Design Methods for Personified Interfaces
Claudio S. Pinhanez
IBM Research, São Paulo, Brazil
Keywords: Personified Interfaces, Design Methods, Chatbots, Humanoid Robots.
Abstract: Recent advances in natural language processing, computer graphics, and mobile computing are driving a
new wave of interfaces, called here personified interfaces, which have clear and distinctive human-like
characteristics. The paper argues that personified interfaces need to portray coherent human traits, deal with
conflict, and handle drama, driving a need of new design methods. Using theoretical frameworks drawn
from different disciplines, concisely described in the paper, four design methods are presented to support the
design of personified interfaces, merging traditional design techniques with the use of personality models,
improvisational theater techniques, comics-inspired storyboards, and even some ideas from puppetry and
movie animation. The design methods are exemplified with results from three student workshops aimed at
designing a service recovery interface for e-commerce.
1 INTRODUCTION
From the beginning of the 2010s computer interfaces
based on speech, chat, and avatars have started to
reach everyday consumers. Personal mobile
assistants such as Siri and Cortana, voice-activated
speakers such as Echo and Google Home, and
chatbots of all kinds and purposes have left the
laboratories and have become a part of people’s
daily conversations. At the same time, humanoid
robots such as Nao and Pepper, conversational toys,
and automotive systems have incorporated
interactive speech and voice capabilities.
In most of those cases the interfaces exhibit
typical human traits such as personality, gender,
sentiments, and even the appearance of
consciousness. Although research has shown that
there is almost always some level of humanization in
any interaction with computers (Reeves and Nass,
1996), the introduction of speech, chatting
capabilities, and humanoid embodiments seem to
trigger behaviors from users resembling those used
to deal with other human beings. Users greet, thank,
yell at, mock, curse, and play with those interfaces
in a way quite different from when they use a
traditional point-and-click interface.
We use the term personified interfaces to
describe interfaces which display human traits such
as personality, gender, and character; and the term.
personified machines to name the systems which
employ personified interfaces. In our view, the key
novelty is that personified interfaces tend to elicit
typical human-to-human behaviors from their users
which are not usually seen in traditional interfaces.
However, most principles and practices used
today in interface design assume that users are
interacting with pure machine systems and not with
personified machines. The goal of this paper is to
discuss how different should be designing a
personified interface and to propose principles,
theoretical frameworks, and some design methods to
address the challenges of this context for designers.
In this paper, we argue that personified interfaces
need to be designed to convey coherent human
traits and personality, to engage in sound social
behaviors, to be embodied through consistent
actions, and to be able to participate in dramatic
stories co-created with their users.
This work adapts and expands some early work
we did in the design of service systems (Pinhanez,
2014). Because service providers have a tendency to
be personified by their users, in that work we
proposed a design methodology to improve service
quality by understanding the personification issues
and address them in the design of the service
processes of the interface, but without personifying
it. Here we apply some of the same methods to meet
the design requirements of a personified interface.
We start by discussing what we see as the main
requirements which distinguish the design of
Pinhanez C.
Design Methods for Personified Interfaces.
DOI: 10.5220/0006487500270038
In Proceedings of the International Conference on Computer-Human Interaction Research and Applications (CHIRA 2017), pages 27-38
ISBN: 978-989-758-267-7
Copyright
c
2017 by SCITEPRESS – Science and Technology Publications, Lda. All rights reserved
personified interfaces from traditional interfaces. We
argue that personified interfaces must exhibit
coherent human traits, must deal with conflict with
their users, and must be able to handle drama. We
then explore theoretical frameworks to support the
design of the human traits of the personified
interface and its embodiment, personality, and social
behaviors; and to enable the interface to manage
conflict and fulfil dramatic roles. We then explore
four design methods inspired by the ones proposed
in (Pinhanez, 2014), using examples from the
student workshops conducted in the original paper.
Our aim is to construct personified interfaces
which create rich, meaningful, and trustable
interactions with the user. Unfortunately, many of
the personified interfaces designed to date seem to
portray something like a caricature of a human
being. At the best, some of those personified
interfaces are cute; at worst, they become annoying
after a couple of interactions (like Clippy, the
infamous interface character introduced in Microsoft
Office in the 1990s).
2 PERSONIFIED INTERFACES
The discussion throughout this paper is based on
three fundamental requirements we believe most
personified interfaces need to meet:
1. personified interfaces must exhibit coherent
human traits and social behaviors;
2. personified interfaces must be able to deal
with conflict with their users;
3. personified interfaces must handle dramatic
narratives created by their users.
It is not the goal of this paper to provide
empirical evidence of the validity of each of the
three requirements but instead to explore how we
believe they guide the design process in theory and
practice. The requirements can be treated as our
working hypotheses for this paper and we will not
try to validate them experimentally here. We
acknowledge that this validation is needed, using,
for instance, methods such as structured interviews,
focus groups, user surveys, and experiments such as
the ones described in (Reeves and Nass, 1996) but
this validation is beyond the scope of this paper.
