Manipulating Users’ Trust of Autonomous Products With Affective Priming

2020 ◽  
Vol 143 (5) ◽  
Author(s):  
Ting Liao ◽  
Erin F. MacDonald

Abstract Autonomous products, which perform many functions on their own with limited user input, require users to exhibit trust at an appropriate level before use. Research in product trust has thus far focused on the product characteristics: such as manipulating the product’s design—for example, anthropomorphizing an autonomous vehicle—and measuring changes in the users’ trust. This study flips the usual approach and instead manipulates users’ mental state through priming, and then measures users’ trust to an existing autonomous product, the Amazon Echo. In this study, we used visual stimuli (images) that evoked either positive or negative emotions as affective primes to influence users’ trust before interacting with the Echo. While interacting with the Echo, users evaluated its performance and how well it met their expectations. Holistically, users’ perceived performance of the Echo and age had significant effects on their trust of the product, but the affective primes showed no significant effect. However, for the subgroup of participants whose expectations of the product's performance were met: those who received either positive or negative prime were more likely to trust the product than those who saw neutral images; men were more likely to trust the product than others. The study demonstrates the importance of meeting users’ expectations and highlights the potential to build trust by inducing emotions contextually.

Author(s):  
Emma L Barratt ◽  
Nick J Davis

Autonomous Sensory Meridian Response (ASMR) is a previously unstudied sensory phenomenon, in which individuals experience a tingling, static-like sensation across the scalp, back of the neck and at times further areas in response to specific triggering audio and visual stimuli. This sensation is widely reported to be accompanied by feelings of relaxation and wellbeing. The current study identifies several common triggers used to achieve ASMR, including whispering, personal attention, crisp sounds and slow movements. Data obtained also illustrates temporary improvements in symptoms of depression and chronic pain in those who engage in ASMR. A high prevalence of synaesthesia (5.9%) within the sample suggests a possible link between ASMR and synaesthesia, similar to that of misophonia. Links between number of effective triggers and heightened flow state suggest that flow may be necessary to achieve sensations associated with ASMR.


Psihologija ◽  
2017 ◽  
Vol 50 (3) ◽  
pp. 219-237
Author(s):  
Katrin Mundloch ◽  
Marie Winterberg ◽  
Wanja Hemmerich ◽  
Philipp Holzwig ◽  
Anna Rupanova ◽  
...  

Flexas et al. (2013) demonstrated that happy faces increase preference for abstract art if seen in short succession. We could not replicate their findings. In our first experiment, we tested whether valence, saliency or arousal of facial primes can modulate liking of Jackson Pollock art crops. In the second experiment, the emphasis was on testing another type of abstract visual stimuli which possess similar low-level image features: statistical fractal noise images. Pollock crops were rated significantly higher when primed with happy faces in contrast to neutral faces, but not differently to the no-prime condition. Findings of our study suggest that affective priming with happy faces may be stimulus-specific and may have inadvertent effects on other abstract visual material.


Motricidade ◽  
2018 ◽  
Vol 14 (1) ◽  
pp. 18
Author(s):  
Gisele Maria Silva ◽  
Simone Salvador Gomes ◽  
Marcelo Callegari Zanetti ◽  
Maria Regina Ferreira Brandão

Flow describes a mental state in which people seem to flow when they demonstrate a productive and motivated effort. This study sought to understand the significance that rugby athletes attribute to the flow state, the perception of the phenomena in the sports practice and the implications on performance. For that, 8 male athletes participated in the study, representing the juvenile and senior teams submitted to a semi-structured interview. The results indicated that flow occurs in situations that present balance between personal skills and challenges in sports activity. Success in the game, positive emotions, support/encouragement, recognition and overcoming were aspects that marked the experience elected as special. Making use of psychological strategies, high levels of concentration, feeling prepared for the game and positive emotions were cited as fundamental in achieving flow in the game. On the other hand, some aspects, besides causing harm, interrupted the flow: negative emotions, not perceiving one's self as prepared for the challenge, concentration problems, intragroup difficulties. Negative emotions and the feeling that one is not prepared for the challenge were aspects mentioned only by juvenile athletes. The athletes´ speech showed that although they could not describe the flow, they had already experienced this psychological state.


