Bringing Emotional Intelligence To Machines: An Interview With Pamela Pavliscak


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Do we know enough about human emotions to start building them into our technology? Isn’t human emotion the one thing that differentiates us from machines? What does it mean to build emotional artificial intelligence? These are some of the questions we discuss with Pamela in this episode of the Human Tech podcast.


Pamela’s upcoming book is Emotionally Intelligent Design, and is available for pre-order on Amazon.

The best ways to reach Pamela are:

Twitter: @paminthelab or https://twitter.com/paminthelab
LinkedIn: https://www.linkedin.com/in/pamelapavliscak/
https://www.changesciences.com/
https://soundingbox.com/

How well do you know your EEG from your GSR?

Logo for HumanTech podcastOur guest, Spencer Gerrol from Spark Neuro gets in the weeds with us in this episode and explains all things neuro-measurement.  How well does EEG measure interest and engagement? Can you tell what people are feeling? Which emotion? What does GSR (galvanic skin response) add? Anything? And facial recognition? Are these measurements better than using fMRI? Spencer has a unique ability to really go deep and yet make the information easy to understand. If you want to learn about the latest in neuro-measurements listen to this episode.


You can find out more about Spark Neuro and contact Spencer directly from the Spark Neuro website.

HumanTech is a podcast at the intersection of humans, brain science, and technology. Your hosts Guthrie and Dr. Susan Weinschenk explore how behavioral and brain science affects our technologies and how technologies affect our brains.

You can subscribe to the HumanTech podcast through iTunes, Stitcher, or where ever you listen to podcasts.

The Next 100 Things You Need To Know About People: #115 — Emotions Are Contagious

photo of two girls laughingOne time when in Chicago I went to an improv theater performance. I’d had a busy week, and it was fairly late at night. I was tired and not that excited to be there. In fact, I’d been thinking of not going at all.

As the room began to fill up before the performance started, I noticed that almost everyone there seemed happy and excited. There was a buzz in the room. I found myself waking up, and feeling happy and excited too.

Research has long shown that emotions are contagious. James Fowler (2008) wrote about the spread of happiness over twenty years in one community. There were happy and unhappy groups of people in the network. Happiness extended up to three degrees of separation. People who were surrounded by happy people were more likely to become happy in the future. The statistical analysis showed that this was not just because happy people tended to interact with other happy people, but because people were more likely to become happy when they were around happy people. Even physical distance was important: those who had a happy friend within a mile were 25 percent more likely to become happy themselves. Those with a happy next-door neighbor had a 34 percent greater probability of becoming happier.

And it’s not only happiness that’s contagious. A 1985 study by M. J. Howes showed that people without depression who roomed with someone who suffered from even mild depression would themselves become depressed over time.

In the Fowler study, the effects of emotional contagion were seen in people who knew each other over time and were in physical proximity. What about the emotional contagion of strangers? Or people in a video?

Amy Cuddy of the Harvard Business School researches how taking certain postures can cause neurochemical changes in the brain. If you’re feeling sad, you frown, hang your head, and contract your body. What you may not realize is that the opposite is also true. Even if you’re not sad, if you frown, hang your head, and contract your body, then your body will release neurochemicals that actually make you feel sad. The same is true for other bodily postures and feelings. For example, opening the body with your arms and legs leads to feeling confident and powerful.

One theory about why emotions are contagious is that people tend to mimic the bodily postures of those around them, or of those they see in a video. This, in turn, makes them start to feel the feelings of the people around them, even strangers or people in a video.

We now know that people are affected by the emotional states of other people even in a matter of seconds. Facial expressions are particularly contagious, even through watching a video.

P.S. The improv theater was T.J. and Dave. And afterwards I knew why there was so much buzz in the room — they were amazing.

If you liked this article, and want more info like it, check out my newest book: 100 MORE Things Every Designer Needs To Know About People.

The Next 100 Things You Need To Know About People: #107 — Laughter Helps Us Learn

Toddler smilingLet’s say you decide to let your 18-month-old daughter play some learning games on your tablet. You have a couple of apps you’ve downloaded and you’re trying to decide which one to give to her: The one that introduces number and letter concepts with music but is pretty serious? Or the one that makes her laugh with the silly animals that keep popping up and running around the screen?

Since you’re not sure that “screen time” is a good thing for young children, you choose the serious one. At least she’ll learn, you think.

Actually, the one that makes her laugh is the better decision.

Rana Esseily (2015) conducted research on babies as young 18 months old. There are many research studies that show that when children laugh, it enhances their attention, motivation, perception, memory, and learning. But this study was the first to try out the idea on children as young as 18 months old.

