User Psychology

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User Psychology. ITKP103 Human Being and Information System http://www.cs.jyu.fi/ky/kurssit/itkp103/index.html Sacha Helfenstein sh@cc.jyu.fi Lectures 28.10, 2.11., and 4.11.2005. Transfer, Affordance, Metaphors. Transfer, Affordance, Metaphors. conflict. - PowerPoint PPT Presentation

Transcript of User Psychology

User PsychologyITKP103

Human Being and Information System

http://www.cs.jyu.fi/ky/kurssit/itkp103/index.html

Sacha Helfenstein

sh@cc.jyu.fi

Lectures 28.10, 2.11., and 4.11.2005

Transfer, Affordance, Metaphors

Transfer, Affordance, Metaphors

conflict

Transfer, Affordance, Metaphors

• Positive: People always transfer their past experiences to present situations

• Negative: People always transfer their past experiences to present situations

Conceptual + - + -Action + + - -

Example for two different levels of transfer: Conceptual (i.e., user‘s understanding of the device) and Action (e.g., user‘s interaction with the device)

Supporting Users‘ Cognition

• Repetitio mater studiorum est• Consistency and Interference• Recognition is easier than recall• Learning and thinking is context dependent• Law of Experience -> Transfer of Learning

• Use simple conceptual models oriented at the goals of the user

Supporting Users‘ Cognition

• Repetitio mater studiorum est• Consistency and Interference• Recognition is easier than recall• Learning and thinking is context dependent• Law of Experience -> 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)

Supporting Users‘ Cognition

• Repetitio mater studiorum est

• Consistency and Interference

• Recognition is easier than recall

• Learning and thinking is context dependent

• Law of Experience -> 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)

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 (-> HCI)

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)

• Perception system

• Cognition system

• Motor system----------------------------

• Affective System?

The Model Human Processor

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)

• 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

HCI focus over time

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

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

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...– what‘s good and what‘s bad– what‘s important– and in what direction we would like to change

matters.

Role of Affect in Use Interaction

• Affect Use Interaction

• Affect Use Interaction

Artefact of use interaction

„Designed for“ effect in order to enhance the user experience

Goal of use interaction

Emotions as Goals of Use

Usability Goes Beyond Utility

Instrumental Meaning

Symbolic and

Expressive

Meaning

Hedonic Meaning

People choose and use products for more reasons than just to satisfy

functional needs.

FunLooks

Fashion

Image

Pride

Effectivity

Efficiency

Status

Symbol

Identity

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

Affect and Cognition

e.g., arousal and reaction time

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.

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.

Aesthetics• Aesthetics alter users' perceptions of

usefulness, usability, performance (Davis, 1989; Dillon, 2001, Norman, 2002)

• Apparent vs. inherent usability (Kurosu & Kashimura, 1995; Tractinsky, 1997)

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: Don‘t hide bad interaction design behind beauty.

• Also: Aesthetics is not culture-free!

The Positive Affective ChainLooks 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)

The Negative Affective ChainLooks unappealing, confusing

Embarrasses me, intimidates me

I don‘t like it

Aversion, anxiety

I avoid it, or use it with discomfort

Technophobia & Computer Anxiety

• Think negatively about technology use

• Feel negatively about and during use

• Ineffective and inefficient use

• Use avoidance

Who is technophobic?

(Weil & Rosen, 1995)

Women > Men Older people > Younger people

„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)

ReferencesDalal, 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.

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.