Human-Agent Interaction Design
Origin. Japanese robotics and AI research on social robots, virtual agents, and human-robot interaction, particularly at ATR, Osaka University (Ishiguro), and Waseda. This tradition emphasizes social presence, embodiment, and interaction dynamics.
Mechanism. The agent is designed not for task performance alone but for the human's experience of interacting with it. Social presence — the feeling of being with another entity — requires attention to gaze, turn-taking, response timing, and non-verbal signals. The "uncanny valley" (Mori) describes the dip in comfort as agents approach but do not achieve human likeness. Design must navigate this valley or avoid it.
Procedure. Define the interaction context and the human's goals and expectations. Design the agent's appearance to match the intended relationship (tool, assistant, companion) and avoid the uncanny valley unless full human likeness is achievable. Design interaction dynamics: appropriate response latency (too fast is unsettling, too slow is frustrating), conversational turn-taking, backchannels and acknowledgments. Iteratively test with users, attending to both task performance and subjective experience.
Applies to. Social robots, virtual assistants, conversational AI, telepresence, any system where the quality of human-AI interaction matters beyond task completion.
Limitations. Overdesigning social features in contexts where users want efficiency, not relationship. Also: cultural specificity — Japanese interaction norms (indirect speech, formal registers, high context) do not transfer directly. Social agents designed in Japan often feel different in other cultural contexts. The uncanny valley is also individual; some users are more sensitive than others.
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