6533b82efe1ef96bd12945c0
RESEARCH PRODUCT
Explorations on interactive interfaces using cuteness
Owen Noel Newton FernandoMasahiko InamiMasa InakageAdrian David CheokTim Robert Merrittsubject
Cognitive scienceSexual attractionComputer sciencebusiness.industrymedia_common.quotation_subjectPopularityHuman–computer interactionPerceptionSensationHappinessUser interfaceSet (psychology)businessInteractive mediamedia_commondescription
The experience of interactive systems can be a rather complex set of events. The perceptions appeal to the user's senses including visual, auditory, tactile, olfactory, and gustatory. Taken from a human factors approach, the sensitivity of the senses can be measured very closely and units of measurement arise from the "just noticeable difference." These differences can be mapped to the physics behind the stimuli and computer controlled systems very accurately provide sensation to the user through various user interfaces. The human mind also plays an important role in making sense of the experience not only from a physiological standpoint, but from a psychological and cultural reference point. Many instinctual impulses can be elicited by interactive media for powerful, immersive experiences. The fight or flight response and sexual attraction have been used extensively in the top selling games, but we are looking beyond these toward the interfaces that aim to bring happiness and comfort. We look at a range of experiences involving the idea of "cuteness" and its related components. From a psychological standpoint, there are cues that are well known that are instilled in us at an instinctual level. An example is the features of babies that bring out a nurturing response. Measuring these reactions however is less discrete and is more qualitative in nature. From a cultural standpoint, the definition of how cute something is and what it drives the user to do in response is not yet fully explored. Toy and game manufacturers are continually striving to hit the "sweet spot" with the consumers in the various markets and sometimes produce a combination that has wide appeal and then due to a long lasting popularity it may also add or modify the cultural perception. Our studies look at what elements are perceived as cute and then understanding the reaction the user has to this. We are working towards a goal of providing the designers with a better understanding of today's interactive media users and developing ways to enhance the effectiveness of interactive media by utilizing the psychological and culturally developed symbols of cuteness. With these lessons learned, the next generation user interfaces can be built to take advantage of the "cuteness" factor and establish more meaningful relationships with the users and encouraging happiness and positive experiences.
year | journal | country | edition | language |
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2007-09-19 | Proceedings of the 2nd international conference on Digital interactive media in entertainment and arts |