Is Anthropomorphic Design a Viable Way of Enhancing Interface Usability?

 

 

The following dissertation was submitted for my BSc (hons) degree in Computing and Information Systems, which I gained from the University of the West of England, Bristol, 2005. I am currently pursuing further research in the field of Human Computer Interaction and Interface Design. You can download a printable PDF of this document.

 
 

Alison Flind, April 2006   

 
 
 
 

Abstract

 
 

Some interface designers believe that giving a computer human characteristics is wrong, as it may confuse or mislead users. However it has been repeatedly proven that many users do interact with their computer socially, as if it were another ‘person’. If anthropomorphism is inevitable – should we embrace it? And if we insist on giving our computer a human personality, which personality is best? This report examines the existing arguments for and against the use of anthropomorphism in interface design and explores why the application of humanlike interfaces
in real-world situations has historically been doomed to failure. It describes how the results of a web-based questionnaire were used to establish that many users do anthropomorphise their own computers, and to help choose a ‘celebrity personality’, which was then applied in user tests. The tests compared an anthropomorphic interface with a non-anthropomorphic one. Results indicated that most users preferred the anthropomorphic interface, whilst the non-anthropomorphic interface appeared more usable.
The report concludes that until direct manipulation technology is mature enough to cope with user demands anthropomorphism may be viable if applied responsibly and within the right context.

 
 
 
 

Contents

 
 

Chapter One:

Introduction

1.1 Anthropomorphism
1.2 Anthropomorphism and Computing
1.3 Computers Are Social Actors
1.4 Computers with Personality
          1.4.1 Similarity Attraction
          1.4.2 The Complimentary Principle
          1.4.3 Humour
          1.4.4 Flattery
          1.4.5 Apology
1.5 The Opposition

Chapter Two:

Discussion of Previous and Existing Anthropomorphic Interfaces and the Application of Anthropomorphism in New Technology

2.1 Applications of the Anthropomorphic Interface
2.2 Microsoft Interface Characters
2.3 Microsoft Bob
2.4 The Microsoft Office Assistant
          2.4.1 The Lumière Project
          2.4.2 Cultural Differences
          2.4.3 A Personal View
          2.4.4 Personality
          2.4.5 Clever Marketing?
2.5 The Future of Anthropomorphism 

Chapter Three:

The Web-Based Questionnaire

3.1 Methods and Participants

3.2 Results
          3.2.1 How are People Using their Computers?
          3.2.2 How do People View their Computers?
          3.2.3 Talking Cars
          3.2.4 Reactions to the Office Assistant
          3.2.5 Choosing a Personality
3.3 Discussion
          3.3.1 Methodological concerns
          3.3.2 The CASA Theory and Ethopoeia
          3.3.3 Reactions to the Talking Car
          3.3.4 Reactions to Clippy
          3.3.5 The Celebrity Interface

Chapter Four:

‘Computer as Tool’ vs. ‘Computer as Friend’ - an Empirical Study Into the Use of a ‘Celebrity’ Interface

4.1 Method
          4.1.1 Design and Manipulation
                   4.1.1.1 Lush Writer Version B – Computer as Tool
                   4.1.1.2 Lush Writer Version A – Computer as Friend
          4.1.2 Participants
          4.1.3 Procedure
                   4.1.3.1 Measures
4.2 Results
          4.2.1 User Test Section One – Usability and Productivity
                   4.2.1.1 Speed
                   4.2.1.2 Proficiency
                   4.2.1.3 Accuracy
          4.2.2 User Test Section Two - User Preference
                   4.2.2.1 Ease of Use
                   4.2.2.2 Task Difficulty
                   4.2.2.3 Enjoyment of Program
                   4.2.2.4 Favourite System
                   4.2.2.5 The Help System
                   4.2.2.6 Is it Wrong to Humanise?
4.3 Discussion
          4.3.1 Methodological Concerns
          4.3.2 Was Version B More Usable?
          4.3.3 Why Did Users Prefer Version A?
          4.3.4 The Computer As Friend Paradigm and the Celebrity Interface

Chapter Five:

Conclusion – Is Anthropomorphic Design a Viable Way of Enhancing Interface Usability?

References

Bibliography

 

 

chapter one >

   
 

© Alison Flind 2006