In the conversations we have had with design
professionals about those requirements, most of
them found them relevant and agreed that they are
likely to be present in most scenarios of personified
interfaces. The main point of content we got from
designers has normally been how those requirements
can be met by the design process. But before we
explore this issue, it is necessary to clarify better
what we mean by each of three requirements.
2.1 Coherent Human Traits
Users have a strong tendency to attribute human
characteristics to objects, places, and machines, and
change interaction patterns accordingly (Reeves and
Nass, 1996). In the cases where machines produce
voice or text, users have shown to recognize gender,
personality, and race in spite of being aware that
they are interacting with machines (Nass and Brave,
2005). Moreover, users of conversational systems
exhibit social behaviors typically associated with
other human beings, such as similarity
attraction (Tajfel, 1981). For instance, Lee et
al. (Lee et al., 2000) showed that not only male users
liked more interacting with “male” computers but
also that they trusted them more (and vice-versa).
Many experiments have shown that people react
negatively when faced with a personified interface
with incoherent human traits (Nass et al., 2006).
In (Nass and Najmi, 2002), subjects listened to
descriptions of products recorded by Caucasian
Americans and first-generation Koreans, which were
cross-matched with faces of Koreans and Caucasian
Australians. When subjects heard descriptions with
Korean accents matched to Caucasian faces they
react negatively, and vice-versa, not only disliking
the voices but also rating less favourably the
products described.
The reality is that most personified interfaces
today are designed without regard for those
principles and ideas. In the absolute majority of
cases, the human traits of personified interfaces are
not addressed in the design process and left to be
created by the user’s imagination during the
interaction process. To avoid this, we believe that a
personified interface should be coherently structured
around clear definitions of its gender, race, level of
schooling, personality, etc., designed with the help
of some of the methods described later.
2.2 Dealing with Conflict
As (brilliantly) pointed out by Daniel Dennett, the
complexity of most (pure) computer systems is
better dealt with by the intentional stance, in which
the user understands the system and predicts its
behavior not by knowing how it works but “… by
ascribing to the system the possession of certain
information and supposing it to be directed by
certain goals, and then by working out the most
reasonable or appropriate action on the basis of
these ascriptions and suppositions.” (Dennett,
1981), pp. 224.
In personified interfaces users have additional
reasons to adopt the intentional stance right away as
the framework for the interaction. If a machine talks
to a user or has a humanoid body, human beings
have a hard time not thinking that the machine has
its own intents and desires, and feel compelled to
respond taking that fact in account. Personified
interfaces tend to intensify the adoption of the
intentional stance by their users.
However, quite often the intents and goals
ascribed by the user to the personified machine are
different from the user’s own intents and goals. For
instance, when the interfaces are part of the
interaction with an organization (such as in a
corporate chatbot), there is often a clear and real
difference in the goals of the machine/organization
and the user, as we discussed at length in (Pinhanez,
2014). We believe that this gap between the goals of
the user and the perceived goals of the machine
breeds conflict.
Studies of actual interactions with today’s
conversational systems often portray cases of
conflict and frustration. In a qualitative study of
Apple’s Siri, (Luger and Sellen, 2016) found many
instances where failures of a conversational agent
where perceived as its stubbornness. Similarly, most
people believe that the phone answering systems do
not understand them purposefully in many
situations, such as when closing a service account.
In personified interfaces, we expect that the
tendency for the machine to be perceived as in
conflict with the user is likely to more pronounced
than with non-personified systems. We believe that
we will see users regarding machines as mean,
stubborn, selfish, and arrogant as they argue with
them or see them pursuing goals different from
theirs. The important question for designers is how
this conflict can then be managed and, if possible,
mitigated. For that, we propose to look into how
human-human conflicts are dealt with, that is,
through social norms and constructs, and apply
conflict resolution techniques to the design of
personified interfaces.
2.3 Handling Drama
One way people use to make sense of their
interactions with other people in life is to mentally
represent their interactions as dramatic narratives.
By making themselves heroes or victims and by
rendering other people as gods or villains, people
can more easily make intentions, values, and goals
explicit. And by using narrative structures such as
causation, succession, and counterpoint, the
representation of the complex temporal patterns of
our social life becomes more manageable.
Similarly, we have seen that interaction with
personified machines tends to be dramatized in a
narrative by the user. The idea of narratives as
representations or cognitive foundations for
interaction is not new to HCI theory as, for example,
in (Laurel, 1991). The key difference in the case of
personified interfaces is that the narrative almost
always becomes dramatic: personified machines can
easily take the role of friends, gods, villains, or
sidekicks in the narrative.
For instance, users often report their initial
experiences with speech-based personal assistants as
a story of high expectations and deceit (Luger and
Sellen, 2016). They start asking really difficult
questions to the machine, get disappointed with
basic mistakes, resort to ask for jokes or other form
of play, and finally use it for menial tasks. We
contend that to make a personified interface work in
the real world requires designing it to survive (and
possibly break) this first tale where the personified
interface is made to play the roles of a fortune teller,
an idiot, a jester, and finally a servant.
Handling of dramatic structures in personified
interfaces is an important requirement whose need
often only surfaces in longer, more complex, or
more conflicting interactions. Nevertheless, we
believe personification dramatically changes the
users’ perception of the actions and responses of a
personified machine and therefore designers should
try to prepare the interface to deal with the stories
their users are likely to co-create to explain and
represent their sequence of interactions.
3 THEORETICAL
FRAMEWORKS
If personified machines need to have coherent
human traits, deal well with conflict, and handle
drama, an important set of questions arise for
personified interface designers. To what extent the
personified interface must be constructed to be
perceived as an “artificial” human being, that is,
how much do they need to personify the interface?
Which are the human traits and characteristics more
often perceived and are needed by the users? When
and how do users treat and would like to treat
personified machines with courtesy? How to design
interfaces which highlight particularly desirable
human traits? How can the interface drive the drama
behind the interaction process constructed by the
user and better participate in it?
To address those issues, we introduce the
concept of the interface persona which is simply the
“human being” personified by the interface. The
interface persona is the result of the combination of
the personified interface’s visual appearance, its
style of speaking and writing, its action affordances,
and the internal processes which are responsible for
generating and controlling the interface.
We postulate here that for a personified interface
to meet the requirements discussed before,
adequately designing the interface persona is a
fundamental part of the process. That is, the
(coherent) human being perceived by the users in
their interaction with the personified machine must
be the object of a targeted design process using
specific design methods such as those described in
section 4.
However, human beings are complex creatures
and therefore we should not expect that designing
interface personas and constructing effective
personified interfaces to be a simple task. Also, bad
persona interface design is as easy to recognize as a
poor characterization or bad acting in theatre or
movies. To tackle those challenges, we propose to
ground the design process in solid and tested
theoretical frameworks which have been used in
other disciplines to understand and, in some cases,
create human beings (such as in theatre). We
explore here some of those frameworks which we
believe can be useful foundations for conceiving,
designing, and constructing personified interfaces
and their interface personas.
3.1 Human Traits in Interaction
As mentioned before, there is a lot of evidence that
users tend to assign human traits such as gender,
personality, and emotions to all kinds of systems,
including cars, television sets, and traditional
computer systems (Reeves and Nass, 1996). In
particular, research has shown that people perceive
gender even in the absence of explicit cues, for
instance, from the writing style (Newman et al.,
2008). Gender is important because people have
biases for specific genders to help them in specific
tasks. For instance, Lee et al. (Lee, 2003) showed
that subjects in a shopping task prefer to take advice
from computers with male voices about cars and
from female voices about beauty products.
Experiments have also shown that people have
similar reactions towards perceived race and place of
origin in conversational systems (Giles and Scherer,
1979). All this point towards the need to clearly
define to which gender and race an interface persona
belongs.
Pursuing neutral instances of gender and race
seems to be a path to be avoided. Studies in
psychology have shown that people who manifest
inconsistent personalities and traits are often
perceived by their interlocutors as incapable,
unpredictable, or liars, and the same has been
demonstrated for computer systems and in
particular, for conversational systems (Nass and
Brave, 2005). (Nass and Najmi, 2002) describes
experiments where users, when interacting with
conversational systems with inconsistent personas,
tend to not only to dislike more those systems (in
comparison to coherent personas), but also that
inconsistency is extremely impactful to the
accomplishment of the task by the users.
A further complicating issue is the tendency of
people to like people who are similar to them, as
discussed in (Tajfel, 1974), subsequently expanded
to what is generically known as similarity
attraction (Tajfel, 1981). The principle applies also
for interfaces: male users tend to prefer “masculine”
conversational systems, while women are more
likely to prefer “feminine” system personas (Nass
and Brave, 2005, Reeves and Nass, 1996);
extroverted people prefer extroverted”
systems (Nass and Lee, 2001); and similarly to race,
ethnicity, emotions, and education although this
effect is sometimes moderated by type of task and
cultural biases. A key consequence of similarity
attraction is that in many cases there is not a right
gender, race, or other human trait for a given system.
Those human traits should match the corresponding
traits in the user, stressing the need of some form of
choice or personalization of the interface persona.
