Designing Embodied Conversational Interface Agents

Designing Embodied Conversational Interface Agents

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Contents

Introduction

Developing principles for the design of embodied conversational interface agents

Speak, Machine: Human-Computer Interaction and the Literalization of the Conversational Interface Metaphor

Human-Computer Interaction and interface metaphors

Direct manipulation and navigation metaphors in the Graphical User Interface

Dialogue metaphors of interaction

Literal conversation (Natural Language Interfaces)

Psychosocial effects of conversing with computers: Computers Are Social Actors (CASA) and Actor-Network Theory

Embodied Conversational Interface Agents

Defining embodied conversational interface agents

A skeuomorphic solution

Example agents from research contexts

Case study: Mitsuku

Example agents from commercial products

Case study: Clippy

Converging technological trends: the predicted rise of chatbots and conversational agents as everyday things

Why design matters in human-computer interaction: aesthetic theory and dark design

Designing Embodied Conversational Interface Agents

I. Types of Embodiment: Human and Nonhuman Bodies

Humanoid embodiments

Case Study: Mavis Beacon

Nonhuman embodiments

Case Study: Replika

Robotic embodiments

Case Study: Woebot

Discussion & conclusion

II. InterFACES: Anthropomorphic Design and Facial Representation

Why faces work: anthropomorphism and pareidolia

Case Study: MacOS Finder

What’s in a face: emotional communication

Case Study: Cozmo

Not just a pretty face: the psychology of attraction and cuteness

Anthropomorphization and ability

Discussion & conclusion

III. Realism, the Uncanny Valley and Stylistic Solutions

The Uncanny Valley: what it is and how to escape

Case Study: Realbotix Harmony AI

The argument for lo-fi design in high tech

Case Study: Poncho

Discussion & conclusion

IV. Designing for the Agent’s Situation

Desktop and mobile interfaces

Virtual situation

Virtual and Mixed Reality

Case Study: Gatebox

Designing for a social role

Case Study: Ask Jeeves

Discussion & conclusion

EARS: A Framework For Designing Embodied Conversational Interface Agents

Acknowledgements

Works Cited

  • I. Types of Embodiment: Human and Nonhuman Bodies
    • Humanoid embodiments
    • Nonhuman embodiments
    • Robotic embodiments
    • Discussion & conclusion
  • II. InterFACES: Anthropomorphic Design and Facial Representation
    • Why faces work: anthropomorphism and pareidolia
    • What’s in a face: emotional communication
    • Not just a pretty face: the psychology of attraction and cuteness
    • Anthropomorphization and ability
    • Discussion & conclusion
  • III. Realism, the Uncanny Valley and Stylistic Solutions
    • The Uncanny Valley: what it is and how to escape
    • The argument for lo-fi design in high tech
    • Discussion & conclusion
  • IV. Designing for the Agent’s Situation
    • Desktop and mobile interfaces
    • Virtual situation
    • Virtual and Mixed Reality
    • Designing for a social role
    • Discussion & conclusion
Designing Embodied Conversational Interface Agents
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