Designing the user interface (videotape)
Designing the user interface (videotape)
Perception of computer dialogue personality: an exploratory study
International Journal of Man-Machine Studies
Anthropomorphism: from Eliza to Terminator 2
CHI '92 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Communicative facial displays as a new conversational modality
CHI '93 Proceedings of the INTERACT '93 and CHI '93 Conference on Human Factors in Computing Systems
User interface design
International Journal of Human-Computer Studies
CHI '94 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Using a human face in an interface
CHI '94 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Can computer personalities be human personalities?
International Journal of Human-Computer Studies
Silicon sycophants: the effects of computers that flatter
International Journal of Human-Computer Studies
The effects of emotional icons on remote communication
Conference Companion on Human Factors in Computing Systems
Anthropomorphism, agency, and ethopoeia: computers as social actors
CHI '93 INTERACT '93 and CHI '93 Conference Companion on Human Factors in Computing Systems
Human centered systems in the perspective of organizational and social informatics
ACM SIGCAS Computers and Society
Humor in task-oriented computer-mediated communication and human-computer interaction
CHI 98 Cconference Summary on Human Factors in Computing Systems
Emotional interfaces for interactive aardvarks: designing affect into social interfaces for children
Proceedings of the SIGCHI conference on Human Factors in Computing Systems
The humane interface: new directions for designing interactive systems
The humane interface: new directions for designing interactive systems
Future interfaces: social and emotional
CHI '02 Extended Abstracts on Human Factors in Computing Systems
Emotion & design: attractive things work better
interactions
This computer responds to user frustration
CHI '99 Extended Abstracts on Human Factors in Computing Systems
Computer Apology: The Effect of the Apologetic Feedback on Users in Computerized Environment
ICALT '05 Proceedings of the Fifth IEEE International Conference on Advanced Learning Technologies
International Journal of Human-Computer Studies
Usable error message presentation in the World Wide Web: Do not show errors right away
Interacting with Computers
In praise of forgiveness: Ways for repairing trust breakdowns in one-off online interactions
International Journal of Human-Computer Studies
Emotions in direct and remote social interaction: Getting through the spaces between us
Computers in Human Behavior
The role of subjective factors in the information search process
Journal of the American Society for Information Science and Technology
A study of demographic embodiments of product recommendation agents in electronic commerce
International Journal of Human-Computer Studies
Researching emotion: challenges and solutions
Proceedings of the 2011 iConference
Information Processing and Management: an International Journal
Modeling of operators' emotion and task performance in a virtual driving environment
International Journal of Human-Computer Studies
Do you care if a computer says sorry?: user experience design through affective messages
Proceedings of the Designing Interactive Systems Conference
Computers in Human Behavior
IJCAI'13 Proceedings of the Twenty-Third international joint conference on Artificial Intelligence
Hi-index | 0.00 |
While it is difficult to create completely error-free interactions in software design, the issue of how to make users feel better when they encounter errors is critical to the concept of user-centered design. Neilsen argued for offering a slightly apologetic statement before an error message provided by web servers, but the notion of a computer apologizing to its users inevitably triggers a debate about the appropriateness of providing humanized messages to users. To understand how users react to computers' apologies (presented by textual or visual formats), a computer-guessing game was designed to test users' reactions. The game features three treatments (difficulty levels, feedback types, and emotional icons), each having two levels (difficult vs. easy, apologetic feedback vs. non-apologetic feedback, with emotional icons vs. without emotional icons). Two-hundred and sixty nine high school students participated in this study and were randomly assigned to one of eight groups. The results show that while the computers' actual performances still dominated the users' assessments of the program, the computer apologies help to create more desirable psychological experiences for the users, and emotional icons help to improve the aesthetic quality of the program.