3 research outputs found
The Role of Products in Consumer-Celebrity Relationships
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
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
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