3 research outputs found

    The Role of Products in Consumer-Celebrity Relationships

    No full text
    Celebrities, designed and packaged to elicit an emotional reaction from consumers, appear to be indistinguishable from products. However, their role as characters in narrative creates a very different type of emotional attachment than products enjoy. By both being and being in narrative content, celebrities allow consumers to vicariously experience many new lives, and it is this fantasy connection that makes the consumercelebrity attachment both strong and long lasting. In this paper we explore how celebrities effect consumers, and we detail how celebrity products support activities that create and grow consumer-celebrity relationships. In addition, we offer some insight into how understanding these activities can both lead to better design of celebrity products and lead to design of future products that form a similar level of attachment with consumers

    Putting a Face on Embodied Interface Agents

    No full text
    Rapid increases in agent technology as well as the movement of computing into more and more social transactions has increased the need for embodied interface agents. However, interaction designers currently lack sufficient guidelines to confidently and successfully design the visual form of these agents. In this paper we offer a summary of research on the visual form of agents. In addition, we present our own study that explores the relationships between an agents visual form, the task it performs, and the demographics of users. As a result of the review and our own study, we frame the task of design of an agent’s form as being similar to “casting”. Finally, we offer some design guidelines to aid interaction designers in selecting human and non-human forms, in deciding how to address stereotypes, and in looking for opportunities to recast the agent’s visual form

    The Personal Exploration Rover: The Ground-up Design, Deployment and Educational Evaluation of an Educational Robot for Unmediated Informal Learning Sites

    No full text
    Robotics brings together learning across mechanism, computation and interaction using the compelling model of real-time interaction with a physically instantiated intelligent device. The project described here is the third stage of the Personal Rover Project, which aims to produce technology, curriculum and evaluation techniques for use with after-school, out-of-school and informal learning environments mediated by robotics. Our most recent work has resulted in the Personal Exploration Rover (PER), whose goal is to create and evaluate a robot interaction that will educate members of the general public in an informal learning environment and capitalize on the current enthusiasm and excitement produced by NASA's Mars Exploration Rovers (MERs). We have two specific goals of teaching about the role of rovers as tools for scientific exploration and teaching about the importance of robot autonomy. To this effect we have designed an interactive, robotic museum exhibit which has been deployed at six locations across the United States. Here we describe the robot hardware and software designed for this task, the exhibits developed, and the results of formal evaluation of the exhibits' educational impact on museum visitors.</p
    corecore