The children in the group who did a task in a way that made them laugh learned the target actions more than those in the control group who were not laughing during the learning period.Esseily hypothesizes that laughter may help with learning because dopamine released while laughing enhances learning. Other research points to the idea that it works on adults too!

Here’s the research:

Esseily, Rana, L. Rat-Fischer, E. Somogyi, K. O’Regan, and J. Fagard. 2015. “Humour production may enhance observational learning of a new tool-use action in 18-month-old infants.” Cognition and Emotion, 1-9 DOI: 10.1080/02699931.2015.1036840

If you liked this article, and want more info like it, check out my newest book: 100 MORE Things Every Designer Needs To Know About People. 

 

 

The Next 100 Things You Need To Know About People: #106 — People Prefer Objects With Curves

Do people prefer logos with curves rather than logos with interesting angles? Have you noticed that your favorite smartphones, tablets, and laptops tend to have rounded corners?People prefer objects with curves—a preference that’s evident even in brain scans. This field of study is called neuroaesthetics.

Bar and Neta showed concrete and abstract images with and without curves to people, for example, the images below:

Moshe diagram
Moshe diagram (http://barlab.mgh.harvard.edu/publications.htm)

People gave higher “liking” ratings to the objects with curves. Bar and Neta’s theory was that the sharp and angled images conveyed a sense of threat.

What about complex shapes? Silvia and Baron tested complex, angular shapes and complex shapes with slightly curved edges. Again, people preferred the objects with curves.

Helmut Leder Pablo Tinio and Bar (2011) asked whether this preference for curves was true for both “positive” objects (birthday cakes and teddy bears) and “negative”objects (razor blades and spiders). The results? People preferred curves in objects that were either positive or neutral, but there was no preference for curves in negative objects.

Curves stimulate the brain — Ed Connor and Neeraja Balachander took this idea into a neuroimaging lab.  Not only did people prefer rounded shapes, there was more brain activity in the visual cortex when they viewed shapes that were more curved and more rounded.

Takeaways:

  • People prefer curves
  • If you’re creating a logo, incorporate some form of curve in the design
  • If you’re creating areas of color on a screen, consider using a “swoosh” or curved shape
  • If you’re designing actual products – such as smartphones, remote controls, medical devices, or other hand-held items – used curved surfaces.

Nike, Apple, Pepsi, Coca-Cola and dozens of other well-known brands use one or more curves in their logos. Did they fall into curves or did they do their homework?

Here are the research references:

Bar, Moshe, and Maital Neta. 2006. “Humans prefer curved visual objects.” Psychological Science. 17(8): 645-648.

Leder, Helmut, P.P.L. Tinio, and M. Bar. 2011. “Emotional valence modulates the preference for curved objects.” Perception. 40, 649-655.

If you liked this article, and want more info like it, check out my newest book: 100 MORE Things Every Designer Needs To Know About People. 

 

 

What Would Make An Animated Character Appear “Creepy”?

Realistic animated character that looks creepy.Have you ever stopped to think about animated characters? With the capabilities of graphics these days it’s possible for an animated character to look just like a real person. And then there are still cartoon characters created that look nothing like real people. Have you ever experienced an animated character that “creeped” you out?

Animators have to make constant decisions about how realistic a character should be, and what that even means. Research shows that there is a point where animated characters are not “cute” anymore, and actually can become “creepy”. This point is called the “uncanny valley”.

This semester at the University of Wisconsin, Stevens Point, I worked with a student on an independent study project about the uncanny valley. This blog post is a guest post by the student, Kierstan Leaf, who describes the research study she did this semester:

The Uncanny Valley is the idea that as things, particularly robots and animated characters, become more realistic they eventually hit a point where we determine them to be creepy and nonhuman. This is due to the small inconsistencies that we see within the characters, for example, the skin texture or reflection in the eyes may seem a bit off.  We unconsciously notice these things because these are attributes that we observe daily in our interactions with people.

The Uncanny Valley theory originated from Masahiro Mori, while working with robotics in 1970. He compared the relationship between robots and their “degree of human likeness” (see the references below). Mori noticed that when robots become more lifelike they began to be viewed as being creepy. On the other hand when the robots did not have much human likeness, such as a robot in a factory, the creepy level was very low, if non-existent. 

