EVALUATION OF AN ANTHROPOMORPHIC USER
INTERFACE IN A TELEPHONE BIDDING CONTEXT AND
AFFORDANCES
Pietro Murano
School of Computing Science and Engineering, University of Salford, Gt. Manchester, M5 4WT, U.K.
Patrik O’Brian Holt
Interactive Systems Research Group, School of Computing, The Robert Gordon University
St. Andrew Street, Aberdeen, AB25 1HG, Scotland
Keywords: Anthropomorphism, User Interface Feedback, Evaluation, Affordances.
Abstract: Various researchers around the world have been investigating the use of anthropomorphism in some form at
the user interface. Some key issues involve determining whether such a medium is effective and liked by
users. Discovering conclusive evidence in relation to this medium would help user interface designers
produce better user interfaces. Currently conclusive evidence is lacking. However the authors of this paper
have been investigating these issues for some time and this paper presents the results of an experiment
which tested anthropomorphic voices against neutral voices. This was in the context of telephone bidding.
The results indicated the impersonal human voice condition to foster higher bids, while the user satisfaction
was inconclusive across all four conditions tested. The results have also been examined in terms of the
Theory of Affordances with the aim of finding an explanation for the observed results. The results indicate
that issues of affordances played a part in the results observed.
1 INTRODUCTION
The idea of using anthropomorphic feedback at the
user interface has been around for some time and has
attracted attention from researchers around the
world. One of the concerns of such types of user
interfaces or feedback that is anthropomorphic is
whether it is effective and liked by users. While an
answer to this issue may appear to be intuitive, the
evidence so far in the research community is that it
is still an open issue requiring to be solved. Solving
such as issue would help to increase the usability of
user interfaces and the applications behind them.
Products can fail if their usability is not at its best.
Despite efforts over the years at resolving these
usability issues, results from various studies indicate
a lack of a clear pattern of results leading to
appropriate conclusions.
Therefore the authors of this paper are
investigating the effectiveness and user satisfaction
of anthropomorphic type user interfaces and
feedback in various contexts. To achieve this, the
authors are using rigorous experimental techniques
to gather data which is then statistically analysed.
Appropriate links are also being made with existing
theories, such as the theory of Affordances.
Anthropomorphism at the user interface usually
involves some part of the user interface, taking on
some human quality (De Angeli, Johnson, and
Coventry, 2001). Some examples include a synthetic
character acting as an assistant or a video clip of a
human (Bengtsson, Burgoon, Cederberg, Bonito and
Lundeberg, 1999).
In a study by Hongpaisanwiwat and Lewis
(2003), in the context of teaching computer graphics,
the effects of using an animated character were
investigated. They designed a three condition
experiment, consisting of an animated character, a
‘pointing finger’ and no character. Synthetic or
human voices were used in all three conditions.
Their aims were to measure understanding and
concentration in the learning of the participants
whilst using a set of learning materials about
38
Murano P. and O’Brian Holt P. (2010).
EVALUATION OF AN ANTHROPOMORPHIC USER INTERFACE IN A TELEPHONE BIDDING CONTEXT AND AFFORDANCES.
In Proceedings of the 12th International Conference on Enterprise Information Systems - Human-Computer Interaction, pages 38-44
DOI: 10.5220/0002894400380044
Copyright
c
SciTePress
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
39
physically doing something’ (Hartson, 2003).
According to Hartson a button that can be clicked by
a user is a physical object acted on by a human and
its size should be large enough to elicit easy
clicking. This would therefore be a physical
affordance characteristic. Functional affordances
concern having some purpose in relation to a
physical affordance. One example is that clicking on
a button should have some purpose with a goal in
mind. The converse is that indiscriminately clicking
somewhere on the screen is not purposeful and has
no goal in mind. Lastly, sensory affordances concern
‘a design feature that helps, aids, supports, facilitates
or enables the user in sensing (e.g. seeing, feeling,
hearing) something’ (Hartson, 2003). Sensory
affordances are linked to the earlier cognitive and
physical affordances as they complement one
another. This means that the users need to be able to
‘sense’ the cognitive and physical affordances so
that these affordances can help the user.
Therefore, in section 2 the experiment and results
are discussed. In section 3 the results of the
experiment are discussed in light of the Theory of
Affordances as identified by Hartson (2003). Then
in section 4 some overall conclusions and proposals
for ways forward for the research are presented.