3.2 Character Embodiment
When the personified interface employs a visual,
humanoid embodiment, such as in virtual humans or
robots, all the issues discussed in the previous
section seem to apply, if not made stronger (Li et al.,
2016, Breazeal, 2003), and therefore we will not
explore them again in the context of embodiments.
We focus here in the issue of how embodied
personified machines move, gesture, speak, and act,
as a way to express their human traits, sentiments,
and goals. To help the design and construction of
personified interfaces, we are exploring and using
techniques used in arts and entertainment for
character embodiment, such as the Stanislavski’s
system, willing suspension of disbelief, and illusion
of life. Such concepts and techniques address how to
make the interface persona look real, inspire trust,
and play effectively its personality, social behaviors,
and story role.
Stanislavski’s system is the name associated with
the methods of Konstantin Stanislavski who is often
credited as the pioneer of modern acting techniques
in theater. Departing from the tradition of reliance
on facial expressions, excessive gesturing, and voice
manipulation, Stanislavski focused on physical
action: “Acting is doing.” The best embodiment of a
character does not pretend to be the character
through facial expressions or display of emotions:
they perform actions which manifest their emotions
and goals (Stanislavsky, 1949). Considering this,
personified machines should not display sad faces in
case of failures: regret is better expressed with acts
of repair and renouncing, such as giving a voucher
to compensate for a service failure. Acting is doing.
An alternative body of knowledge can be used
borrowing from concepts and techniques from
puppetry and movie animation, whose fundamental
quest is to vent humanity onto inanimate objects and
drawings. Puppetry deals almost always with the
physical limitations of the puppet, with its inability
to speak, to move, to have facial expressions, and to
perform complex gestures. The key lesson from
puppetry is to choose stories and roles which can be
conveyed by the affordances of the puppet. Hand
puppets convey most of their character through
head, torso, and arm movements, and by
occasionally transforming the body into a hand, so
they are not suited for narratives with long dialogues
or require facial expressions; shadow puppetry uses
the flat borders between black and white worlds to
convey the intricacy and beauty of the characters, so
it works best for contexts rich in singing or poetic
soliloquies.
At the same time, puppetry shows that it is
surprisingly easy to make audiences believe that
there is an intelligent, emotional human being inside
every puppet (Blumenthal, 2005). By matching
carefully the story (or interaction) to the right, albeit
minimal, set of affordances, it is possible to portray
characters who look alive, caring, loving, hating, and
interacting with other puppets and the public. Less is
sometimes more in embodied personified interfaces.
Puppetry takes to extremes the key dramatic
notion of willing suspension of disbelief (proposed
as the center of storytelling by poet Samuel
Coleridge in 1817). Audiences must suspend their
disbelief that the puppets are not real people. A
technique often used in puppetry to help the
suspension of disbelief is the exposition of the
materials and inner workings of puppets, making
them move in non-realistic ways, or openly
showcasing the puppeteer on the stage as in bunraku
theatre (a traditional Japanese puppet art). Doing so,
puppeteers amplify the need of willing suspension of
disbelief and in the process, create larger empathy
between audience and characters. An example of
this principle in a chatbot is when it displays
alternative understandings of an utterance from the
user, and ask the user to choose the option that best
represents what he or she means. By exposing
(instead of hiding) its limitations such chatbot not
only improves the overall interaction but also
increases the confidence and trust of the user in it.
Similarly, there are lessons to be learned from
movie animation which have similar challenges in
animating drawings to convey emotions and humor.
In the quest for what is referred to as the illusion of
life, a set of 12 fundamental principles of animation
was compiled by Walt Disney’s animators in the
1930s (Thomas and Johnston, 1981). For example,
the anticipation principle states that “[the audience]
must be prepared for the next movement and expect
it before it occurs. […] Before Mickey reaches to
grab an object, he first raises his arms as he stares
at the article, broadcasting the fact that he is going
to do something with that particular
object.” (Thomas and Johnston, 1981), pp. 52.
In personified interfaces, we can apply
anticipation by making sure that an important action
such as charging a credit card is clearly anticipated
by actions which potentially could be stopped by the
user: after the user agrees verbally, there can be a
depiction of the preparation for charging which
allows one more chance for the user to change her
mind. Other fundamental principles of animation
such as staging, follow through and overlapping
action, arcs, secondary action, timing, exaggeration,
and appeal (Thomas and Johnston, 1981) may also
be applied in the design of personified interfaces.
We do not explore them further in this paper due to
space restrictions.
3.3 Personality Archetypes
There is a vast number of proposed personality
models of human beings, well beyond what could be
explore in the context of this paper. We have been
employing personality theory, a general name for
psychological models which assign archetypal
categories of personality to human beings, aiming to
help predict the effects of having each archetype in a
context or how each archetype normally interacts
with people of the other archetypes.
