Clifford Nass
Has also published under the name of:
"Clifford I. Nass", "C. Nass", and "Cliff Nass"
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Publications by Clifford Nass (bibliography)
» 2009 «
Rao, Shailendra, Hurlbutt, Tom, Nass, Clifford and JanakiRam, Nundu (2009): My Dating Site Thinks I'm a Loser: effects of personal photos and presentation intervals on perceptions of recommender systems. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 221-224. Available online
Receiving poor results from a personalized recommendation system is frustrating. When users try to compensate by putting on a "different face" and game the system, the results can be even more frustrating. This paper investigates how to improve the user experience of such systems by: 1) adding personal photos to increase self-awareness, and 2) providing recommendations interspersed with personal questions. A 2x2 web experiment (N=56) within the context of an online dating match recommendation system was used to assess these two effects. Displaying a person's photo stabilized both response strategies and liking of a recommender's poor suggestions. Additionally, presenting all of the results together at the end was less frustrating than spreading them out. These results demonstrate that simple interface design decisions can have profound effects on user behaviors and attitudes with personalized recommendation systems.
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Takayama, Leila, Sison, Jo Ann G., Lathrop, Brian, Wolfe, Nicholas, Chiang, Abe, Nielsen, Alexia and Nass, Clifford (2009): Bringing design considerations to the mobile phone and driving debate. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1643-1646. Available online
Though legislation is increasingly discouraging drivers from holding on to their mobile phones while talking, hands-free devices do not improve driver safety. We offer two design alternatives to improve driver safety in the contexts of voice-based user interfaces and mobile phone conversations in cars' side tones (auditory feedback used in landline phones) and location of speakers. In a 2 (side tone: present vs. not) x 2 (location of speakers: headphones vs. dashboard) between-participants experiment (N=48), we investigated the impact of these features upon driver experience and performance on a simulated mobile phone conversation while driving. Participants became more verbally engaged in the conversation when side tones were present, but also experienced more cognitive load. Participants drove more safely when voices were projected from the dashboard rather than from headphones. Implications for driver user interface design are discussed.
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Takayama, Leila, Groom, Victoria and Nass, Clifford (2009): I'm sorry, Dave: I'm afraid I won't do that: social aspects of human-agent conflict. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2099-2108. Available online
As computational agents become more sophisticated, it will frequently be necessary for the agents to disagree with users. In these cases, it might be useful for the agent to use politeness strategies that defuse the person's frustrations and preserve the human-computer relationship. One such strategy is distancing, which we implemented by spatially distancing an agent's voice from its body. In a 2 (agent disagreement: none vs. some) x 2 (agent voice location: on robotic body vs. in control box) between-participants experiment, we studied the effects of agent disagreement and agent voice location in a collaborative human-agent desert survival task (N=40). People changed their answers more often when agents disagreed with them and felt more similar to agents that always agreed with them, even when substantive content was identical. Strikingly, people felt more positively toward the disagreeing agent whose voice came from a separate control box rather than from its body; for agreement, the body-attached voice was preferred.
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Sukumaran, Abhay, Ramlal, Satyan, Ophir, Eyal, Kumar, Vangala RamNaresh, Mishra, Gaurav, Evers, Vanessa, Balaji, Venkataraman and Nass, Clifford (2009): Intermediated technology interaction in rural contexts. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3817-3822. Available online
Access to information technology in developing countries is often indirect, involving human intermediaries. A computer kiosk is a typical instance of three-way interaction between user, kiosk operator, and kiosk technology. We describe a pilot experimental study that investigates whether manipulating the social prominence of the intermediary versus the technology affects perceived information characteristics and attitudes toward the interaction. We suggest that a better understanding of such locally specific interaction models is needed to address culturally influenced issues in information technology use throughout the developing world. Ongoing methodological challenges in conducting experimental studies in such contexts are discussed.
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Nowak, Michael, Rao, Shailendra, Nass, Clifford, Lewenstein, Joel, Meyer, Andrew and Richman, Jessica (2009): Toward an experimental methodology for studying persuasion-based online security. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4033-4038. Available online
In this paper we highlight a controlled experimental design in development to investigate how the intersection of a brand's familiarity and persuasive appeal impact user willingness to engage in increased web security procedures. We offer the results of a 2 (Source: familiar vs. unfamiliar brand) x 2 (Persuasive Strategy: benefit to user vs. benefit to site) web experiment (N=48) using this approach to demonstrate its viability and generate ideas for future directions. Lessons learned and opportunities to improve this experimental methodology to further psychological research in the web security domain are discussed.
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Groom, Victoria, Takayama, Leila, Ochi, Paloma and Nass, Clifford (2009): I am my robot: the impact of robot-building and robot form on operators. In: Proceedings of the 4th ACM/IEEE International Conference on Human Robot Interaction 2009. pp. 31-36. Available online
As robots become more pervasive, operators will develop richer relationships with them. In a 2 (robot form: humanoid vs. car) x 2 (assembler: self vs. other) between-participants experiment (N=56), participants assembled either a humanoid or car robot. Participants then used, in the context of a game, either the robot they built or a different robot. Participants showed greater extension of their self-concept into the car robot and preferred the personality of the car robot over the humanoid robot. People showed greater self extension into a robot and preferred the personality of the robot they assembled over a robot they believed to be assembled by another. Implications for the theory and design of robots and human-robot interaction are discussed.