For this study on the uncanny valley I took images from movies, cartoons, and television shows. I used images that ranged from “less realistic” (in other words, not human-like) to “more realistic”. These images were shown to 58 people to rate on a scale from 1 to 10 where “normal” was at one end and “creepy” at the other. I hypothesized that as the images become more realistic they would be considered creepier. Here’s a short video that summarizes the research shows the images I used, and the results of the study.

 

 

The hypothesis was correct. The more realistic the images were, the more creepy people rated them.

So what does this mean for decisions about animations in design? If  you would like your viewer to fall in love with your character nearly instantaneously, then perhaps you should stick with more cartoonish designs.  If you want your user to be scared of a monster or evil villain, you can push the line of realism and tip your viewer over to the creepy side. Knowing these unconscious reactions exist, you can apply them to your projects.

References: 

Mori, Masahiro. The Uncanny Valley. Trans. Karl F. MacDorman and Norri Kageki. IEEE Spectrum, 2012. Web. 11 Dec. 2014. <http://spectrum.ieee.org/automaton/robotics/humanoids/the-uncanny-valley>. 

Karl F. MacDorman. Exploring the Uncanny Valley. Web. 11 Dec. 2014. <http://experiment.informatics.iupui.edu>.

What do you think? What do you think makes animated characters cross into the “creepy” realm?

If you have questions for Kierstan you can reach her at    kleaf716@uwsp.edu

365 Ways To Persuade And Motivate: #12 – Give them a warm beverage

drawing of a coffee cup with steam

You have an important meeting with a client first thing tomorrow morning. The main contact, Jeremy, is unhappy with some of the deliverables on the last project. He has been a little cold and distant with you on the phone and through email recently. This is the first time he is coming in to the office in a while, and you want to try and break the ice.

According to Joshua Ackerman you should take a somewhat literal interpretation of the idea of breaking the ice. You should try to warm him up by offering him a warm coffee or tea. Use a cup or mug where he can feel the heat through his hands, and, ideally, see if you can get him to hold the beverage while you talk to him.

According to Ackerman’s research this will not only thaw out his hands, but will also make him warm up towards you. When people hold a warm cup then they feel that the person or people they are interacting with have a warmer personality. It’s called “haptic sensations” or “embodied cognition”.

Conversely, DON’T offer Jeremy a cold can of soda or ice water. That will make him judge you as having a cold personality.

Here’s the research:

Ackerman, Joshua M., Christopher Nocera, and John Bargh. 2010. “Incidental haptic sensations influence social judgments and decisions.” Science 328(5986): 1712–15. doi: 10.1126/science.1189993.

To learn more check out our 1 day seminar on The Science of Persuasion.

365 Ways To Persuade And Motivate: #10 Pitch When People Feel Regret

Picture of woman with head in handsOf all the situations and feelings that motivate people to take action, regret is one of the most powerful. People don’t like to feel regret and will do a lot to avoid it. That’s not surprising, but you might be surprised to find out that the more opportunity people feel they have, the more regret they tend to feel about a situation. If people feel that they could have done something differently, the more regret they feel with their action or decision. If they feel that they had no choice in their decision or action, then they feel less regret.

Related to this is the idea of whether there is a clear corrective action that could have been taken. If people feel they had a choice, and if they feel they had a clear, corrective action, and yet they don’t take that action, that is when they feel the most regret.

For example, let’s say you’re choosing a restaurant for an upcoming special event. You have three great restaurants that are available on the date you want. You choose one of the three and negotiate the menu with the restaurant staff. At the last minute the restaurant calls and changes the menu you had planned. You resist initially, but eventually give up. You’re not at all happy with the food they provide during the event. You could have taken corrective action (insisted they stick with the menu), or picked a different restaurant to start with, or switched to one of the other restaurants. But you didn’t do any of those things. So you had opportunity and you had clear corrective actions. In this situation you’ll feel a lot of regret, dissatisfaction, and disappointment.

If there’s only one restaurant available on the date you want to hold the event, and it only offers one set of menu choices, then you have little choice. Even though you might rate the food as good or as bad as in the first example, you’ll feel less regret, less disappointment, and less dissatisfaction.

Regret Inspires Action — Because people don’t like feeling regret, and because they feel the most regret about things they can fix, regret is actually a motivator for action. If people feel regret, then that’s when they are highly likely to take action. And people will often take an action to avoid regret before it happens.

What do you think? Are you willing point out to people the likelihood that if they don’t take the action you want them to take, or buy the product NOW that you want them to buy that they will regret the action later? If you “play the regret” card you are more likely to get them to take an action. Are you willing to do that or does that seem too manipulative?

To learn more check out our 1 day seminar on The Science of Persuasion.

