March 2022 - May 2022
This individual senior project allowed me to tackle all avenues of UX research. From the nature of this concept, I was able to conduct exploratory research, and use case research for different AI programs. I was also a participant in the 2022 CSU Research competition, before presenting my findings to school as well.
The Uncanny Valley is a graph that psychoanalyzes our affinity towards objects the more they begin to imitate our reality.
The dip describes our eeriness or disturbing feel that we have the more they resemble us.
I chose to dive into artificial intelligence because of the designer’s control and decision-making of AI, ease of access, and its resemblance of the Uncanny Valley.
More than 45 Responses were received from the general public on their disposition of Artificial Intelligence, artificial assistants,
and its upcoming future.
Launched in 1997, Cleverbot was one of the oldest web-based chatbots that could carry a conversation with users who go on its site.
Replika.AI is known to be one of the most empathetic and emotional AIs today.
Almost all participants felt uneasy when tasked to call Replika using their voice.
Although many were blown away, some felt uncomfortable by its automated diary about the user.
Almost all felt uncomfortable when Replika began giving romantic innuendos during its phone calls, even when they knew Replika was an AI.
Simply relying on Replika's speech feature allowed users to humanely connect with the emotional intelligent program, increasing empathy and also uncanniness. This human-like voice allowed users to remove the artificial aspects of the program, which in turn allowed left its appearance to their imagination.
Design elements like avatar and personality customization made Replika feel like a video game. Interactive and artificial design choices allowed the user to understand the augments of the program and reaching into the Uncanny Valley.
Replika's video-game-like attributes like trait personalization and 3D avatar kept it from becoming too realistic.
These design elements ensured the user of its artificiality, exampled by Replika's fake 3D avatar.
During my UX Research, I was simply observing and identifying pain points, solutions, and analysis. Although I had gathered much information, I didn't have an assertive take on how future designers should go forward with Artificial Intelligence. That's why I believe that asserting an outcome is vital as designers, as it actually makes change. Don't let the research go to waste!