2 VOICES AND BIDDING
EXPERIMENT
2.1 Aims
This particular experiment aimed to specifically
investigate personal voices (e.g. a personal voice
could say: ‘I am your helper’) and neutral voices
(e.g. a voice could say: ‘This is your help’) and
human and text-to-speech (TTS) voices. This was in
the context of trying to determine which voice type
may have been more effective and preferred by
users. Nass and Brave (2005) have also used voices
in some of their experiments where their overall
aims were to discover how users react in a social
manner towards a computer. They specifically were
not investigating anthropomorphism.
2.2 Users
32 participants were recruited for this
experiment.
Although gender was not the main issue of this
research, the participants were students of
computer science. There were 25 male partici-
cipants and seven female participants.
Participants were in the 18-35 age range.
All participants had experience with online
bidding.
The participants were all recruited through the
principal author’s own classes at the university.
Specific details about the participants were then
elicited by means of a pre-experiment questionnaire
which principally asked specific questions about
bidding experience, e.g.
Have you ever used online auctions? Yes/No
(If your answer is NO, please go to Q. 7,
otherwise please answer parts (i) to (iii) before going
to Q. 7)
(i) State the name of the online auction you
used. ______________________
(ii) Did you purchase an item? Yes/No
(iii) Did you enjoy using the online auction?
Yes/No
2.3 Experimental Design
A between users design was used for this
experiment. This design method is good for
controlling issues of practice and order effects.
Participants were randomly assigned to one of four
conditions. Randomness was achieved by alternately
assigning a participant to a condition until all
participants had been assigned to one of the four
conditions. The four conditions were impersonal
human voice, personal human voice, impersonal
Text-to-Speech (TTS) and personal TTS. The only
difference between the personal and impersonal
aspects, were that the personal utterances used
human-like language, e.g. ‘I…’ etc. and the
impersonal voices used neutral language. The human
voice was a clear English accented male voice of a
colleague. The TTS voice was a generic electronic
voice.
2.4 Variables
The independent variables were (1) the types of
feedback, (Voice Type, consisting of TTS personal
voice, TTS impersonal voice, Personal human voice
and Impersonal human voice) and (2) Type of Task
(Bidding on five different household items). This is
a 2x2 Factorial Design, where the values from the
bids made were averaged and included in the
analyses (i.e. not the tasks themselves).
The dependent variables were the participants’
performance in carrying out the tasks and their
subjective opinions.
The dependent measures were that the perfor-
ICEIS 2010 - 12th International Conference on Enterprise Information Systems
40
mance was measured by examining the average bid
amount. From an auction point of view, the higher
the bid made, the better the business outcome. From
a user’s/buyer’s perspective the lowest amount is the
best outcome. The average bid was recorded by
means of an observation protocol. This was a small
grid which allowed the author to write down the bid
for each item bid. The average was then calculated
when the participant had left the experiment
location. The subjective opinions were measured by
means of a post-experiment questionnaire. The post-
experiment questionnaire had six main sections.
These were sections covering the usefulness of the
system, the trustworthiness of the system, the
formality of the system, the likeness to a person, the
participants’ feelings during the interaction and the
enjoyment of the system.
2.5 Apparatus and Materials
A laptop running Windows XP with 256 Mb
RAM.
The laptop’s own TFT display was used – 14”.
A headphone set with inbuilt microphone.
CSLU Toolkit (2009).
2.6 Procedure and Tasks
The recruitment questionnaire was handed out and
the completed forms were scrutinised for suitability.
The main aspect that was required for this
experiment was to have participants with an
awareness of online auctions. Also it was required
by implication to have participants with computing
knowledge so that the results would not be biased
with issues concerning lack of knowledge in using
computer systems, which could indirectly affect
bidding behaviour. This was assumed though as all
the participants were computer science students.
The suitable participants were then contacted by
email, where an appointment during the day was
arranged.
Upon arrival the participants were welcomed and
comfortably seated at the computer. They were
initially briefed with the following points:
All the data would be kept confidential, they
could leave at any time they wanted and should
they not want their data to be used after the
experiment had taken place, this was their
prerogative.
A scenario informing them that they had
graduated and were about to leave university and
had decided to obtain some household items by
means of a telephone auction.
Some general information was given regarding
how to use the microphone attached to the
computer.
Then the participants were asked to read the
content of a one page web site, which contained
more detailed information than the initial briefing
points.
When the reading was completed, the actual
auction was started. A virtual telephone keypad
appeared on the screen and the participants pressed
the speed dial button. An audible ring tone could be
heard and after a short while, the telephone was
answered by one of the voice conditions being
tested. The ‘voice’ gave an initial introduction
detailing that there were five items for sale. Then the
participant was informed that they would hear a
description for each item and that they would need
to bid at the end of each item’s description.