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» 2008 «
Jonsson, Ing-Marie, Harris, Helen and Nass, Clifford (2008): How accurate must an in-car information system be?: consequences of accurate and inaccurate information in cars. In: Proceedings of ACM CHI 2008 Conference on Human Factors in Computing Systems April 5-10, 2008. pp. 1665-1674. Available online
Driving requires focused attention and timely decision making for appropriate maneuvers. This relies on well-timed and accurate information. Designing an in-vehicle information system it is important to ensure that the information for the driver does not negatively affect cognitive processing and driving performance. This study investigates levels of information accuracy necessary in in-vehicle information systems to elicit positive behavioral and attitudinal responses from the driver. In a 2 (gender) by 5 (accuracy: 100%,
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Takayama, Leila and Nass, Clifford (2008): Driver safety and information from afar: An experimental driving simulator study of wireless vs. in-car information services. In International Journal of Human-Computer Studies, 20 (3) pp. 173-184
Cars have changed from pure transportation devices to fully interactive, voice-based systems. While voice interaction in the car has previously required on-board processing, the growing speed and ubiquity of wireless technologies now enable interaction with a distant source. Will the perceived source of the information influence driver safety, responses to the information, and attitudes toward the computer system and car? A between-participants experimental design (N=40) of computer proximity -- in-car vs. wireless -- using an advanced car simulator, found that people's driving behavior, verbal responsiveness, and attitudes are affected by computer proximity. A path analysis shows two counterbalancing effects of computer proximity on driving behavior: drivers feel more engaged with the in-car system than the wireless system, which leads to safer driving behavior; however, drivers also drive faster while using the in-car system than the wireless system, which leads to more dangerous driving behavior. Consistent with greater feelings of engagement with the in-car system, people also feel less discontentment with the in-car system and self-disclose more to the in-car system. Positive perceptions of information content also lead drivers to be more persuaded by driving recommendations. Implications for the design of wireless systems are explored.
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Bailenson, Jeremy N., Pontikakis, Emmanuel D., Mauss, Iris B., Gross, James J., Jabon, Maria E., Hutcherson, Cendri A. C., Nass, Clifford and John, Oliver (2008): Real-time classification of evoked emotions using facial feature tracking and physiological responses. In International Journal of Human-Computer Studies, 20 (5) pp. 303-317
We present automated, real-time models built with machine learning algorithms which use videotapes of subjects' faces in conjunction with physiological measurements to predict rated emotion (trained coders' second-by-second assessments of sadness or amusement). Input consisted of videotapes of 41 subjects watching emotionally evocative films along with measures of their cardiovascular activity, somatic activity, and electrodermal responding. We built algorithms based on extracted points from the subjects' faces as well as their physiological responses. Strengths of the current approach are (1) we are assessing real behavior of subjects watching emotional videos instead of actors making facial poses, (2) the training data allow us to predict both emotion type (amusement versus sadness) as well as the intensity level of each emotion, (3) we provide a direct comparison between person-specific, gender-specific, and general models. Results demonstrated good fits for the models overall, with better performance for emotion categories than for emotion intensity, for amusement ratings than sadness ratings, for a full model using both physiological measures and facial tracking than for either cue alone, and for person-specific models than for gender-specific or general models.
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Takayama, Leila, Ju, Wendy and Nass, Clifford (2008): Beyond dirty, dangerous and dull: what everyday people think robots should do. In: Proceedings of the 3rd ACM/IEEE International Conference on Human Robot Interaction 2008. pp. 25-32. Available online
We present a study of people's attitudes toward robot workers, identifying the characteristics of occupations for which people believe robots are qualified and desired. We deployed a web-based public-opinion survey that asked respondents (n=250) about their attitudes regarding robots' suitability for a variety of jobs (n=812) from the U.S. Department of Labor's O*NET occupational information database. We found that public opinion favors robots for jobs that require memorization, keen perceptual abilities, and service-orientation. People are preferred for occupations that require artistry, evaluation, judgment and diplomacy. In addition, we found that people will feel more positively toward robots doing jobs with people rather than in place of people.
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» 2007 «
Hu, Jiang, Winterboer, Andi, Nass, Clifford, Moore, Johanna D. and Illowsky, Rebecca (2007): Context & usability testing: user-modeled information presentation in easy and difficult driving conditions. In: Proceedings of ACM CHI 2007 Conference on Human Factors in Computing Systems 2007. pp. 1343-1346. Available online
A 2x2 enhanced Wizard-of-Oz experiment (N = 32) was conducted to compare two different approaches to presenting information to drivers in easy and difficult driving conditions. Data of driving safety, evaluation of the spoken dialogue system, and perception of self were analyzed. Results show that the user-modeled summarize-and-refine (UMSR) approach led to more efficient information retrieval than did the summarize-and-refine (SR) approach. However, depending on driving condition, higher efficiency did not always translate into pleasant subjective experience. Implications for usability testing and interface design were presented, followed by discussions of future research directions.
