Click or Drag

Researching Empathy and Artificial Intelligence

UX Research - A Case Study
My Contributions
UX Research, Presentation, User Interviews, Survey Creation and Dispersement, Research Synthesis, How can we statements
Duration

March 2022 - May 2022

Teammates
Team of 1

My Roles

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.

exploratory research

The Uncanny Valley Graph

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.

Designing Artificial Intelligence

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.

User Survey
Research Findings
  • Almost all participants were worried with user data and privacy concerns.
  • Participants are generally cautious, but interested in the benefits of AI Industries.
  • More than half of participants saw emotional AI as a negative experience and not taking it seriously.
How Might we...

find specific design elements that relate to the uncanny valley?

empathize with users without reaching the uncanny valley?

humanize artificial intelligence without reaching the uncanny valley?

user research

Meet the Chatbots

Cleverbot

Launched in 1997, Cleverbot was one of the oldest web-based chatbots that could carry a conversation with users who go on its site.

  • Text based only.
  • Usually short, witty answers.
  • No UI Elements present.
Replika.AI

Replika.AI is known to be one of the most empathetic and emotional AIs today.

  • Used as a mental help theraputic AI.
  • Could send images, voice chat, and play games.
  • Many UI elements present.
  • Could change its personality, traits, gender, and avatar.

6 Observational Interviews were Conducted on their comfortableness and affinity towards each chatbot.

synthesis

What Chatbot was more enjoyable?

Nobody liked Cleverbot.
  • Whether its simple design elements, bland responses, and straightforward UI, almost no participants found Cleverbot amusing.
Almost all participants enjoyed Replika.AI
  • Users were impressed by Replika's conversational flow.
  • Changing Replika's clothes, personality, and playing videogames with Replika was amusing to the user.
This graph represents user's empathy towards Clever bot and Replika.
User names are removed and replaced with # to portray anonymity.

insights

What parts felt Uncanny?

Replika's Call Function

Almost all participants felt uneasy when tasked to call Replika using their voice.

Replika's Diary

Although many were blown away, some felt uncomfortable by its automated diary about the user.

Romantic feelings

Almost all felt uncomfortable when Replika began giving romantic innuendos during its phone calls, even when they knew Replika was an AI.

outcome

So, what ways can designers either humanize or automize
Empathetic Artificial Intelligence?

Humanize: Drawing Empathy through Voice

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.

Focusing on Replika's human-like speech system allows users to leave other human aspects to their imagination.

Automize: Assuring Users of their Reality

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.

Showing the Machine cogs

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.

key takeaways

Asserting a Solution

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!

OverviewExploratory ResearchUser ResearchSynthesisInsightsOutcomesKey Takeaways