The next stage involved the ‘voice’ giving some
details of the item. The description gave a guide
price and a brief physical description of the item.
When the description was completed, a short beep
was heard which was the cue for the participant to
make their single bid via the microphone (the
participant had been initially briefed about this). The
amount bid was then discreetly written down by the
experimenter. When the single bid was made, the
system automatically proceeded to issue the
description for the second item in a similar manner.
This was done for five items in total. The actual
items were a futon, refrigerator, microwave oven,
television and a telephone answering machine.
When the five bids had been placed, the
participants were asked to complete a post-
experiment questionnaire regarding their subjective
opinions and feelings about their interaction
experience. When this was completed, they were
thanked for their time, asked to not tell anyone what
they had done and reminded that they were now
entered in a prize draw for their participation. This
procedure was followed in the same manner for all
the participants.
2.7 Results
The data were analysed using a multifactorial
analysis of variance and when significance was
found, the particular issues were then subjected to
post-hoc testing using in all cases either t-tests or
Tukey HSD tests (NB: DF = Degrees of Freedom,
SS = Sum of Squares, MSq = Mean Square). Firstly
EVALUATION OF AN ANTHROPOMORPHIC USER INTERFACE IN A TELEPHONE BIDDING CONTEXT AND
AFFORDANCES
41
the means and standard deviations are presented for
the results in Tables 1 to 3 below:
Table 1: Means and SD, Average Bid.
Mean 115
Std Dev 32.74
Std Err Mean 5.79
upper 95% Mean 126.80
lower 95% Mean 103.20
N 32
Table 2: Means and SD, Fair.
Mean 6.41
Std Dev 1.78
Std Err Mean 0.31
upper 95% Mean 7.05
lower 95% Mean 5.77
N 32
Table 3: Means and SD, Likeness to Person.
Mean 5.69
Std Dev 2.58
Std Err Mean 0.46
upper 95% Mean 6.62
lower 95% Mean 4.76
N 32
For the variables ‘average bid’ and ‘condition’
there is a significant (p < 0.05) difference. The
participants in the impersonal voice condition
significantly placed higher average bids than the
participants in the personal voice conditions. Also
participants in the personal TTS condition placed
significantly higher average bids than the personal
voice condition. The F-ratio is 4.21*. This is shown
in Table 4 below:
Table 4: MANOVA, Average Bid/Condition.
Source DF Sum of Squares Mean Square F Ratio
Model 3 13866.75 4622.25 4.21
Error 28 30730.75 1097.53 Prob > F
C. Total 31 44597.50 0.01
For the variables ‘likeness to person’ and
‘condition’ there is a significant (p < 0.05)
difference. The personal human voice was perceived
as significantly more like a person than the voices in
the other conditions. The F-ratio is 3.43*. This is
shown in Table 5 below:
Table 5: MANOVA, Likeness to Person/Condition.
Source DF Sum of Squares Mean Square F Ratio
Model 3 55.63 18.54 3.43
Error 28 151.25 5.40 Prob > F
C. Total 31 206.88 0.03
For the variables ‘fair’ and ‘condition’ there is a
significant (p < 0.05) difference. The impersonal
TTS voice was significantly perceived as being more
fair (or unbiased) than the other voice types. The F-
ratio is 3.77*. This is shown in Table 6 below:
Table 6: MANOVA, Fair/Condition.
Source DF Sum of Squares Mean Square F Ratio
Model 3 28.09 9.36 3.77
Error 28 69.63 2.49 Prob > F
C. Total 31 97.72 0.02
Lastly the data collected concerning subjective
opinions did not show any significant effects.
2.8 Discussion of Results
Participants perceived the personal human voice
condition to be more like a person than the other
conditions. This result had been expected as it was
one of the manipulations of the experiment.
Also, the results indicate with significance that
the highest bids were placed by participants in the
impersonal voice condition and participants in the
personal TTS condition placed significantly higher
average bids than the personal voice condition. The
reason for this result is unclear. However while the
recruitment procedure aimed to ascertain awareness
of bidding on the part of the participants, the
procedure did not ascertain perceptions of household
items and prior learned bidding strategies. These two
aspects could have biased the results if a number of
participants in the impersonal voice condition
happened to have certain perceptions about bidding
and household items. This could have more easily
happened given the fact that the sample size was
smaller than desired. This aspect is worthy of further
study in conjunction with a larger sample size.
Lastly there was a significant result for the
fairness issue, where the impersonal TTS voice
condition was perceived as being fairer than the
other voice types. However this voice type incurred
the second lowest average bids. One reason for this
outcome could be that the impersonal voice was
perceived as being more neutral and perhaps more
fair, however this aspect is also worthy of further
study.