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Dahlbäack, Nils, Wang, Qianying, Nass, Clifford and Alwin, Jenny (2007): Similarity is more important than expertise: accent effects in speech interfaces. In: Proceedings of ACM CHI 2007 Conference on Human Factors in Computing Systems 2007. pp. 1553-1556. Available online
In a balanced between-participants experiment (N = 96) American and Swedish participants listened to tourist information on a website about an American or Swedish city presented in English with either an American or Swedish accent and evaluated the speakers' knowledge of the topic, the voice characteristics, and the information characteristics. Users preferred accents similar to their own. Similarity-attraction effects were so powerful that same-accents speakers were viewed as being more knowledgeable than different-accent speakers even when the information would be much better-known by the opposite-accent speaker. Implications for similarity-attraction overwhelming expertise are discussed.
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Danninger, Maria, Takayama, Leila, Wang, Qianying, Schultz, Courtney, Beringer, Joerg, James, Frankie, Hofmann, Paul and Nass, Clifford (2007): Can you Talk or only Touch-Talk? A VoIP-based phone feature for quick, quiet, and private communication. In: International Conference on Multimodal Interfaces (ICMI 2007, Nagoya, Japan. p. 8. Available online
Gong, Li and Nass, Clifford (2007): When a talking-face computer agent is half-human and half-humanoid: Human identity and consistency preference. In Human Communication Research, 33 pp. 163-193
Danninger, Maria, Takayama, Leila, Wang, Qianying, Schultz, Courtney, Beringer, Jörg, Hofmann, Paul, James, Frankie and Nass, Clifford (2007): Can you talk or only touch-talk: A VoIP-based phone feature for quick, quiet, and private communication. In: Massaro, Dominic W., Takeda, Kazuya, Roy, Deb and Potamianos, Alexandros (eds.) Proceedings of the 9th International Conference on Multimodal Interfaces - ICMI 2007 November 12-15, 2007, Nagoya, Aichi, Japan. pp. 154-161. Available online
Grimm, Michael, Kroschel, Kristian, Harris, Helen, Nass, Clifford, Schuller, Björn, Rigoll, Gerhard and Moosmayr, Tobias (2007): On the Necessity and Feasibility of Detecting a Driver's Emotional State While Driving. In: Paiva, Ana, Prada, Rui and Picard, Rosalind W. (eds.) ACII 2007 - Affective Computing and Intelligent Interaction, Second International Conference September 12-14, 2007, Lisbon, Portugal. pp. 126-138. Available online
» 2006 «
Robles, Erica, Sukumaran, Abhay, Rickertsen, Kathryn and Nass, Clifford (2006): Being watched or being special: how I learned to stop worrying and love being monitored, surveilled, and assessed. In: Proceedings of ACM CHI 2006 Conference on Human Factors in Computing Systems 2006. pp. 831-839. Available online
This paper explores the relationship between display of feedback (public vs. private) and the basis for evaluation (present vs. absent) of that feedback. Using a controlled, laboratory setting, we employ a fundamentally social, interpersonal context (speed-dating). Two participants (one male and one female) receive real-time performance feedback about either only themselves (private) or about both participants (public). We measure participant perceptions of monitoring, conformity, and self-consciousness about themselves and their dating partner. We also assess perceptions of system invasiveness, system competence, and system support. Results reveal a consistent pattern of significant interaction between feedback display and basis for evaluation conditions. In each of these interactions, public feedback with an added, trivial, basis for evaluation creates significantly lower perception of monitoring, conformity, self-consciousness, and system invasiveness, than the other three conditions. Additionally there is a main effect for basis for evaluation with respect to system competence and supportiveness. In each case, the presence of a basis produces more positive assessments than its absence. The experiment shows that reactions to being monitored and evaluated do not differ strictly along the dimension of public vs. private; basis for evaluation of feedback functions as a mediator and thus co-determines participant attitudinal responses. We discuss the implications of this at several levels, and present a broader cultural explanation in terms of the theory of rationalization. We also discuss the issues around and functionality of linking laboratory settings to larger cultural contexts in this and related fields of inquiry.
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Pearson, Jamie, Hu, Jiang, Branigan, Holly P., Pickering, Martin J. and Nass, Clifford (2006): Adaptive language behavior in HCI: how expectations and beliefs about a system affect users' word choice. In: Proceedings of ACM CHI 2006 Conference on Human Factors in Computing Systems 2006. pp. 1177-1180. Available online
People display adaptive language behaviors in face-to-face conversations, but will computer users do the same during HCI? We report an experiment (N=20) demonstrating that users' use of language (in terms of lexical choice) is influenced by their beliefs and expectations about a system: When users believe that the system is unsophisticated and restricted in capability, they adapt their language to match the system's language more than when they believe the system is relatively sophisticated and capable. Moreover, this tendency is based entirely on users' expectations about the system; it is unaffected by the actual behavior that the system exhibits. Our results demonstrate that interface design engenders particular beliefs in users about a system's capabilities, and that these beliefs can determine the extent to which users adapt to the system. We argue that such effects can be leveraged to improve the quality and effectiveness of human-computer interactions.
