CHI 97 Electronic Publications: Tutorials
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Social and Natural Interfaces: Theory and Design

Clifford Nass
Department of Communication
Stanford University
Stanford, CA 94305-2050 USA
+1 415 723 5499
nass@leland.stanford.edu

Byron Reeves
Department of Communication
Stanford University
Stanford, CA 94305-2050 USA
+1 415 725 3033
reeves@leland.stanford.edu

ABSTRACT

This tutorial will cover issues related to the theory and design of social interfaces. The presentation is based on a long-term research project at Stanford University called Social Responses to Communication Technology (SRCT). This research shows that all people expect computers to obey a wide range of social and natural rules. The tutorial will cover 24 different concepts taken from the social science literature (e.g., personality, politeness, emotions), discussing both experimental results and the implications of results for the design of interfaces. The presentation will include an evaluation of current interfaces. The tutorial is for designers, usability specialists, and anyone interested in creating or assessing interfaces that conform with social and natural rules. No knowledge of programming is necessary.

Keywords

Social responses to communication technology; SRCT; interface design; social science methods; personality

© 1997 Copyright on this material is held by the authors.



OVERVIEW OF TUTORIAL

This tutorial will cover issues related to the theory and design of social interfaces. The basis for the presentation is a long-term research project at Stanford University called Social Responses to Communication Technology (SRCT). This research shows that all people expect computers to obey a wide range of social and natural rules. The research has several implications for interface design. The tutorial will cover 24 different concepts taken from the social science literature, discussing both the experimental results and the implications of those results for the design of interfaces. We will briefly discuss each of these concepts in the presentation. Below is a list of concepts, along with a sample question covered under each concept.

Manners

Flattery (When should computers flatter a user?)
Politeness (Are people polite to computers?)
Interpersonal Distance (Can a picture of an agent invade a person's body space?)
Reciprocity (Are users more helpful when a computer helps them?)
Errors (how do you make someone feel better when a mistake is made?)

Personality

Personalities of Characters (how little does it take to give a character a personality?)
Personality of Interfaces (can a text-based interfaces without artificial intelligence have a personality?)
Imitating Personality (do users like computers that change personalities to match them?)

Emotion

Negativity (do users remember negative experiences more than positive ones?)
Arousal (how can software arouse the user?)

Roles

Teammate (how can a computer become a teammate?)
Specialist (what makes an agent a specialist?)
Gender (will people gender stereotype computers based on the gender of its voice?)
Mode of Input (does the mode of input change the social presence of the interface?)

Form

Size (does the size of a screen matter?)
Fidelity (which is more important: audio fidelity or video fidelity?)
Synchrony (how important is audio/video synchrony?)
Motion (is motion in the center of the screen different than motion in the periphery)?
Cuts (how does appearance and disappearance of windows affect user's attention and memory?)
Subliminal Images (do subliminal images affect people's feelings?)

FORMAT OF THE TUTORIAL

The first two parts of the tutorial will be lecture format, although questions from the audience will be welcomed. The final part of the presentation will ask participants to evaluate various interfaces in terms of the ideas presented in the earlier parts of the tutorial. Among the interfaces to be evaluated will be the new "Office Assistant" in the Microsoft Office 97 suite. This new feature combines social representations with intelligent help. Other interfaces to be considered include Microsoft Bob, Magic Cap, Compton's Encyclopedia (video representation of Patrick Stewart in the help system), and Interactive Legal Learning (interaction with video experts).

GOALS OF THE TUTORIAL

The tutorial has five goals. First, participants will hear about the theoretical and empirical framework for social and natural interfaces, a rapidly growing category of interfaces. Second, the tutorial will provide over 100 specific guidelines for how to design interfaces that conform with social and natural rules. These interfaces are known to be easy to use and well-liked. Third, participants will learn how to apply methodologies taken from the social sciences, including questionnaires, reaction- time, and physiological measures, to develop quantitative and empirical assessments of user reactions to interfaces. Fourth, we will summarize all of the available research on social and natural interfaces. Finally, we will discuss when social and natural interfaces might be undesirable, as well as when they are desirable.

AUDIENCE FOR THE TUTORIAL

The audience for the tutorial should include designers, usability specialists, and anyone else interested in creating or assessing interfaces that conform with social and natural rules. The tutorial will be appropriate for novice, intermediate, or advanced individuals. No knowledge of programming is necessary.

PRESENTERS

Clifford Nass (Ph.D., Sociology, Princeton University) is an associate professor of Communication at Stanford University, with appointments in Science, Technology, and Society, Sociology, and Symbolic Systems. He previously worked as a computer scientist at Intel and the IBM Research Center. Byron Reeves (Ph.D., Communication, Michigan State University) is the Paul C. Edwards Professor of Communication at Stanford University and Director of the Institute for Communication Research. They are co-authors of The Media Equation: How People Treat Computers, Television, and New Media Like Real People and Places (Cambridge University Press). They are the founders and directors of the Social Responses to Communication Technology project at Stanford University, an industry-supported research consortium in the Center for the Study of Language and Information. They have consulted on software design for numerous companies, including Microsoft, IBM, Hewlett-Packard, and LG Electronics. They are widely published in human-computer interaction, communication, and psychology.

REFERENCES

Reeves, B., and Nass, C. The Media Equation: How People Treat Computers, Television, and New Media Like Real People and Places, Cambridge University Press and CSLI, New York.
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CHI 97 Electronic Publications: Tutorials