Top Ten Things Every Presenter Needs To Know About People: #10 – People Imitate Your Emotions And Feelings

Man looking mad

Your facial expressions and body language communicate information and affect how people react to you and your message. They can also cause other people to start feeling a certain way.

People imitate what they see — If you are smiling, they will tend to smile; if you are energetic yet relaxed, then your audience will tend to be energetic and relaxed too. Which means YOU have to make sure you are rested, prepared, relaxed, and passionate about your topic. When you are, those feelings are communicated through your words, tone of voice, and body language and are picked up and felt by your audience.

Mirror neurons firing — Let’s say you are watching your friend who is holding an ice cream cone that is starting to drip. Your friend lifts her arm to lick the dripping cone. Mirror neurons in your brain will fire as though you are lifting your arm (even though you aren’t).

Mirror neurons are the starting point of empathy — The latest theory is that mirror neurons are also the way we empathize with others. We are literally experiencing what others are experiencing through these mirror neurons, and that allows us to deeply understand how another person feels.

(V.S. Ramachandran has a great Ted talk on mirror neurons.)

When you are passionate about your topic your audience will be passionate — People like to watch and listen to someone who is animated and excited about what they are talking about. If your topic does get you excited, don’t hold back. Show how you feel. That feeling will be contagious. If you aren’t excited about what you are talking about, then reconsider the topic or your approach to it. You need to find an angle on the topic at hand that will get you excited.

This post concludes the series: Top Ten Things Every Presenter Needs to Know About People. Besides this post here are the other 9 (links below) or check out my book – 100 Things Every Presenter Needs to Know About People (link is in the sidebar to the right):

#9: If You Want People To Act You Have to Call Them To Action

#8: People Are Energized When The Room Is Full

#7: People Assign Meaning To Your Hand Gestures

#6: People Need To Feel Safe To Participate

#5: People Assign Meaning To Your Tone Of Voice

#4: People Read Your Body Positions Instantly & Unconsciously

#3: Multiple Sensory Channels Compete

#2: Writing By Hand Can Increase Commitment

#1: People Learn Best In 20 Minute Chunks

 

Experiences vs. Possessions: You Are What You've Done, Not What You Own

Picture of the beach
A walk on the beach is an experience you will use to define who you are.
In the last few years psychology research (e.g. Carter & Gilovich, 2010) has proven what many of us have long suspected: that experiences (vacations, events with friends, etc) make people happier than buying and owning stuff (computers, clothes, etc). But more recent research by the same duo (Carter & Gilovich, 2012) shows that the experience vs. possession difference goes further than they thought.
Why are experiences more important? — In their newest reserach Carter and Gilovich wanted to find out why we value experiences over possessions. Their theory was that people use experiences to define their sense of self more than they use possessions. This proved to be true. People in their study talked about their experiences more than possessions when they told their “life stories”. When talking about purchases and possessions they were more likely to feel that a purchase was an indicator of who they were if they described it in terms of their experience with the possession rather than the physical quality of the item itself.
Experiences give more info — The value of experiences to understand went beyond themselves. Participants in the study  felt that knowing what another person had experienced would give them more information and insight into who they really are than knowing what they bought.
Experience = more satisfaction — And lastly, the researchers conclude that it is because people cling to the memory of important experiences that makes them more satisfied with experiences compared to possessions.
Thinking about the results of this research the following ideas come to mind:
  • If you are marketing a product, put emphasis on what experiences you will have with it rather than what it will look like/feel like/ be like to own it.
  • If you are collecting purchasing info about target clients (as has been in the news lately with questions about privacy) you’d be better off to know what people’s purchases imply about the experiences they are having rather than just inferring from the data what they own.
  • The user experience of a product is more important than we think. It’s not just the idea that the product should be easy to use/ interesting. The EXPERIENCE part of user experience is not just a fancy word to use. People remember and evaluate, and even cherish experiences, even with technology.
  • Customers may resonate more with a brand if they can get a sense of what the organization has DONE, not just what products or services they sell.
What do you think? What are the implications that we define sense of self through experience more than possessions?
And if you like to read the research:
Carter, Travis J.;Gilovich, Thomas
I Am What I Do, Not What I Have: The Differential Centrality of Experiential and Material Purchases to the Self.
Journal of Personality and Social Psychology, Feb 27 , 2012,  doi: 10.1037/a0027407
Carter, Travis J.; Gilovich, Thomas. The relative relativity of material and experiential purchases. Journal of Personality and Social Psychology, 2010; 98 (1): 146 DOI:10.1037/a0017145