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Wang, Qianying, Battocchi, Alberto, Graziola, Ilenia, Pianesi, Fabio, Tomasini, Daniel, Zancanaro, Massimo and Nass, Clifford (2006): The role of psychological ownership and ownership markers in collaborative working environment. In: Quek, Francis K. H., Yang, Jie, Massaro, Dominic W., Alwan, Abeer A. and Hazen, Timothy J. (eds.) Proceedings of the 8th International Conference on Multimodal Interfaces - ICMI 2006 November 2-4, 2006, Banff, Alberta, Canada. pp. 225-232. Available online
Nass, Clifford (2006): Every body is somebody: The psychology and design of embodiment. In: Proceedings of the 1st ACM SIGCHI/SIGART Conference on Human-Robot Interaction 2006. p. 2. Available online
There is a long tradition in psychology asking the question, "how does a body affect how people think and respond?" There is a much smaller literature addressing the question, "how does having a body affect how people think about us and respond to us?" In this talk, I will discuss a series of experimental studies that are guided by the idea that an understanding of people's responses to other people can guide research on human-robot interaction. Questions to be addressed include: When should a robot say "I"? Should robots have body parts that do not operate like human body parts? When should robots use synthetic speech as compared to recorded speech? How should teams of robots interact with teams of people? How should robots respond to human error and their own errors? For each study, I will describe theory, methods, results, and application to design.
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» 2005 «
Ekstrom, Martin A., Bjornsson, Hans C. and Nass, Clifford (2005): A Reputation Mechanism for Business-to-Business Electronic Commerce That Accounts for Rater Credibility. In Journal of Organizational Computing and Electronic Commerce, 15 (1) pp. 1-18
This article investigates whether source credibility theory can support reputation mechanisms in business-to-business (B2B) electronic commerce. In contrast to consumer electronic marketplaces, the raters in B2B communities are skilled and connected, necessitating a reputation mechanism to account for the relationship between the user and the rater. To solve this problem, TrustBuilder, a prototype rating tool, incorporates a methodology to calculate a weighted rating based on source credibility theory. This solution offers several advantages over existing models. First, source credibility theory provides tested frameworks for aggregating ratings from different sources. Second, there are validated scales for measuring a source's (rater's) credibility. Finally, the weights of a rater's ratings depend on user preferences instead of rater behavior, which decreases the amount of data required to calibrate the model. In an experiment, industry practitioners evaluated bids from service providers using a credibility-weighted tool as well as a standard unweighted tool. The experiment showed that the use of a credibility-weighted tool led to increased user confidence as well as more varied evaluations. This study therefore provides evidence that incorporating source credibility theory in a rating tool adds value in the process of evaluating service providers by increasing the decision maker's confidence in the accuracy of the information.
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Brave, Scott, Nass, Clifford and Hutchinson, Kevin (2005): Computers that care: investigating the effects of orientation of emotion exhibited by an embodied computer agent. In International Journal of Human-Computer Studies, 62 (2) pp. 161-178
Embodied computer agents are becoming an increasingly popular human-computer interaction technique. Often, these agents are programmed with the capacity for emotional expression. This paper investigates the psychological effects of emotion in agents upon users. In particular, two types of emotion were evaluated: self-oriented emotion and other-oriented, empathic emotion. In a 2 (self-oriented emotion: absent vs. present) by 2 (empathic emotion: absent vs. present) by 2 (gender dyad: male vs. female) between-subjects experiment (N=96), empathic emotion was found to lead to more positive ratings of the agent by users, including greater likeability and trustworthiness, as well as greater perceived caring and felt support. No such effect was found for the presence of self-oriented emotion. Implications for the design of embodied computer agents are discussed and directions for future research suggested.
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Wang, Qianying and Nass, Clifford (2005): Less visible and wireless: two experiments on the effects of microphone type on users' performance and perception. In: Proceedings of ACM CHI 2005 Conference on Human Factors in Computing Systems 2005. pp. 809-818. Available online
When devices become less visible and recede to the background, what kinds of influences would they have on users'? This paper presents two experiments (N=48 and N=96) that examine the effects of four different types of microphones (and voice vs. text output) on user's behaviors and attitudes. The microphones differ with respect to their visibility and users' mobility. Participants performed two different tasks: a standard creativity task and a standard disclosure task. Mobility facilitated creativity and disclosure of personal information. Recording reminder discouraged creativity and disclosure. Output modality had no significant effect. Implications for ubiquitous computing and voice user interfaces are discussed.
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Ju, Wendy, Nickell, Seth, Eng, Katherine and Nass, Clifford (2005): Influence of colearner agent gehavior on learner performance and attitudes. In: Proceedings of ACM CHI 2005 Conference on Human Factors in Computing Systems 2005. pp. 1509-1512. Available online
This study examines the effect of colearner agent performance and social behavior on learner performance and subjective satisfaction in an interactive learning environment. In this 2 (high- or low-performing colearner) by 2 (socially supportive or competitive colearner) experiment (N=44), participants learned Morse Code alongside an agent colearner. Participants with high-scoring colearner agents performed significantly better than participants with low-scoring colearners. Participants liked and felt liked by socially supportive agents more than they did socially competitive agent participants. Implications for developing educational software are discussed.
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Jonsson, Ing-Marie, Zajicek, Mary, Harris, Helen and Nass, Clifford (2005): Thank you, I did not see that: in-car speech based information systems for older adults. In: Proceedings of ACM CHI 2005 Conference on Human Factors in Computing Systems 2005. pp. 1953-1956. Available online
Older adult drivers have more difficulty than the general driving public in attending to driving tasks especially in complex traffic situations. This study examines whether a speech based in-car information system can positively influence driver attitudes, driving performance and safety. Eighteen participants between the ages of 55 and 73 used a driving simulator for approximately thirty minutes in one of three conditions: in-car information system with a young voice informing the driver of upcoming hazards, in-car information system with an older adult voice, and no in-car system. There was a clear positive effect of driving with the in-car information system; drivers felt more confident driving, they completed the driving course in less time (without exceeding the speed limit), and had fewer accidents. There was also a clear positive effect of using a young adult voice for the in-car information system.
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Nass, Clifford, Jonsson, Ing-Marie, Harris, Helen, Reaves, Ben, Endo, Jack, Brave, Scott and Takayama, Leila (2005): Improving automotive safety by pairing driver emotion and car voice emotion. In: Proceedings of ACM CHI 2005 Conference on Human Factors in Computing Systems 2005. pp. 1973-1976. Available online
This study examines whether characteristics of a car voice can affect driver performance and affect. In a 2 (driver emotion: happy or upset) x 2 (car voice emotion: energetic vs. subdued) experimental study, participants (N=40) had emotion induced through watching one of two sets of 5-minute video clips. Participants then spent 20 minutes in a driving simulator where a voice in the car spoke 36 questions (e.g., "How do you think that the car is performing?") and comments ("My favorite part of this drive is the lighthouse.") in either an energetic or subdued voice. Participants were invited to interact with the car voice. When user emotion matched car voice emotion (happy/energetic and upset/subdued), drivers had fewer accidents, attended more to the road (actual and perceived), and spoke more to the car. Implications for car design and voice user interface design are discussed.
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Wang, Q., Nass, Clifford and Hu, J. (2005): Natural Language Query vs. Keyword Search: Effects of Task Complexity on Search Performance, Participant Perceptions, and Preferences. In: Proceedings of IFIP INTERACT05: Human-Computer Interaction 2005. pp. 106-116. Available online
A 2x2 mixed design experiment (N=52) was conducted to examine the effects of search interface and task complexity on participants' information-seeking performance and affective experience. Keyword vs. natural language search was the within-participants factor; simple vs. complex tasks was the between-participants factor. There were cross-over interactions such that complex-task participants were more successful and thought the tasks were less difficult and reported more enjoyment and confidence when they used keyword search vs. natural language queries, while the opposite was found for simple-task participants. The findings suggest that natural language search is not the panacea for all information retrieval tasks: task complexity is a critical mediator. Implications for interface design and directions for future research are discussed.
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» 2004 «
Jonsson, Ing-Marie, Nass, Clifford and Lee, K. Kwan Min (2004): Mixing personal computer and handheld interfaces and devices: effects on perceptions and attitudes. In International Journal of Human-Computer Studies, 61 (1) pp. 71-83
Interfaces designed only for personal computers or only for handhelds can now be displayed on both devices. In this experimental study (N=39), participants used interfaces designed for a personal computer or a handheld on a personal computer, a handheld with keyboard, and a handheld with a virtual keyboard/pen input. The context was an interactive natural language query system used for financial and entertainment inquiries. When the interface matched the device, the application was perceived as easier to use. Applications on the personal computer were perceived as easier to use, less impersonal, and made users feel more in control. The handheld interface was perceived as better on all dimensions. Implications for cross-platform interface design are discussed.
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Nass, Clifford and Gong, Li (2004): Ten principles for designing human-computer dialogue systems: A perspective from evolutionary psychology. In: Dahl, D. A. "Practical spoken dialog systems". Kluwer Academic Publishers pp. 25-40
Nass, Clifford (2004): Etiquette equality: exhibitions and expectations of computer politeness. In Communications of the ACM, 47 (4) pp. 35-37
» 2003 «
Lee, Kwan Min and Nass, Clifford (2003): Designing social presence of social actors in human computer interaction. In: Cockton, Gilbert and Korhonen, Panu (eds.) Proceedings of the ACM CHI 2003 Human Factors in Computing Systems Conference April 5-10, 2003, Ft. Lauderdale, Florida, USA. pp. 289-296.
» 2002 «
Jettmar, Eva and Nass, Clifford (2002): Adaptive testing: effects on user performance. In: Terveen, Loren (ed.) Proceedings of the ACM CHI 2002 Conference on Human Factors in Computing Systems Conference April 20-25, 2002, Minneapolis, Minnesota. pp. 129-134.