There are two basic streams of personality
archetypes. The first stream is based on the Lexical
Hypothesis of Sir Francis Galton and has been
applied to fundament the use of five broad
dimensions to describe personality traits, commonly
known as Big Five or OCEAN for their initials
(Norman, 1963): Openness, Conscientiousness,
Extraversion, Agreeableness, and Neuroticism (or
Need for Stability). Openness is a dimension that
describes how much the person is attracted to new
experiences. Conscientiousness describes how much
the individual can control his or her impulses and
emotions. Extraversion relates to how much the
person can communicate and engage with others.
Agreeableness describes the ability to befriend and
cooperate with other people, and to be concerned
with their well-being. Neuroticism refers to the level
and need of emotional stability.
The second stream of personality archetypes has
its origins in Jung’s Psychological Types (Jung,
1976) which influenced, among many, the works of
Myers and Briggs, who created the Myers-Briggs
Type Indicator (MBTI) (Myers, 1998) which
classifies individuals along four dichotomies:
Extraversion vs. Intraversion (E-I), the preferred
mode to acquire energy and motivation; Sensing vs.
iNtuition (S-N), determining the preferred mode to
obtain information; Thinking and Feeling (T-F),
referring to the decision-making mechanism of
choice; and Judging vs. Perceiving (J-P) indicating
the preferred mode to relate to the world, using T-F
or S-N channels, respectively. The four preferences
define the 16 MBTI types: ESTJ, ESTP, and so on.
More popular personality archetypical methods
are horoscope signs, of which the most known are
based on the Sun sign astrology (Leo, Virgo, etc.)
and on the Chinese zodiac (Rabbit, Monkey, etc.).
Let us not get distracted here by the validity of
whether stars and planets can influence the
personality of person and what will happen to her.
The reality is that horoscope signs are an interesting
compendium of 12 basic human archetypes which
most people are extremely familiar with, and
therefore can comfortably use in the design process
of the personality of the interface persona.
Describing an interface persona as being Leo is, for
most people, simpler to understand than saying it has
a INFJ type.
Personality theory can make concrete and
communicable to the different stakeholders in the
design process the personality traits that should be
present in the interface persona. For instance, if a
chatbot should be perceived as nurturing, patient,
pragmatic, loving, methodical, dedicated, and
flexible, it may be just simpler to say its interface
persona is a Virgo.
3.4 Social Behaviors and Emotions
Psychology has a long tradition of debating the
relative importance, differences, and relationships
between the personal and social aspects of the
individual. Social psychology is one of the
disciplines we can draw ideas and concepts from. It
focuses on how social context affect human beings
and how people perceive and relate to each other,
therefore providing a theoretical framework to
examine the interactions between users and
personified machines. With the risk of some
oversimplification, we can say that there are two
basic currents in social psychology, coming from the
psychological and sociological traditions
respectively. For lack of space in this paper, we only
examine basic ideas of the psychological stream,
often associated to Kurt Lewin’s work (Lewin and
Gold, 1999).
Social psychologists from this tradition divide
the social phenomena into two spheres:
intrapersonal and interpersonal. Intrapersonal
phenomena of interest include the study of attitudes,
or basic likes and dislikes; persuasion; social
cognition, or how people collect, process, and
remember information about others; self-concept, or
how people perceive themselves; and cognitive
dissonance, the feeling that someone’s behavior or
self-concept are inconsistent. For instance, cognitive
dissonance increases whenever people voluntarily
do activities they dislike to achieve a goal.
Paradoxically, doing this cause the perception of the
value of the goal to be increased. For instance, when
users must work with a difficult interface they value
the accomplishment of the task more than if they
were using an easy interface (somewhat contracting
the whole goal of the interface design), as noticed in
some studies on the use of voice-based personal
assistants (Luger and Sellen, 2016).
Among interpersonal phenomena studied in
social psychology which may be relevant to the
design of personified interfaces, we can list: social
influence, or how conformity, compliance, and
obedience manifest themselves; interpersonal
attraction, including propinquity, familiarity,
similarity, physical attractiveness, and social
exchange; and interpersonal perception, which
includes issues related to the accuracy, self-other
agreement, similarity, projection, assumed
similarity, reciprocity, etc. For example, in
interpersonal attraction, it is often true that the more
someone interact with a person, the more likely she
is to become emotionally engage with that person, or
the propinquity effect. Personified systems which are
often interacting with the users, such as one-button
smartphone assistants or always-on ubiquitous
speakers, will tend to be better perceived by human
beings than an app-based personified interface
which must be launched every time is used.
Another important aspect of the social behavior
is related to how emotions are used to convey and
mediate social interaction between human beings.
Emotional communication theory, which aims to
understand how emotions are used in the context of
interpersonal communication, is therefore an
important source of models for the design of social
behavior of personified machines. Although research
on emotions goes back to Darwin in the 19th
century, the field experienced an extraordinary
growth in the 1990s (Andersen and Guerrero, 1998).
