Skip to main content

Evaluating User Experience Factors Using Experiments: Expressive Artificial Faces Embedded in Contexts

  • Chapter
  • First Online:
Evaluating User Experience in Games

Part of the book series: Human-Computer Interaction Series ((HCIS))

Abstract

There is an ongoing debate on what kind of factors contribute to the general positive user experience while playing a game. The following chapter introduces an experimental setting to measure user experience 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’ user experience 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 user experience, independent of showing consonant or dissonant contextual descriptions. The “still” setting is given a higher user experience rating than the “animated” setting.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 84.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 109.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info
Hardcover Book
USD 109.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

References

  • 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.

    Google Scholar 

  • Bates J (1994) The role of emotion in believable agents. Communications of the ACM 37(7): 122–125.

    Article  Google Scholar 

  • Bernhaupt R, Boldt A, Mirlacher T et al. (2007) Using emotion in games: Emotional flowers. In: Proceedings of ACE 2007, ACM, New York, pp. 41–48.

    Google Scholar 

  • Bernhaupt R, Ijsselsteijn W, Mueller F, Tscheligi M, Wixon D (2008) Evaluating user experiences in games. In: Proceedings of CHI 2008, ACM, New York, pp.3905–3908.

    Google Scholar 

  • Bernhaupt R, Palanque P, Winkler M, Navarre D (2007) 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.

    Google Scholar 

  • Bernhaupt R, Sloo D, Migos C, Darnell M (2008) Towards new forms of iTV user experience. Workshop During EuroiTV 2008, 2nd July 2008, Adjunct Proceedings of EuroiTV 2008.

    Google Scholar 

  • Bickmore T, Cassell J (2001) Relational agents: A model and implementation of building user trust. In: Proceedings of CHI 2001, ACM Press, New York.

    Google Scholar 

  • Branco P (2003) Emotional interaction. In: Proceedings of CHI 2003, ACM, New York, pp. 676–677.

    Google Scholar 

  • 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, NJ.

    Google Scholar 

  • Crane EA, Shami NS, Peter C (2007) Let’s get emotional: Emotion research in human computer interaction. In: Proceedings of CHI 2007, ACM, New York, pp. 2101–2104.

    Google Scholar 

  • Desmet P, Hekkert P (2002) Pleasure with Products, Beyond Usability, Chapter: The Basis of Product Emotions. Taylor Francis, London, pp. 60–68.

    Google Scholar 

  • Dix A, Finlay J, Abowd G, Beale R (2004) Human–Computer Interaction. Prentice Hall, Essex, England.

    Google Scholar 

  • Ekman P, Friesen W (1972) Emotion in the Human Face: Guidelines for Research and an Integration of Findings. Pergamon Press, New York.

    Google Scholar 

  • Elliott C, Brzezinski J (1998) Autonomous agents as synthetic characters. AI Magazine 19(2): 13–30.

    Google Scholar 

  • Ermi L, Mäyrä F (2005) Challenges for pervasive mobile game design: Examining players’ emotional responses. In: Proceedings of ACE 2005, ACM, New York, pp. 371–372.

    Google Scholar 

  • 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.

    Chapter  Google Scholar 

  • 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.

    Google Scholar 

  • 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.

    Chapter  Google Scholar 

  • Hassenzahl M, Tractinsky N (2006) User experience – A research agenda. Behaviour & Information Technology 25(2): 91–97.

    Article  Google Scholar 

  • 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, CA.

    Google Scholar 

  • Jaimes A, Sebe N (2007) Multimodal human-computer interaction: A survey. Computer Vision and Image Understanding 108(1–2): 116–134.

    Article  Google Scholar 

  • Law EL, Vermeeren AP, Hassenzahl M, Blythe M (2007) Towards a UX manifesto. In 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, UK, pp. 205–206.

    Google Scholar 

  • Lee J, Marsella S (2006) Nonverbal behavior generator for embodied conversational agents. In: Lecture Notes in Computer Science: Intelligent Virtual Agents. Springer, Berlin/Heidelberg, pp. 243–255.

    Google Scholar 

  • Lieberman H (1997) Autonomous interface agents. In: Proceedings of CHI 1997 ACM, New York, pp. 67–74.

    Google Scholar 

  • 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_StudyingAffectAndEmotionsAs ImportantPartsOfTheUserExperience.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. In: Proceedings of CHI 2006. ACM, New York, pp. 1027–1036.

    Google Scholar 

  • Minge M (2005) Methoden zur Erhebung emotionaler Aspekte bei der Interaktion mit technischen Systemen. Master’s Thesis, FREIE UNIVERSITÄT BERLIN Fachbereich Erziehungswissenschaften und Psychologie.

    Google Scholar 

  • Norman D (2002) Emotion and design: Attractive things work better. Interactions 9(4): 36–42.

    Article  Google Scholar 

  • Picard RW (1997) Affective Computing. MIT Press, Cambridge, MA.

    Google Scholar 

  • Picard RW, Wexelblatt A, Nass CI (2002) Future interfaces: Social and emotional. In: Proceedings of CHI 2002 ACM, New York, pp. 698–699.

    Google Scholar 

  • Prendinger H, Ishizuka M (2004) Life-Like Characters: Tools, Affective Functions, and Applications. Springer, Heidelberg.

    Book  Google Scholar 

  • 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 and Virtual Environments 15(4): 381–392.

    Article  Google Scholar 

  • Reeves B, Nass C (2003) The Media Equation. The University of Chicago Press, Chicago, IL.

    Google Scholar 

  • 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 and JM Fernandez-Dols (eds) Psychology of Facial Expression (Studies in Emotion and Social Interaction), Chapter Introduction. Cambridge University Press, New York, NY, pp. 3–31.

    Google Scholar 

  • Scherer KR, Wranik T, Sangsue J et al. (2004) Emotions in everyday life: Probability of occurrence, risk factors, appraisal and reaction patterns. Social Science Information 43(4): 499–570.

    Article  Google Scholar 

  • 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.

    Google Scholar 

  • Summerfield A, Green EJ (1986) Experiencing Emotion: A Cross-Cultural Study. Cambridge University Press, Cambridge, MA.

    Google Scholar 

  • Wallbott HG (1990) Mimik im Kontext. Verlag für Psychologie, Dr. C. J. Hogrefe, Göttingen.

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Michael Lankes .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2010 Springer-Verlag London

About this chapter

Cite this chapter

Lankes, M., Bernhaupt, R., Tscheligi, M. (2010). Evaluating User Experience Factors Using Experiments: Expressive Artificial Faces Embedded in Contexts. In: Bernhaupt, R. (eds) Evaluating User Experience in Games. Human-Computer Interaction Series. Springer, London. https://doi.org/10.1007/978-1-84882-963-3_10

Download citation

  • DOI: https://doi.org/10.1007/978-1-84882-963-3_10

  • Published:

  • Publisher Name: Springer, London

  • Print ISBN: 978-1-84882-962-6

  • Online ISBN: 978-1-84882-963-3

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics