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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