People and Computers XVI - Memorable Yet Invisible

Proceedings of HCI 2002

  • Xristine Faulkner
  • Janet Finlay
  • Françoise Détienne

Table of contents

  1. Front Matter
    Pages i-xiii
  2. Keynotes

  3. Anthropomorphism

    1. Front Matter
      Pages 15-15
    2. Guillermo Power, Gary Wills, Wendy Hall
      Pages 37-51
  4. CSCW

    1. Front Matter
      Pages 53-53
    2. Patrick G. T. Healey, Nik Swoboda, James King
      Pages 55-68
    3. Phil Turner, Susan Turner
      Pages 89-103
    4. Lynne Dunckley, Lucia Rapanotti, Jon G. Hall
      Pages 105-120
    5. Devina Ramduny, Alan Dix
      Pages 121-137
    6. Ann Blandford, B. L. William Wong, Iain Connell, Thomas Green
      Pages 139-156
  5. Design Process

    1. Front Matter
      Pages 157-157
    2. Janet Finlay, Elizabeth Allgar, Andy Dearden, Barbara McManus
      Pages 159-174
    3. Steve Howard, Jennie Carroll, John Murphy, Jane Peck, Frank Vetere
      Pages 175-191
  6. Haptic Interfaces

    1. Front Matter
      Pages 193-193
    2. Ian Oakley, Alison Adams, Stephen Brewster, Philip Gray
      Pages 195-211
    3. Andrew Crossan, Stephen Brewster, Stuart Reid, Dominic Mellor
      Pages 213-225
  7. Memorable Systems

    1. Front Matter
      Pages 227-227
    2. Mary Czerwinski, Eric Horvitz
      Pages 229-245
    3. Shaun Kaasten, Saul Greenberg, Christopher Edwards
      Pages 247-265
    4. Harold Thimbleby, Ann Blandford, Paul Cairns, Paul Curzon, Matt Jones
      Pages 281-301
  8. Usability

    1. Front Matter
      Pages 303-303
    2. Laura Cowen, Linden J.s Ball, Judy Delin
      Pages 317-335
  9. VE and Games

    1. Front Matter
      Pages 381-381
    2. Tony Manninen, Tomi Kujanpää
      Pages 383-401
  10. Back Matter
    Pages 419-422

About these proceedings


For the last 20 years the dominant form of user interface has been the Graphical User Interface (GUl) with direct manipulation. As software gets more complicated and more and more inexperienced users come into contact with computers, enticed by the World Wide Web and smaller mobile devices, new interface metaphors are required. The increasing complexity of software has introduced more options to the user. This seemingly increased control actually decreases control as the number of options and features available to them overwhelms the users and 'information overload' can occur (Lachman, 1997). Conversational anthropomorphic interfaces provide a possible alternative to the direct manipulation metaphor. The aim of this paper is to investigate users reactions and assumptions when interacting with anthropomorphic agents. Here we consider how the level of anthropomorphism exhibited by the character and the level of interaction affects these assumptions. We compared characters of different levels of anthropomorphic abstraction, from a very abstract character to a realistic yet not human character. As more software is released for general use with anthropomorphic interfaces there seems to be no consensus of what the characters should look like and what look is more suited for different applications. Some software and research opts for realistic looking characters (for example, Haptek Inc., see others opt for cartoon characters (Microsoft, 1999) others opt for floating heads (Dohi & Ishizuka, 1997; Takama & Ishizuka, 1998; Koda, 1996; Koda & Maes, 1996a; Koda & Maes, 1996b).


CSCW Racter Usability User Interface Design Virtual Reality emotion human-computer interaction (HCI) multimedia robot tools

Editors and affiliations

  • Xristine Faulkner
    • 1
  • Janet Finlay
    • 2
  • Françoise Détienne
    • 3
  1. 1.South Bank UniversityLondonUK
  2. 2.Leeds Metropolitan UniversityLeedsUK
  3. 3.The French National Institute for Research in Computer Science ControlINRIAFrance

Bibliographic information