» 2001 «
Gong, L., Nass, Clifford, Simard, C. and Takhteyev, Y. (2001): When Non-Human is Better than Semi-Human: Consistency in Speech Interfaces. In: Proceedings of the Ninth International Conference on Human-Computer Interaction 2001. pp. 390-394.
Katagiri, Y., Nass, Clifford and Takeuchi, Y. (2001): Cross-Cultural Studies of the Computers are Social Actors Paradigm: The Case of Reciprocity. In: Proceedings of the Ninth International Conference on Human-Computer Interaction 2001. pp. 1558-1562.
Dahlback, N., Swamy, S., Nass, Clifford, Arvidsson, F. and Skageby, J. (2001): Spoken Interaction with Computers in a Native or Non-Native Language - Same or Different?. In: Proceedings of IFIP INTERACT01: Human-Computer Interaction 2001, Tokyo, Japan. pp. 294-301.
Vanhoucke, V., Neeley, W. L., Mortati, M., Sloan, M. J. and Nass, Clifford (2001): Effects of Prompt Style when Navigating through Structured Data. In: Proceedings of IFIP INTERACT01: Human-Computer Interaction 2001, Tokyo, Japan. pp. 530-536.
Gong, Li, Nass, Clifford, Simard, Caroline and Takhteyev, Y. (2001): When non-human is better than semi-human: Consistency in speech interfaces. In: Smith, M. J., Salvendy, Gavriel, Harris, D. and Koubek, R. (eds.) Proceedings of the Human-Computer Interaction International Conference 2001. pp. 1558-1562.
Brave, Scott, Nass, Clifford and Sirinian, Erenee (2001): Force-Feedback in computer-mediated communication. In: Stephanidis, Constantine (ed.) HCI International 2001 - Proceedings of the 9th International Conference on Human-Computer Interaction August 5-10, 2001, New Orleans, USA. pp. 145-149.
» 2000 «
Isbister, Katherine, Nakanishi, Hideyuki, Ishida, Toru and Nass, Clifford (2000): Helper Agent: Designing an Assistant for Human-Human Interaction in a Virtual Meeting Space. In: Turner, Thea, Szwillus, Gerd, Czerwinski, Mary, Peterno, Fabio and Pemberton, Steven (eds.) Proceedings of the ACM CHI 2000 Human Factors in Computing Systems Conference April 1-6, 2000, The Hague, The Netherlands. pp. 57-64. Available online
This paper introduces a new application area for agents in the computer interface: the support of human-human interaction. We discuss an interface agent prototype that is designed to support human-human communication in virtual environments. The prototype interacts with users strategically during conversation, spending most of its time listening. The prototype mimics a party host, trying to find a safe common topic for guests whose conversation has lagged. We performed an experimental evaluation of the prototype's ability to assist in cross-cultural conversations. We designed the prototype to introduce safe or unsafe topics to conversation pairs, through a series of questions and suggestions. The agent made positive contributions to participants' experience of the conversation, influenced their perception of each other and of each others' national group, and even seemed to effect their style of behavior. We discuss the implications of our research for the design of social agents to support human-human interaction.
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Nass, Clifford and Lee, Kwan Min (2000): Does Computer-Generated Speech Manifest Personality? An Experimental Test of Similarity-Attraction. In: Turner, Thea, Szwillus, Gerd, Czerwinski, Mary, Peterno, Fabio and Pemberton, Steven (eds.) Proceedings of the ACM CHI 2000 Human Factors in Computing Systems Conference April 1-6, 2000, The Hague, The Netherlands. pp. 329-336. Available online
This study examines whether people would interpret and respond to paralinguistic personality cues in computer-generated speech in the same way as they do human speech. Participants used a book-buying website and heard five book reviews in a 2 (synthesized voice personality: extrovert vs. introvert) by 2 (participant personality: extrovert vs. introvert) balanced, between-subjects experiment. Participants accurately recognized personality cues in TTS and showed strong similarity-attraction effects. Although the content was the same for all participants, when the personality of the computer voice matched their own personality: 1) participants regarded the computer voice as more attractive, credible, and informative; 2) the book review was evaluated more positively; 3) the reviewer was more attractive and credible; and 4) participants were more likely to buy the book. Match of user voice characteristics with TTS had no effect, confirming the social nature of the interaction. We discuss implications for HCI theory and design.
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Isbister, Katherine and Nass, Clifford (2000): Consistency of Personality in Interactive Characters: Verbal Cues, Non-Verbal Cues, and User Characteristics. In International Journal of Human-Computer Studies, 53 (2) pp. 251-267
This study examined whether people would interpret and respond to verbal (text) and non-verbal cues (posture) of personality in interactive characters just as they interpret cues from a person. In a balanced, between-subjects experiment (N=40), introverted and extroverted participants were randomly paired with one of two types of consistent computer characters: (1) matched participants' personality with both verbal and non-verbal cues or (2) completely mismatched the participant, or one of two types of inconsistent characters: (3) matched with verbal cues but not with non-verbal cues or (4) matched with non-verbal but not with verbal cues. Participants accurately identified the character's personality type in their assessment of its verbal and non-verbal cues. Preference was for consistent characters, regardless of participant personality. Consistent characters also had greater influence over peoples' behavior-interaction with consistent characters led to greater changes in people's answers than interaction with inconsistent characters. Finally, contrary to previous research, participants tended to prefer a character whose personality was complementary, rather than similar, with their own. This study demonstrates the importance of orchestrating the overall set of cues that an interactive computer character presents to the computer user, and emphasizes the need for consistency among these cues.
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Nass, Clifford and Gong, Li (2000): Speech interfaces from an evolutionary perspective: Social psychological research and design implications. In Communications of the ACM, 43 (9) pp. 36-43
Nass, Clifford and Gong, Li (2000): Speech interfaces from an evolutionary perspective. In Communications of the ACM, 43 (9) pp. 36-43
Reeves, Byron and Nass, Clifford (2000): Perceptual Bandwidth. In Communications of the ACM, 43 (3) pp. 65-70
» 1999 «
Morkes, John, Kernal, Hadyn K. and Nass, Clifford (1999): Effects of Humor in Task-Oriented Human-Computer Interaction and Computer-Mediated Communication: A Direct Test of SRCT Theory. In Human-Computer Interaction, 14 (4) pp. 394-435
Little published research exists on whether humor is a positive or a negative in task-oriented human-computer interaction (HCI). The prevailing notion is that humor distracts users, wastes their time, and may cause them to take their work less seriously. Two experiments examined the effects of humor in task situations involving HCI and computer-mediated communication (CMC). The studies used the same two-condition (humor or control) between-subjects design and essentially the same experimental method. Thus, data from the studies can be compared in a direct test of the social responses to communication technologies (SRCT) claim that people respond to humans and computers in identical ways. In the first experiment, participants worked on a task, ostensibly with another person in a different room, via a networked computer (CMC). All participants received preprogrammed comments, differing only in whether they contained humor. Humor participants rated the "other person" as more likable and reported greater cooperation with and similarity to this other person. They also made more jokes and responded more sociably. Task time and the amount of effort participants put into the task were unaffected by humor. In the second experiment, participants were told they were interacting with a computer in another room (HCI). The results from Experiment 2 were generally consistent with those from Experiment 1; however, HCI participants were less sociable, demonstrated less mirth, felt less similar to their interaction partner, and spent less time on the task. The results suggest both that humor may enhance likability of an interface and that SRCT theory should be revised. Implications for user-interface design and guidelines for the use of humor in HCI are discussed.
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Nass, Clifford and Gong, Li (1999): Maximized modality or constrained consistency?. In: Proceedings of the International Conference on Auditory-Visual Speech Processing AVSP 1999, Santa Cruz, CA. pp. 1-5.
» 1998 «
Nass, Clifford, Kim, Eun-Young and Lee, Eun-Ju (1998): When my Face is the Interface: An Experimental Comparison of Interacting with One's Own Face or Someone Else's Face. In: Karat, Clare-Marie, Lund, Arnold, Coutaz, Joëlle and Karat, John (eds.) Proceedings of the ACM CHI 98 Human Factors in Computing Systems Conference April 18-23, 1998, Los Angeles, California. pp. 148-154. Available online
In this paper, we demonstrate that the effects of receiving negative evaluation from audio-visual image of oneself on a computer screen are clearly different from that of receiving someone else. When seeing the self-image, subjects claimed more responsibility for the evaluation, perceived the evaluation to be more valid and objective, and showed higher public self-awareness. Self-image subjects showed less impression management and less negative bias on recognition memory. Implications for using one's own face in virtual reality and other interfaces are discussed.
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Moon, Youngme and Nass, Clifford (1998): Are Computers Scapegoats? Attributions of Responsibility in Human-Computer Interaction. In International Journal of Human-Computer Studies, 49 (1) pp. 79-94
This study investigated how people make attributions of responsibility when interacting with computers. In particular, two questions were addressed: under what circumstances will users blame computers for failed outcomes? And under what circumstances will users credit computers for successful outcomes? The first prediction was that similarity between a user's personality and a computer's personality would reduce the tendency for users to exhibit a "self-serving bias" in assigning responsibility for outcomes in human-computer interaction. The second prediction was that greater user control would lead to more internal attributions, regardless of outcome. A 2x2x2 balanced, between-subjects experiment (N=80) was conducted. Results strongly supported the predictions: when the outcome was negative, participants working with a similar computer were less likely to blame the computer and more likely to blame themselves, compared with participants working with a dissimilar computer. When the outcome was positive, participants working with a similar computer were more likely to credit the computer and less likely to take the credit themselves, compared with participants working with a dissimilar computer. In addition, when users were given more control over outcomes, they tended to make more internal attributions, regardless of whether the outcome was positive or negative.
