Human-Computer Interaction 3e Dix, Finlay, Abowd, Beale

exercises  -  1. the human

EXERCISE 1.12 [extra - not in book]

How might you use the notion of reward in interface design to increase the positive emotional response of users? Can you find any examples of this?

answer available for tutors only

Reward is essentially positive reinforcement of desired or good behaviour. This could be through providing explicit praise (used frequently in educational systems when a correct answer is given) or through more implicit elements that engage or entertain the user. Novelty, social interaction, feedback and surprise are all potentially rewarding to the user. For example, seeing a direct relationship between action and effect (feedback) can be rewarding. However care needs to be taken because each of these things can backfire and become irritating if not used properly. An example of this is the Microsoft Office paperclip (see Chapter 11), which attempts to motivate users by making getting help a novel social interaction, was actually irritating to users and was eventually dropped.


Other exercises in this chapter

ex.1.1 (ans), ex.1.2 (ans), ex.1.3 (ans), ex.1.4 (tut), ex.1.5 (tut), ex.1.6 (open), ex.1.7 (open), ex.1.8 (tut), ex.1.9 (tut), ex.1.10 (tut), ex.1.11 (tut), ex.1.12 (tut), ex.1.13 (tut), ex.1.14 (tut)

all exercises for this chapter


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