, think actions'; 'connection'; 'interpretation'; 'reflection'; 'recounting'; 'repetition and progression'; 'anticipation'; and 'compositional thread'. 10 @sharpic | UX from 30,000ft | COMP33511 | http://sharpic.github.io/COMP33511/

  11. Funology Dropbox Dropbox / Dropbox 11 @sharpic | UX from 30,000ft | COMP33511 | http://sharpic.github.io/COMP33511/

  12. Funology Handbrake Handbrake / Handbrake 12 @sharpic | UX from 30,000ft | COMP33511 | http://sharpic.github.io/COMP33511/

  13. Funology #2 1. Mimic Metaphor : 'metaphor does not suck'; 'instead of representing complexity, trigger it in the mind of the user'; 'think of meaning, not information'; 'simulation'; 'identification'; and 'evocation'; and 'spatiotemporal thread'. 2. Communal Activity : 'social opportunities' in terms of 'connectivity' and 'social cohesion'; 'variation'; 'multiple opportunities'; and 'co-activity'. 3. Learning and Skills Acquisition support Memory: 'repetition and progression'; 'develop skills'; 'user control on participation', with 'appropriate challenges'; 'the users skill'; 'transgression and commitment'; 'goal and action mode'; and 'instead of representing complexity, bootstrap off it'. 13 @sharpic | UX from 30,000ft | COMP33511 | http://sharpic.github.io/COMP33511/

  14. Funology ATM Fun ATM / wikimedia 14 @sharpic | UX from 30,000ft | COMP33511 | http://sharpic.github.io/COMP33511/

  15. Notes - In your own words! 3 minutes 15 @sharpic | UX from 30,000ft | COMP33511 | http://sharpic.github.io/COMP33511/

  16. Gamification Extra Credit / The Penny Arcade Thanks to Safder Iqbal 16 @sharpic | UX from 30,000ft | COMP33511 | http://sharpic.github.io/COMP33511/

  17. Pro Gamification "As the critics point out, some gamified products are just poorly executed. Just because you saw something in a game once doesn't mean it'll be fun in your product. But I think that most of the critics of gamification fail to take into account the wide range of execution that's possible. Gamification can be applied as a superficial afterthought, or as a useful or even fundamental integration." 17 @sharpic | UX from 30,000ft | COMP33511 | http://sharpic.github.io/COMP33511/

  18. Con Gamification "More specifically, gamification is... invented by consultants as a means to capture the wild, coveted beast that is videogames and to domesticate it for use in the grey, hopeless wasteland of big business... Gamification is reassuring. It gives Vice Presidents and Brand Managers comfort: they're doing everything right." 18 @sharpic | UX from 30,000ft | COMP33511 | http://sharpic.github.io/COMP33511/

  19. Gamification Types 1. Elementary (Few Interactions are Gameplay Like): here I mean visual elements, badges, and cute phraseology -- in some cases you could think of these elemental gamification points as more funology than gamification; 2. Bolt-On : implies a set of game elements which are more deeply related to games and gameplay, but are easy to add to a pre-existing development and which imply progress and reward, such as leader-boards, stages and levels, percentage complete etc; and 3. Ground-up (All Interactions are Gameplay Like): here the game elements where planned from the start and are indivisible from the main development 1, 2 , or an existing development has evolved (exhibited emergent behaviour) from the use of the game elements. 1) Such as 'Waze' which is gamified crowdsourcing of traffic data (thanks for pointing this ground-up gamified app out Nima Ara). 2) Kolibree is a connected electric toothbrush, equipped with sonic technology to make your teeth brushing more efficient. [Various, 2014a, 2006] . 19 @sharpic | UX from 30,000ft | COMP33511 | http://sharpic.github.io/COMP33511/

  20. Gamification - Your View (Start Thinking!) 1 minute 20 @sharpic | UX from 30,000ft | COMP33511 | http://sharpic.github.io/COMP33511/

  21. To Do 1. Read Next Chapter. 2. Be Ready to Answer the Chapter SAQs (Pop Quiz). 3. Is there a Discussion Topic. 21 @sharpic | UX from 30,000ft | COMP33511 | http://sharpic.github.io/COMP33511/

  22. See You Next Time! Open House / Surgery - 2.60 Friday 09:00-11:00 @sharpic 22 @sharpic | UX from 30,000ft | COMP33511 | http://sharpic.github.io/COMP33511/

  23. Break Time - Pause Recording Back in 10 Minutes! Come see me now if you have Questions Regarding this Lecture! 23 @sharpic | UX from 30,000ft | COMP33511 | http://sharpic.github.io/COMP33511/

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