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» 1997 «
Fogg, B. J. and Nass, Clifford (1997): Silicon Sycophants: The Effects of Computers that Flatter. In International Journal of Human-Computer Studies, 46 (5) pp. 551-561
A laboratory experiment examines the claims that (1) humans are susceptible to flattery from computers and (2) the effects of flattery from computers are the same as the effects of flattery from humans. In a cooperative task with a computer, subjects (N=41) received one of three types of feedback from a computer: "sincere praise", "flattery" (insincere praise) or "generic feedback". Compared to generic-feedback subjects, flattery subjects reported more positive affect, better performance, more positive evaluations of the interaction and more positive regard for the computer, even though subjects knew that the flattery from the computer was simply noncontingent feedback. Subjects in the sincere praise condition responded similarly to those in the flattery condition. The study concludes that the effects of flattery from a computer can produce the same general effects as flattery from humans, as described in the psychology literature. These findings may suggest significant implications for the design of interactive technologies.
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» 1996 «
Nass, Clifford, Fogg, B. J. and Moon, Youngme (1996): Can Computers be Teammates?. In International Journal of Human-Computer Studies, 45 (6) pp. 669-678
This study investigated the claim that humans will readily form team relationships with computers. Drawing from the group dynamic literature in human-human interactions, a laboratory experiment (n=56) manipulated identity and interdependence to create team affiliation in a human-computer interaction. The data show that subjects who are told they are interdependent with the computer affiliate with the computer as a team. The data also show that the effects of being in a team with a computer are the same as the effects of being in a team with another human: subjects in the interdependence conditions perceived the computer to be more similar to themselves, saw themselves as more cooperative, were more open to influence from the computer, thought the information from the computer was of higher quality, found the information from the computer friendlier, and conformed more to the computer's information. Subjects in the identity conditions showed neither team affiliation nor the effects of team affiliation.
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Reeves, Byron and Nass, Clifford (1996): The media equation: How people treat computers, television and new media like real people and places. Cambridge University Press
» 1995 «
Nass, Clifford, Lombard, Matthew, Henriksen, Lisa and Steuer, Jonathan (1995): Anthropocentrism and Computers. In Behaviour and Information Technology, 14 (4) pp. 229-238
This paper introduces the multi-dimensional concept of anthropocentrism with respect to computers, the tendency to believe that (1) computers do not possess human physical and psychological capabilities; and (2) it is not acceptable for computers to fill routinized (e.g., auto mechanic), interpretive (e.g., newspaper reporter), and personal (e.g., baby sitter) roles traditionally held only by people. A mail survey (n=133) of individuals in Northern California focuses on individual differences rather than differences between technologies. As suggested by the literature on ethnocentrism, experience with other cultures and education are strong predictors of the dimensions of anthropocentrism; surprisingly, experience with computers fails as a predictor.
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Nass, Clifford, Moon, Youngme, Fogg, B. J., Reeves, Byron and Dryer, D. Christopher (1995): Can Computer Personalities be Human Personalities?. In International Journal of Human-Computer Studies, 43 (2) pp. 223-239
The claim that computer personalities can be human personalities was tested by demonstrating that (1) computer personalities can be easily created using a minimal set of cues, and (2) that people will respond to these personalities in the same way they would respond to similar human personalities. The present study focused on the "similarity-attraction hypothesis," which predicts that people will prefer to interact with others who are similar in personality. In a 2 x 2, balanced, between-subjects experiment (n = 48), dominant and submissive subjects were randomly matched with a computer that was endowed with the properties associated with dominance or submissiveness. Subjects recognized the computer's personality type, distinct from friendliness and competence. In addition, subjects not only preferred the similar computer, but they were more satisfied with the interaction. The findings demonstrate that personality does not require richly defined agents, sophisticated pictorial representations, natural language processing, or artificial intelligence. Rather, even the most superficial manipulations are sufficient to exhibit personality, with powerful effects.
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» 1994 «
Nass, Clifford, Steuer, Jonathan, Henriksen, Lisa and Dryer, D. Christopher (1994): Machines, Social Attributions, and Ethopoeia: Performance Assessments of Computers Subsequent to. In International Journal of Human-Computer Studies, 40 (3) pp. 543-559
We show that individuals use inappropriate social rules in assessing machine behavior. Explanations of ignorance and individuals' views of machines as proxies for humans are shown to be inadequate; instead, individuals' responses to technology are shown to be inconsistent with their espoused beliefs. In two laboratory studies, computer-literate college students used computers for tutoring and testing. The first study (n=22) demonstrates that subjects using a computer that praised itself believed that it was more helpful, contributed more to the subject's test score, and was more responsive than did subjects using a computer that criticized itself, although the tutoring and testing sessions were identical. In the second study (n = 44), the praise or criticism came from either the computer that did the tutoring or a different computer. Subjects responded as if they attributed a "self" and self-focused attributions (termed "ethopoeia") to the computers. Specifically, subjects responses followed the rules "other-praise is more valid and friendlier than self-praise", "self-criticism is friendlier than other-criticism", and "criticizers are smarter than praisers" to evaluate the computers, although the subjects claimed to believe that these rules should not be applied to computers.
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Mar 21st, 2010
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