ICEIS 2010 - 12th International Conference on Enterprise Information Systems
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3 THE EXPERIMENT AND
AFFORDANCES
The experiment tested four different voice types
with an identical user interface. The results for user
satisfaction were inconclusive. However, as stated
above, the impersonal voice condition incurred
significantly higher bids than the other conditions.
This can be viewed as a form of effectiveness from
the perspective of an auction owner who may be
interested in achieving overall higher bids.
Due to the nature of the conditions involved and
the fact that the user interface was identical under
each of the four conditions, the authors conclude that
the affordances should have been the same
irrespective of the four different conditions. The
cognitive affordances would have involved the
virtual telephone keypad on the screen and the
voices issuing the items’ descriptions. These would
have facilitated the simulation of an on-screen or
online telephone call and the receiving of
descriptions enabling a bid to be placed.
The sensory affordances would have particularly
aided the feature of listening or hearing items
descriptions. As stated these were so similar to one
another that these affordances should not have been
affected differently depending on the condition
tested.
Regarding the physical affordances, the on-
screen telephone keypad would have facilitated the
action of making a call. This was a large and clear
enough keypad to allow easy clicking. Even if this
was not the main aspect of the interaction, it would
have contributed to a positive effect on the
participants.
Lastly the functional affordances would also
have been equivalent, as the on-screen keypad was
the same for all participants and worked in the same
manner. Further the participants placed their bid via
the head mounted microphone, which also worked in
the same manner for all participants under all the
conditions being examined.
To that end the authors conclude that for this
experiment the four types of affordance would have
been equivalent under the four different conditions.
The only unclear aspect is that it is unknown why
one condition significantly incurred higher bids than
the other conditions. However the authors suggest
that if thought about, the action of deciding how
much to bid is not an issue to do with affordances.
Looking at the experimental tasks, there were
essentially four stages. Stage one involved using the
virtual keypad. It is suggested above that this would
have involved some affordances issues, but should
have been equivalent under each condition. Stage
two involved listening to a series of descriptions and
would have involved some affordances issues, but
should have been equivalent under each condition as
all that varied was the voice type and not the content
or ordering of the content of the descriptions. Stage
three involved the ‘mental’ or ‘internal’ process of
deciding how much to bid. This had nothing to do
with affordances as making the ‘internal’ decision
would probably be more affected by past
experiences and perceptions of the items (despite
trying to obtain balanced users). Finally stage four
involved uttering the bid into the microphone. As
discussed above the affordances for this stage should
have been identical under each condition as well.
Therefore the authors are suggesting that the user
interface aspects (i.e. virtual keypad, descriptions
and microphone) involving some manipulation on
the part of the user were equivalent to one another
and therefore so were the affordances. However the
actual ‘internal’ human process of making a decision
regarding how much to bid could have varied,
despite best efforts at obtaining balanced
participants. On the other hand the balance was
achieved in terms of awareness of bidding, but no
attempt was made to obtain perceptions about
household items or perceptions about attitudes to
bidding, e.g. ‘always bid as low as possible’ or
‘always bid what you think the item is worth’ etc.
Such attitudes could affect overall average bids.
4 CONCLUSIONS AND
FURTHER WORK
It is clear that there is still more work to be done in
relation to discovering if anthropomorphic user
interfaces are really usable and liked by users. We
are suggesting that effectiveness and user
satisfaction of anthropomorphic interfaces is linked
to whether the various strands of affordances are
being positively observed or ignored in interface
design. However the issue of the affordances
requires further study and experimentation. One
approach to further study could be to design and
develop prototypes in some domain and context.
This could be done by trying to develop one
prototype that specifically violates the four strands
of affordances and compare this with an equivalent
prototype that facilitates the four strands of
affordances. These could make use of
anthropomorphic feedback to maintain the theme of
the research. Furthermore, based on the experiences
EVALUATION OF AN ANTHROPOMORPHIC USER INTERFACE IN A TELEPHONE BIDDING CONTEXT AND
AFFORDANCES
43
of this research, the work would ideally require
several slightly different experiments investigating
the facilitation of affordances. The reason for this is
that conducting only one experiment and obtaining
only one set of results could give an incorrect overall
picture of the matter.
Future work should also address the main
shortcoming of this experiment. The sample size
used was rather small in nature and future
experiments should ideally have more participants.
Also future work should continue to ensure realistic
scenarios, such as the one adopted in this
experiment. Realistic scenarios would help the
research to be more applicable in the real world and
more readily accepted by actual user interface
designers.
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