Several categorizations of emotion types have been
proposed, including Ekman’s (Ekman and Friesen,
1975) which proposed happiness, sadness, fear,
surprise, anger, and disgust as the most basic
emotions, expressed and recognized in almost any
cultural group on Earth. A more complete model to
use is Plutchik’s sentiment wheel (Plutchik, 1980)
which adds anticipation and trust as basic emotions,
describes variations of intensity in each emotion,
and assigns colors to them. For instance, the anger
scale starts with rage, passes through anger, and
softs with annoyance, going from a deep red to pink.
3.5 Narrative Theory
We all construct in our minds dramatic stories to
better explain the world and the behavior of the
people around us. We believe the same applies in
this context, that is, users have a strong tendency to
construct and justify their relationship and actions
with a personified machine by means of a “made-
up” dramatic story the users and the machine are
part of, and in which they play different characters.
To model this process, we employ a dramatic
framework called narrative theory, initially laid
down by Vladimir Propp, a Russian formalist who
collected and studied hundreds of folktales and
proposed that there is a common typology of
narrative structures (Propp, 1968). It is based on
common subsequences of 31 basic steps and the
identification of 8 basic roles played by what he
calls dramatis personae, or the characters involved
in a typical plot: hero, villain, donor (who prepares
the hero for his journey), helper, princess, princess’
father, dispatcher (who sends the hero off), and the
false hero/anti-hero/usurper.
Propp claims that all folktales have similar
characters and narrative structures, given and take
some characters and plot steps. Similar claims can
be found in the work of Joseph Campbell on
mythology and mythical heroes (Campbell, 1996),
which identifies similar structures across
mythologies around the world; and in Vogler’s
discussion of Campbell’s work (Vogler, 2007)
which is extensively used in character and narrative
development by the entertainment industry (for
instance, by George Lucas in the Star Wars saga).
We believe that the interaction of a user and
personified machine is often constructed cognitively
and emotionally as a dramatic narrative where the
user sees herself as the hero. The key question for
the designer is which role(s) the interface persona
should aim to portray in such a narrative. The
interface persona could be the donor, the helper, or
even the princess’ father (the gatekeeper to the
user’s goals), although, in many times, it inevitably
becomes the villain.
To help, character theory has some of the
concepts necessary to understand not only how to
construct the story character but also to define the
different roles of the interface elements in the “fairy
tale” encounter with its user. Character theory
provides designers with a structure for human
interaction with the personified interface based on
powerful, deeply engrained psychological structures
built on people from their childhood.
To finalize this discussion of dramatic models it
is important to point out that many of the discussed
techniques for character, story creation, and
enactment aim to maximize conflict, which is a
major engine of drama in theater and entertainment.
However, in the context of personified interfaces, we
may find often that the desirable interface persona is
the one precisely with the opposite property, that is,
an interface that minimizes conflict with the user. In
that sense, it may be necessary to repurpose the
discussed dramatics models to arrive at models that
are more appropriate for less conflict-prone interface
personas.
4 DESIGN METHODS FOR
PERSONIFIED INTERFACES
After having presented and discussed some key
requirements personified interfaces have and
explored fundamental theoretical frameworks, we
present here some design methods we have been
developing to address those specific requirements in
the design process of personified interfaces. We
firmly believe that many of the traditional design
methods used in computer-human interaction are
also applicable to personified interfaces, since there
are many interface challenges which are basically
related to the communication media. We implicitly
assume here that the overall personified interface
design process must also apply traditional concepts,
methods, and steps of a user-centered design such
as, for example, the construction of user
personas (Pruitt and Adlin, 2006).
However, the methods discussed in this section
exemplify in concrete terms the need of additional
work to systematically expose and target the
intrinsic difficulties of creating personified
interfaces. Inspired by the frameworks techniques
from social sciences, theater, puppetry, and social
psychology discussed in section 3, we describe here
four design methods: personality workshop, conflict
battle, comics workshop, and puppet prototyping.
The design methods were inspired in previous
work on service design (Pinhanez, 2014). They were
originally developed to address issues in the design
of computer interfaces to service systems,
specifically the process of personification of the
service provider which often occurs during service
recovery. Service recovery is often a very
conflicting process where users see themselves
battling against (personified) corporations. In this
paper, we repurpose those methods in the more
general context of personified interfaces.
We have explored those service design methods
in three workshops with students in the context of
designing the service recovery interface for a self-
service e-commerce website. Although we have not
yet used the repurposed design methods in de facto
contexts of design of personified interfaces, we
include here some of the results of those workshops
because they do a great job in exemplifying the
methods and the kind of results we are seeking.