Author(s):  
Mark Colley ◽  
Pascal Jansen ◽  
Enrico Rukzio ◽  
Jan Gugenheimer

Autonomous vehicles provide new input modalities to improve interaction with in-vehicle information systems. However, due to the road and driving conditions, the user input can be perturbed, resulting in reduced interaction quality. One challenge is assessing the vehicle motion effects on the interaction without an expensive high-fidelity simulator or a real vehicle. This work presents SwiVR-Car-Seat, a low-cost swivel seat to simulate vehicle motion using rotation. In an exploratory user study (N=18), participants sat in a virtual autonomous vehicle and performed interaction tasks using the input modalities touch, gesture, gaze, or speech. Results show that the simulation increased the perceived realism of vehicle motion in virtual reality and the feeling of presence. Task performance was not influenced uniformly across modalities; gesture and gaze were negatively affected while there was little impact on touch and speech. The findings can advise automotive user interface design to mitigate the adverse effects of vehicle motion on the interaction.


Author(s):  
Ting Liao ◽  
Erin MacDonald

Abstract User-to-product trust has two notable aspects: (1) the user’s propensity to trust, and (2) the product’s trustworthiness as assessed by the user. Autonomous products, which perform many functions on their own with limited user input, require the user to exhibit trust at an appropriate level before use. Research in product trust thus far has focused on the product trustworthiness: manipulating the product’s design, for example, anthropomorphizing an autonomous vehicle and measuring changes in trust. This study flips the usual approach, manipulating a person’s propensity to trust and measuring response to an existing autonomous product, the Amazon Echo. We build on our past successes with priming exercises to reveal insights into the user-related factors of product trust. In this study, we used visual stimuli that evoked either positive, neutral or negative emotions as affective primes to influence users’ trust propensity before the interaction. The participants interacted with a mock-up of the Amazon Echo via ten pre-determined question-and-answer (Q&A) sets. During the interaction, the participants evaluated the Echo’s competence and if it met participants’ expectations. They also reported trust towards the Echo after the Q&A sets. Holistically, the affective primes show no significant effect on the trust propensity. For the subgroup of participants whose expectations of the product’s performance were met, both the perceived product competence and the affective primes have significant effects on trust propensity. These results demonstrate the complex nature of trust as a multidimensional construct and the critical role of product performance in trust formation. They also suggest that it will be difficult for a product to build trust with users who expect the product to perform in a different way than its intent — if one wants to design a product that builds trust, they should understand user expectations and design to meet them. This learning can facilitate the intentional design of the affective process in trust formation that helps build a healthy level of trust with autonomous products.


2014 ◽  
Author(s):  
Emma L Barratt ◽  
Nick J Davis

Autonomous Sensory Meridian Response (ASMR) is a previously unstudied sensory phenomenon, in which individuals experience a tingling, static-like sensation across the scalp, back of the neck and at times further areas in response to specific triggering audio and visual stimuli. This sensation is widely reported to be accompanied by feelings of relaxation and wellbeing. The current study identifies several common triggers used to achieve ASMR, including whispering, personal attention, crisp sounds and slow movements. Data obtained also illustrates temporary improvements in symptoms of depression and chronic pain in those who engage in ASMR. A high prevalence of synaesthesia (5.9%) within the sample suggests a possible link between ASMR and synaesthesia, similar to that of misophonia. Links between number of effective triggers and heightened flow state suggest that flow may be necessary to achieve sensations associated with ASMR.


Author(s):  
Alicja Jurecka ◽  
Paulina Skucińska ◽  
Artur Gądek

Due to the rapid rate of spread of the SARS-CoV-2 coronavirus, a number of restrictions have been introduced into public spaces, including those related to the operation of sports facilities, compounding the difficulty for athletes to conduct appropriate forms of training. The aim of this study was to review current scientific reports assessing the impact of the pandemic on the physical activity, mental state, and quality of life of professional athletes. Popular scientific databases—PubMed, Scopus, and Embase—were systematically searched from the beginning of the pandemic until 12 July 2021. According to the adopted criteria, 14 articles were included in the review. Ten of the qualified studies determined the impact of the pandemic on the physical activity of athletes. The authors of 11 papers assessed the mental state and quality of life of athletes during the pandemic. The studies showed negative effects of the pandemic: a decrease in overall physical fitness and number of days and hours of training, as well as an increase in the occurrence of negative emotions (stress, fatigue, and depression) and a decrease in sleep quality. Changes in physical activity had an impact on overall well-being ratings, which depended on the sex of the subjects. Women were more likely to experience negative emotions compared to men. The mental state of the athletes affected the quality of sleep. This review summarises the negative effects of the SARS-CoV-2 coronavirus pandemic on the physical and mental health of professional athletes.


Sign in / Sign up

Export Citation Format

Share Document