Anthropomorphic Information Systems

Anthropomorphism is the attribution of human-like physical or non-physical features, behavior, emotions, characteristics and attributes to a non-human agent or to an inanimate object (Epley et al. 2007). Anthropomorphism as a human innate tendency has been well documented for a long time in the history of humanity. Early drawings about 30,000 years ago depict animals with human-like bodies (Dalton 2004). The main goal of the projection of humanlike attributes onto non-human agents is to facilitate the understanding and explanation of the behavior and intentions of the non-human agents (Epley et al. 2007). Nass et al. (1996) were among the first to provide experimental evidence that humans perceive computers in an anthropomorphic way. In their research on the ‘‘computers are social actors’’ paradigm, they found that humans tend to apply social heuristics for interactions with computers that are imbued with human or social cues. The social interaction with the machines exposed a seemingly unnatural attribution of human characteristics to the computers, which not only lead to socially correct manners towards the inanimate objects, such as politeness (Nass et al. 1999), but it also led to emotional and positive reactions towards computers (de Melo et al. 2014; Nass et al. 1996). This kind of behavior can be attributed to anthropomorphism. Anthropomorphism at the human–computer interface is usually triggered by anthropomorphic cues within information technology (IT). Since anthropomorphism constitutes an opportunity to influence the users of IT, software and hardware developers aim to apply anthropomorphic features and designs to give humans a familiar feeling with IT because a natural and personal connection to a piece of hardor software is missing. This anthropomorphic design invokes anthropomorphism which makes it easier for humans to connect with the system and therefore facilitates the familiarization with its features (Burgoon et al. 2000; Epley et al. 2007). Anthropomorphic features which emerge from anthropomorphic design are manifold and include, for example, voice recognition as well as voice synthesizing and computer-graphical rendering of human-like faces or bodies, including mimics and gestures. Yet anthropomorphism is not only about addressing the visual or auditory aspects of the interaction in a more human way, but also about the Accepted after one revision by Prof. Dr. Weinhardt.

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