
 
computer graphics. The overall results showed no 
significant difference in understanding with respect 
to the participants using the animated character. 
There was an interaction effect showing the 
animated character with synthetic voice to be better 
for remembering aspects of learning materials, 
compared to the character with human voice 
condition. Further, interaction effects were observed 
showing that the amount of emphasised items 
remembered by participants using the ‘pointing 
finger’ and no character conditions with a human 
voice was greater than participants using the 
synthetic voice. Also, participants remembered more 
in the animated character with synthetic voice 
condition compared with the animated character 
with human voice condition. There were no 
significant differences concerning participants’ 
subjective opinions of the learning materials. Overall 
this experiment did not provide any conclusive 
evidence favouring the use of anthropomorphism. 
The general results found by these authors does 
not match with certain other research, e.g. Moreno, 
Mayer and Lester (2000) in the context of tutoring 
about plant design tended to find evidence that 
anthropomorphic information was better when one 
had to use learned knowledge to solve new similar 
problems. Participants were also more positive 
towards the anthropomorphic type information.  
Further, in a study by David et al (2007), the 
authors conducted a three condition experiment in 
the context of a quiz about ancient history. They 
were investigating different anthropomorphic cues in 
terms of character gender and attitude and user 
perceptions about the character in relation to quiz 
success (or not). The overall results of their 
experiment suggested that anthropomorphic cues led 
to users believing the character to be less friendly, 
intelligent and fair. This finding was linked with the 
male character and not with the female character.  
Lastly, in a study by Prendinger et al (2007) 
which involved an investigation into using eye 
tracking for data collection, the authors specifically 
tested an animated character with gestures and 
voice, voice only and text. The context they used 
involved showing users around an apartment on a 
computer monitor. Their main findings were that the 
character condition seemed to be better for directing 
‘attentional focus’ to various objects on the screen. 
However the voice only condition fostered more 
attention on the part of the users towards ‘reference 
objects’ on the screen. They also observed that the 
text only condition induced participants to look at 
the text more than the character, in terms of gaze 
points. Finally, subjective aspects were inconclusive. 
Despite this study having some experimental flaws, 
such as having very small sample sizes, it does 
indicate that using an anthropomorphic entity is not 
necessarily better than other modes. 
In the authors’ own work (Murano et al, 2009), 
an experiment in the context of downloading and 
installing an email client, an anthropomorphic 
character condition was tested against a non-
anthropomorphic textual condition. The conditions 
were designed to assist novice users in the act of 
downloading and installing an email client. The 
main results indicated the anthropomorphic 
condition to be more effective (based on various 
errors and user behaviour) and preferred by 
participants.  
However, we have also seen that this pattern of 
results does not hold for all our work. In another 
study by Murano et al (2008) in the context of PC 
building instructions, an anthropomorphic character 
condition was tested against a non-anthropomorphic 
text condition. For this experiment the main results 
for effectiveness (based on errors) were 
inconclusive. However the results for subjective 
satisfaction were slightly more tending towards a 
preference for the anthropomorphic condition. (The 
reader is also referred to further work carried out by 
the principal author of this paper indicating a lack of 
an overall pattern in results for effectiveness and 
user satisfaction (Murano and Holt, 2009, Murano et 
al, 2007 and Murano, 2005). 
A brief review of some key work in this area 
confirms that overall results regarding effectiveness 
and user satisfaction are currently inconclusive. 
There could be various reasons for these results. 
Some reasons could concern specific context or 
aspects of experimental design. However another 
explanation could concern aspects of certain key 
affordances either being violated or properly 
facilitated.  
The original Theory of Affordances (Gibson, 
1979) has been extended by Hartson (2003) to cover 
user interface aspects. Hartson identifies cognitive, 
physical, functional and sensory affordances. He 
argues that when a user is doing some computer 
related task, they are using cognitive, physical and 
sensory actions. Cognitive affordances involve ‘a 
design feature that helps, supports, facilitates, or 
enables thinking and/or knowing about something’ 
(Hartson, 2003). One example of this aspect 
concerns giving feedback to a user that is clear and 
precise. If one labels a button, the label should 
convey to the user what will happen if the button is 
clicked. Physical affordances are ‘a design feature 
that helps, aids, supports, facilitates, or enables 
EVALUATION OF AN ANTHROPOMORPHIC USER INTERFACE IN A TELEPHONE BIDDING CONTEXT AND
AFFORDANCES
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