The service design workshops were structured as
follows. First, participants were presented with the
problem of designing the service recovery interface
of a web-based delivery failure system for an
imaginary small website for expensive, fashionable
sneakers called powersneakers.com. As part of the
input to the participants, a list of user personas,
representative of the typical customers of the
sneaker store was provided, as well as a list of
typical service failures such as failing to deliver the
Figure 1: Handout and results of a personality workshop.
product, the product was incorrect or had defects,
etc.
The workshops were conducted in distinct
locations and in different contexts. The first
workshop was executed in a service design school
with about 10 service design students in three
sessions of 4 hours. The other two workshops were
conducted in one day each involving 2 groups of 15
students, mostly from computer science
backgrounds. As mentioned before, the workshop
results are included in this paper only to better
illustrate the design methods proposed and not as
validation of the usefulness or efficacy of the design
methods.
4.1 Personality Workshop
The first of the proposed methods, called personality
workshop, is where designers, potential users, and
stakeholders try to establish the main characteristics
of the personality of the interface persona.
Participants explore individually and in group the
personality traits by using one of the frameworks
discussed earlier. In our workshops, we asked
participants to use the Myers-Briggs framework to
construct the personality of the interface. To
accomplish this, we provided them with a table of
typical service failures as rows and the user personas
as columns, and asked them to explore which MBTI
personality would best work in each case if a human
being was interacting with the user. We then
collected the opinion of everyone on a drawing
board (see Figure 1).
Figure 2: Photo and handout of a conflict battle.
Often, participants in a personality workshop
disagree about the appropriate MBTI for each case
and user persona, what could lead to an interface
persona with multiple personalities. The facilitator
should work on the drawing board to identify the
most common personality types, trying to converge
to a single, most useful personality type which could
handle well most cases and users. In some cases, it
may be necessary to settle for two or more candidate
personalities which can then be explored further
during the rest of the design process. For instance, in
the workshop depicted in Figure 1, participants
preferred an extroverted personality to handle cases
of failed delivery (possible to assertively assure that
a new delivery was scheduled) but considered an
introverted personality as more effective in the case
where the product shipped was incorrect (perhaps to
apologize better for what is a basic mistake).
4.2 Conflict Battle
The second design method we propose juxtaposes a
given personality of the interface persona with the
user personas in specific scenarios of conflict. In this
method, called conflict battle, participants enact
physically a conflict scenario by taking turns playing
the role of the personified interface and the user
personas. This design method employs several
theatrical methods to expose the root causes of the
and to amplify it. It is easier to create better ways to
handle conflicts when all participants understand
their good, band, and ugly components.
The main result of the conflict battle is a series of
conflict skits, short theatrical plays which depict the
social behaviors and emotions involved in actual
conflict scenarios (see Figure 2). We use both
techniques of improv (Johnstone, 1981) and
pantomime (Barba and Savarese, 1991) to foster
theatrical interplay, summarized in the following
“rules of engagement”:
1. Agree (respect what your partner has created).
2. Not only say Yes.” Say “Yes, and....
3. Make statements.
4. There are no mistakes... only opportunities.
5. Exaggerate... and then a little more.
6. React only to what happened.
7. Think aloud to the audience.
Rules 1 to 4 are typical of improvisational theatre
while rules 5 to 7 aim to externalize emotions as
commonly seen in pantomimes. Also, the workshop
facilitator can employ techniques used by theatre
directors such as stopping the action, silencing
temporarily one of the players, switching actors, or
even suggesting possible developments to courses of
action. The goal is to have every skit representing
vigorously the complexity of each conflict scenario.
“Actors” should not take notes or write scripts but
instead “record” in memory the skit as a scene which
can be re-enacted at any moment of the design
process.
While some of the participants are acting out the
scenarios and creating the conflict skits, others take
notes on the conflict observation sheet of the social
behaviors (such as aggression, altruism, empathy)
and the emotions being exhibited by users and the
personified machine (see Figure 2). In our
workshops we employ the standard list of emotions
based on Ekman’s theory (Ekman and Friesen,
1975): happiness, sadness, fear, surprise, anger, and
disgust, and allow observers to include others as
they judge necessary. We also ask participants to
record interpersonal social behaviors related to
social influence, group dynamics, pro- and anti-
social behaviors, attraction, and self-deception.
The conflict battle also explores ways to mitigate
conflicts. After the conflict skits have been
developed and the emotions and social behaviors
discussed, the participants explore variations of the
conflict scenarios where conflict is either reduced or
better resolved. This is accomplished by the
participants re-enacting segments of the conflict
skits using alternative personalities for the
personified interface. For instance, they can try to
Figure 3: Interaction script and comics storyboard of a
comics workshop.
make the personified machine to be more
subservient, shy, or talkative; and to change the
narrative role the personified machine plays, for
instance, to stop acting as a villain and try to become
a princess in distress.
