Abstract
There is an ongoing debate on what kind of factors contribute to the general positive user experience (UX) while playing a game. The following chapter introduces an experimental setting to measure UX aroused by facial expression of embodied conversational agents (ECAs). The experimental setup enables to measure the implications of ECAs in three contextual settings called “still,” “animated,” and “interaction.” Within the experiment, artificially generated facial expressions are combined with emotion-eliciting situations and are presented via different presentation platforms. Stimuli (facial expressions/emotion-eliciting situations) are assembled in either consonant (for example, facial expression: “joy,” emotion-eliciting situation: “joy”) or dissonant (for example, facial expression: “joy,” emotion-eliciting situation: “anger”) constellations. The contextual setting called “interaction” is derived from the video games domain, granting an interactive experience of a given emotional situation. The aim of the study is to establish a comparative experimental framework to analyze subjects’ UX on emotional stimuli in different context dimensions. This comparative experimental framework utilizes theoretical models of emotion theory along with approaches from human–computer interaction to close a gap in the intersection of affective computing and research on facial expressions. Results showed that the interaction situation is rated as providing a better UX, independent of showing consonant or dissonant contextual descriptions. The “still” setting is given a higher UX rating than the “animated” setting.
This is a preview of subscription content, log in via an institution.
Buying options
Tax calculation will be finalised at checkout
Purchases are for personal use only
Learn about institutional subscriptionsReferences
Agarwal A, Meyer A (2009) Beyond usability: evaluating emotional response as an integral part of the user experience. Proceedings of the 27th international conference extended abstracts on Human factors in computing systems (CHI EA ’09). ACM, New York, NY, USA, 2919–2930
Bailenson JN (2008) Avatars. http://www.stanford.edu/"bailenso/papers/avatars.pdf. Accessed 22 May 2008
Bartneck C (2000) Affective expressions of machines. Master’s Thesis, Stan Ackerman Institute –III, Eindhoven, Netherlands
Bates J (1994) The role of emotion in believable agents. Commun ACM 37(7):122–125
Bernhaupt R, Boldt A, Mirlacher T et al (2007a) Using emotion in games: emotional flowers. Proceedings of ACE 2007. ACM, New York, pp 41–48
Bernhaupt R, Palanque P, Winkler M, Navarre D (2007b) Model-based evaluation: A new way to support usability evaluation of multimodal interactive applications. In: Law E et al. (eds) Maturing usability: quality in software, interaction and value. Springer, London, pp 95–127
Bernhaupt R, Ijsselsteijn W, Mueller F, Tscheligi M, Wixon D (2008a) Evaluating user experiences in games. Proceedings of CHI 2008. ACM, New York, pp 3905–3908
Bernhaupt R, Sloo D, Migos C, Darnell M (2008b) Towards new forms of iTV user experience. Workshop During EuroiTV 2008, 2nd July 2008, Adjunct Proceedings of EuroiTV 2008
Bickmore T, Cassell J (2001) Relational agents: a model and implementation of building user trust. Proceedings of CHI 2001. ACM Press, New York
Branco P (2003) Emotional interaction. Proceedings of CHI 2003. ACM, New York, pp 676–677
Cassell J (2008) Justin cassell: research. http://www.soc.northwestern.edu/justine/jc_research.htm. Accessed 8 May 2008
Cornelius RR (1996) The science of emotion: research and tradition in the psychology of emotions. Prentice Hall, Upper Saddle River
Crane EA, Shami NS, Peter C (2007) Let’s get emotional: Emotion research in human computer interaction. Proceedings of CHI 2007. ACM, New York, pp 2101–2104
Desmet P, Hekkert P (2002) Pleasure with products, beyond usability, chapter: the basis of product emotions. Taylor Francis, London, pp 60–68
Dimas J, Pereira G, Santos PA, Prada R, Paiva A (2011) I’m happy if you are happy.: a model for emotional contagion in game characters. Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology, ACE ’11. ACM, New York, pp 2:1–2:7
Dix A, Finlay J, Abowd G, Beale R (2004) Human–Computer interaction. Prentice Hall, Essex
Drachen A, Nacke L, Yannakakis G, Pedersen A (2010) Correlation between heart rate, electrodermal activity and player experience in first-person shooter games. Proceedings of the 5th ACM SIGGRAPH Symposium on Video Games (Sandbox ’10), Stephen N. Spencer (Ed.). ACM, New York, pp 49–54
Ekman P, Friesen W (1972) Emotion in the human face: guidelines for research and an integration of findings. Pergamon Press, New York
Elliott C, Brzezinski J (1998) Autonomous agents as synthetic characters. AI Mag 19(2):13–30
Ermi L, Mäyrä F (2005) Challenges for pervasive mobile game design: Examining players’ emotional responses. Proceedings of ACE 2005. ACM, New York, pp 371–372
Fernandez-Dols JM, Carroll JM (1997) Is the meaning perceived in facial expression independent from its context. In: Russell JA, Fernandez-Dols JM (eds) The psychology of facial expression (studies in emotion and social interaction). Cambridge University Press, New York, pp 275–295
Fierley R, Engl S (2010) User experience methods and games: lessons learned. Proceedings of the 24th BCS Interaction Specialist Group Conference (BCS ’10). British Computer Society, Swinton, pp 204–210
