This study first explores Masahiro Mori's concept of the Uncanny Valley, analyzing a series of data collected in various Italian schools. This contribution also uses Donald Norman's concept of Emotional Design to clarify some aspects of the Uncanny Valley effect. Emo-tional Design, it seems, can provide a useful explanatory framework for the design of video game products, and more specifically for the realization of edugames; highlighting the im-portance of user-centered design, in the terms proposed by Norman and Verganti (2014), as an iterative approach to improve the pleasantness of the graphics of a digital environment. his becomes possible, using the terminology of the Uncanny Valley theory, by introducing digital assets into the game with parameters of verisimilitude and affinity that are sufficiently distant from the feeling of disquiet produced by encounters with artefacts exhibiting features too similar to human characteristics.
Il presente studio esplora innanzitutto il concetto di Uncanny Valley di Masahiro Mori, ana-lizzando una serie di dati raccolti in due scuole primarie italiane. In questo contributo viene anche utilizzato il concetto di Emotional Design di Donald Norman per chiarire alcuni aspetti dell’effetto Uncanny Valley. L’emotional Design, sembra poter fornire un quadro esplicativo utile per ildesign di prodotti videoludici e più nello specifico per la realizzazione di edugame, mettendo in evidenza l’importanza del design centrato sull'utente, nei termini proposti da Norman e Verganti (2014), come approccio iterativo per migliorare la gradevolezza della grafica di un ambiente digitale. Ciò diviene possibile, utilizzando alcuni presupposti della teoria dell’Uncanny Valley e introducendo Digital Assets con parametri di verosimiglianza e affinità sufficientemente distanti dalla sensazione d’inquietudine prodotta dall’incontro con artefatti che esibiscono fattezze troppo simili alle caratteristiche umane.
L'IMPORTANZA DELL'UNCANNY VALLEY E DELL'EMO-TIONAL DESIGN NEGLI AMBIENTI D’APPRENDIMENTO VIRTUALE: POSSIBILI IMPATTI SULLA GESTIONE DELLA RISPOSTA EMOTIVA DEL DISCENTE
Iannaccone A;
2023-01-01
Abstract
This study first explores Masahiro Mori's concept of the Uncanny Valley, analyzing a series of data collected in various Italian schools. This contribution also uses Donald Norman's concept of Emotional Design to clarify some aspects of the Uncanny Valley effect. Emo-tional Design, it seems, can provide a useful explanatory framework for the design of video game products, and more specifically for the realization of edugames; highlighting the im-portance of user-centered design, in the terms proposed by Norman and Verganti (2014), as an iterative approach to improve the pleasantness of the graphics of a digital environment. his becomes possible, using the terminology of the Uncanny Valley theory, by introducing digital assets into the game with parameters of verisimilitude and affinity that are sufficiently distant from the feeling of disquiet produced by encounters with artefacts exhibiting features too similar to human characteristics.I documenti in IRIS sono protetti da copyright e tutti i diritti sono riservati, salvo diversa indicazione.