4.3 Comics Workshop
To better register the results of the conflict battles
we developed a design method using a hybrid
between a comics story (more precisely, a photo
novel) and an interaction storyboard which we call a
comics storyboard. It is an enriched version of the
traditional storyboard used in interface design where
we included photos of the participants enacting the
conflict pantomimes accompanied with typical
markings from comics such as balloons which
explicit the inner thoughts and emotions of the user
and the personified machine (see Figure 3).
As an initial step towards the creation of the
comics storyboard, participants are asked first to
create an annotated interaction script which is a
summary in written form of the main actions of the
corresponding conflict pantomime and their
associated emotions and social behaviors. This script
is used as a guide in the construction of the comics
storyboard to ensure that emotions and social
behaviors are clearly displayed.
The comics storyboards produced in the
workshop are then analyzed in terms of character
consistency, clarity, enjoyment, and quality of
conflict resolution. We found that the production of
the annotated interaction script, prior to the comics
storyboard, is quite helpful in gathering the basic
structure of the pantomime and its main
components. After that, groups or individuals work
separately crafting subsets of the frames of the
comics storyboard. The overall result is a very rich
representation of key aspects of the interaction, its
main conflicts, the characters and subtext of the
narrative, and the emotions and social behaviors
involved.
4.4 Puppet Prototyping
Having explored the range of human exchanges,
emotions, and social behaviors during the conflict
battles and registered them in the comics storyboard
format, the goal of puppet prototyping is to
transform the comics storyboards into concrete
interface actions which can express the mitigating
social behaviors and emotions. For this, participants
go back to the conflict skits they developed and
work using a variety of methods to transform
dialogue and human actions into appropriate
interface actions.
Figure 4: Photo of an action pantomime and an interface
comics.
For this we employ the theatrical action-based
methods of the Stanislavsky’s system, and techniques
from puppetry and movie animation as discussed
before. Using those ideas and principles, participants
are first asked to create action pantomimes, a version
of the conflict skits where emotions and social
behaviors are eventually expressed through interface
actions. They start by re-enacting the conflict skits
using constricted dialoguing techniques. For
example, they act the conflict skits using only very
short sentences, or only gestures, or not facing each
other, or pretending to be animals. The goal is to
explore the limits of human expression to find
mechanisms which convey the social behaviors and
emotions of the conflict skits and their mitigating
solutions. The actions found in the process take the
place of or augment the original dialogue in the
conflict skits and are also recorded in the
corresponding comics storyboard transforming it in
what we call an interface comics (see Figure 4). By
putting them together, participants can then critique
the interface actions considering the human actions,
emotions, and social behaviors they should be
expressing. We then iteratively refine the interface
comics by doing, as necessary, more exploratory
work with constricted dialoguing or by considering
alternative interface actions.
At the end of the puppet prototyping workshop,
the interface comics should contain a complete
interface storyboard to guide the actual
implementation of the interface. Notice that the
interface comics goes further than traditional
storyboards by serving as a documentation also of
the actions, emotions, thoughts, and social behaviors
of the users and of the personified interface.
5 DISCUSSION
This paper presents new methods and techniques to
design personified interfaces and explores their
foundational theoretical frameworks. We argue here
that designing personified interfaces is challenged
by three key requirements: coherent human traits,
dealing with conflict, and handling drama. Inspired
by the service design methodology proposed
in (Pinhanez, 2014), we described and discussed
four design methods to improve the design of the
personified interfaces, illustrated with examples
from three test workshops.
In the test workshops we conducted only
informal debriefs with the participants. The most
common feedback is the surprise on how easily the
design methods revealed and exposed the underlying
conflicts and helped the participants to find ways to
mitigate them. Some initial uneasiness with the
theatrical games and techniques, especially the
constricted dialogue part, was also reported.
There are still many issues and unanswered
questions regarding the proposed design methods.
Our next step is to apply the design methods to real
cases of personified interface design, developing and
deploying the interface, and evaluating how
effective it is in practice.
While we welcome the explosion of chatbots,
mobile assistants, and humanoid robots around us,
we are concerned that there is too much to be
learned too fast to meet the demand of designing
personified interfaces. We hope that some of the
ideas in this paper, although still preliminary and
untested, can serve as a guide for designers facing
the challenge of creating personified interfaces. Our
final goal is to make designers and developers able
to create interfaces in which users can structure their
relationship with personified machines reliably and
consistently, recognizing and appreciating their
personality, engaging in trustable social behaviors,
and co-producing rich, meaningful, and satisfying
interactive drama.
ACKNOWLEDGMENTS
We thank the participants of the workshops who
gracefully agreed to allow the use in this paper of
the photos and other materials produced during the
workshops. We thank Heloisa Candello for
references and discussions about designing chatbots.
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