Fischer L, Brauns D, Belschak F (2002) Zur Messung von Emotionen in der angewandten Forschung: Analysen mit den SAMs: Self-Assessment-Manikin. Pabst Science Publishers, Göttingen
Hassenzahl M, Tractinsky N (2006) User experience—a research agenda. Behav Inf Technol 25(2):91–97
Hassenzahl M, Burmester M, Koller F (2003) AttrakDiff: Ein Fragebogen zur Messung wahrgenommener hedonischer und pragmatischer Qualität. In: Ziegler J, Szwillus G (eds) Mensch & Computer 2003. Interaktion in Bewegung. BG Teubner, Stuttgart, pp 187–196
ISEAR (2008) http://www.unige.ch/fapse/emotion/databanks/isear.html. Accessed 4 April 2009
Isbister K (2006) Better game characters by design: a psychological approach (the Morgan Kaufmann series in interactive 3d technology). Morgan Kaufmann Publisher, San Francisco
Jaimes A, Sebe N (2007) Multimodal human-computer interaction: a survey. Comput Vis Image Underst 108(1–2):116–134
Law EL, Vermeeren AP, Hassenzahl M, Blythe M (2007) Towards a UX manifesto. Proceedings of the 21st British HCI group annual conference on HCI 2008: people and computers Xxi: Hci. But Not As We know It-Volume 2 (University of Lancaster, United Kingdom, September 03–07, 2007). British Computer Society Conference on Human-Computer Interaction. British Computer Society, Swinton, pp 205–206
Lee J, Marsella S (2006) Nonverbal behavior generator for embodied conversational agents. In: Lecture Notes in Computer Science: Intelligent Virtual Agents. Springer, Berlin, pp 243–255
Lieberman H (1997) Autonomous interface agents. Proceedings of CHI 1997. ACM, New York, pp 67–74
Lime (2008) Lime surveyor. http://www.limesurvey.org. Accessed 27 September 2008
Mahlke S (2005) Studying affect and emotions as important parts of the user experience. http://www.emotion-inhci.net/workshopHCI2005/Mahlke_StudyingAffectAndEmotionsAsImportantPartsOfTheUserExperience.pdf. Accessed 28 February 2008
Mancini M, Hartmann B, Pelachaud C (2004) Non-verbal behaviors expressivity and their representation. http://pfstar.itc.it/public/doc/deliverables/pelachaud_tech_rep3.pdf. Accessed 10 February 2007
Mandryk RL, Atkins MS, Inkpen KM (2006) A continuous and objective evaluation of emotional experience with interactive play environments. Proceedings of CHI 2006. ACM, New York, pp 1027–1036
Minge M (2005) Methoden zur Erhebung emotionaler Aspekte bei der Interaktion mit technischen Systemen. Master’s Thesis, FREIE UNIVERSITÄT BERLIN Fachbereich Erziehungswissenschaften und Psychologie
Norman D (2002) Emotion and design: attractive things work better. Interactions 9(4):36–42
Nacke L, Lindley C (2008) Flow and immersion in first-person shooters: measuring the player’s gameplay experience. Proceedings of the 2008 Conference on Future Play: Research, Play, Share (Future Play ’08). ACM, New York, pp 81–88
Picard RW (1997) Affective computing. MIT Press, Cambridge
Picard RW, Wexelblatt A, Nass CI (2002) Future interfaces: social and emotional. Proceedings of CHI 2002. ACM, New York, pp 698–699
Pirker M, Bernhaupt R, Mirlacher T (2010) Investigating usability and user experience as possible entry barriers for touch interaction in the living room. Proceedings of Euroitv 2010. ACM, pp 145–154
Prendinger H, Ishizuka M (2004) Life-like characters: tools, affective functions, and applications. Springer, Heidelberg
Pruett C (2008) The evolution of videogames. http://bcis.pacificu.edu/journal/2003/07/pruett.php. Accessed 5 April 2008
Ravaja N, Saari T, Turpeinen M, Laarni J, Salminen M, Kivikangas M (2006) Spatial presence and emotions during video game playing: does it matter with whom you play? Presence Teleoperators Virtual Environ 15(4):381–392
Reeves B, Nass C (2003) The media equation. The University of Chicago Press, Chicago
Roto V, Rautava M (2008) User experience elements and brand promise. http://research.nokia.com/files/UXelements-v2.pdf. Accessed 5 April 2009
Russell JA, Fernandez-Dols JM (1997) What does facial expressions mean. In: JA Russell, JM Fernandez-Dols (eds) Psychology of facial expression (studies in emotion and social interaction), chapter introduction. Cambridge University Press, New York, pp 3–31
Scherer KR, Wranik T, Sangsue J et al (2004) Emotions in everyday life: probability of occurrence, risk factors, appraisal and reaction patterns. Soc Sci Inf 43(4):499–570
Suk HJ (2006) Color and emotion: a study on the affective judgment of color across media and in relation to visual stimuli. PhD Thesis, Sozialwissenschaften der Universität, Mannheim
Summerfield A, Green EJ (1986) Experiencing emotion: a cross-cultural study. Cambridge University Press, Cambridge
Wallbott HG (1990) Mimik im Kontext. Verlag für Psychologie, Dr. C. J. Hogrefe, Göttingen
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2015 Springer International Publishing Switzerland
About this chapter
Cite this chapter
Lankes, M., Bernhaupt, R., Tscheligi, M. (2015). Evaluating User Experience Factors using Experiments: Expressive Artificial Faces Embedded in Contexts. In: Bernhaupt, R. (eds) Game User Experience Evaluation. Human–Computer Interaction Series. Springer, Cham. https://doi.org/10.1007/978-3-319-15985-0_6
Download citation
DOI: https://doi.org/10.1007/978-3-319-15985-0_6
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-319-15984-3
Online ISBN: 978-3-319-15985-0
eBook Packages: Computer ScienceComputer Science (R0)