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Lika barn leka bäst?: Hur påverkas engagemang av att motparten inte är en människa utan en dator?
Linnaeus University, Faculty of Technology, Department of Informatics.
2016 (Swedish)Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
Abstract [sv]

Frågan som denna rapport ställer sig är hur en användares engagemang i en aktivitet påverkas av vetskapen att motparten är en datorstyrd, dels jämfört med om motparten är en människostyrd Agent jämfört med en människostyrd Avatar och dels beroende på om den datorstyrda Agenten uppvisar ett mer mänskligt beteende, till motsats till ett mer maskin-likt.

I syfte att besvara denna fråga har en utförlig litteraturstudie gjorts, som dels utforskat konceptet Engagemang, men även utforskat andra koncept, såsom Social närvaro, Ethopoeia och Simulering av mänskligt beteende.

Dessa teorier har sedan använts för att utveckla ett webbaserat experiment, vars mål har varit att samla empiriska data. Experimentet gick ut på att lösa en serie enklare matematiska uppgifter, vissa mot datorn och andra med en mänsklig administratör som deltog på distans, och det som mättes var s.k. Dwell time, d.v.s. hur länge användaren var engagerad nog att ha fokus på aktiviteten.

Resultatet visade att det fanns klara indikationer på att engagemanget i aktiviteten är lägre om motparten styrs av en dator, jämfört med om den styrs av en människa. Den andra ”delfrågan” var svårare att definitivt svara på, men författaren anser att det går att tolka resultatet som att engagemanget blir högre.

Abstract [en]

The question that this essay posed was how the user’s engagement is affected by the fact that the other party is a computer controlled Agent, both compared to if the other party was a human-controlled Avatar, but also depending on whether the Agent displays a more human-like behavior, as opposed to a more machine-like one.

To answer this question an extensive litterature study was performed, both to develop the concept of Engagement, but also to explore other concepts, such as Social presence, Ethopoeia and Simulation of human behaviour.

These theories were then used to design a web based experiment, with the purpose of collecting empirical data. The experiment consisted of solving simple math tasks, some against the computer, but others involving a human administrator, who participated from a remote location. The measured metric was Dwell time, i.e. the actual time the user was engaged enough to focus on the activity.

The result showed that there is a definite indication that the level of engagement in activities is lower if the other party is controlled by a computer, as opposed to it being controlled by a human. The second part of the question was not as clearly answered by the result, but the author believes the result can be interpreted as showing an increase of engagement.

Place, publisher, year, edition, pages
2016. , 64 p.
Keyword [en]
engagement, avatar, agent, ux, user experience
Keyword [sv]
engagemang, avatar, agent, ux, användarupplevelse
National Category
Human Aspects of ICT Social Psychology
Identifiers
URN: urn:nbn:se:lnu:diva-54217OAI: oai:DiVA.org:lnu-54217DiVA: diva2:942557
External cooperation
Lin Education
Subject / course
Informatics
Educational program
Interaction Designer, 180 credits
Supervisors
Examiners
Available from: 2016-06-27 Created: 2016-06-25 Last updated: 2016-06-27Bibliographically approved

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