The Media Equation: How People Treat Computers, Television, and New Media Like Real People and Places (CSLI Lecture Notes)
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Average customer review:Product Description
According to popular wisdom, humans never relate to a computer or a television program in the same way they relate to another human being. Or do they? The psychological and sociological complexities of the relationship could be greater than you think. In an extraordinary revision of received wisdom, Byron Reeves and Clifford Nass demonstrate convincingly in The Media Equation that interactions with computers, television, and new communication technologies are identical to real social relationships and to the navigation of real physical spaces. Using everyday language, the authors explain their novel ideas in a way that will engage general readers with an interest in cutting-edge research at the intersection of psychology, communication and computer technology. The result is an accessible summary of exciting ideas for modern times. As Bill Gates says, '(they) ... have shown us some amazing things'.
Product Details
- Amazon Sales Rank: #267678 in Books
- Published on: 2003-01-29
- Original language: English
- Number of items: 1
- Binding: Paperback
- 305 pages
Editorial Reviews
From Publishers Weekly
Fresh evidence of human gullibility never fails to entertain. Stanford professors Reeves and Nass provide plenty of cocktail-party ammunition with findings from 35 laboratory experiments demonstrating how even technologically sophisticated people treat boxes of circuitry as if they were other human beings. People are polite to computers, respond to praise from them and view them as teammates. They like computers with personalities similar to their own, find masculine-sounding computers extroverted, driven and intelligent while they judge feminine-sounding computers knowledgeable about love and relationships. Viewers rate content on a TV embellished with the label "specialist" superior to identical content on a TV labeled "generalist" (they even found the picture clearer on the "specialist" box). Reeves and Nass, who combine expertise in fine arts, communications, math, sociology, television and computers, were consultants to the world's foremost software corporation on the creation of the Microsoft Bob software package. Not surprisingly, their breezy tone and emphasis on the benign practical applications of their discoveries give their discussion an optimistic bias. Why not make media easier to use and more fun? Yet, their more important contribution may lie in alerting us to specific media dangers. The evidence of our suggestibility offers particularly powerful new arguments for monitoring children's television. And if the mere number of rapid-fire visual cuts in political advertisements really correlates with an impression of honesty, intelligence and sincerity, the more viewers who are put on guard, the better.
Copyright 1996 Reed Business Information, Inc.
From Library Journal
Reeves and Nass (Ctr. for the Study of Language and Information, Stanford Univ.) have written a fascinating book on how humans interact with computers and other media. Their media equation, "media=real life," means that people respond to the mediated world and the real world in the same fundamentally social and natural way. The authors explain that since the human brain has not evolved to respond to 20th-century technology, it processes media as if they were real life. To prove their equation, the authors combed through existing social science and psychology experiments that tested person-to-person responses in social interactions but changed the experiments to test person-to-computer interaction. In all cases, the results supported the media equation, demonstrating that people interact with media just as they interact with other humans. Maintaining a jargon-free, readable style, the authors share their obvious enjoyment of the humorous situations that often arose during the experiments. In their conclusion, they call on engineers to heed this media equation and improve the design of computers for more effective human-to-media interaction. Recommended for larger public libraries and academic libraries.?Ann Babits Grice, East Brunswick P.L., N.J.
Copyright 1996 Reed Business Information, Inc.
Review
"If [Byron and Nass'] results as reported in this startling and well-written book are confirmed by further research, the conclusions have profound implications for anyone who designs or uses computer software or communication media. At long last, social scientists are applying the methods of systematic observation and testing to some of the most troubling questions of the modern era, questions about the kind of people we've become, now that we've created machines that mimic our thoughts and behavior." Howard Rheingold, author of Virtual Community
Customer Reviews
Must read popularization
The media equation, as introduced by Nass and Reeves, is that "media equals real life" and that our interactions with media are "fundamentally social and natural" (p. 5). This book is a popularization of established, replicated research on how people interact with television advertising, tutoring systems, error messages, loud noises, sudden movement, etc. For instance, one widely replicated result is that computer tutoring systems get better evaluations if the evaluation program is run on the same computer. Moving the reviewer to a new computer (with the same program), significantly lowers the score. The social science literature shows that teachers who collect their own evaluations score much more highly than those whose evaluations are collected by others. This is the kind of evidence Nass and Reeves bring to bear in support of the media equation. They don't claim that we are consciously thinking about the computer's feelings and don't want to hurt them. Rather, to the contrary, subjects claim they were doing no such thing. Yet the evidence of our behavior seems incontrovertible.
The media equation is a good enough predictor of user behavior, at least for telephone-based spoken dialog systems of the form my company builds, that it has informed our designs from top to bottom. Our applications apologize if they make a mistake. Callers respond well to this. Sure, the callers know they're talking to a machine, but this doesn't stop them from saying "thank you" when it's done or "please" before a query or feeling bad (or angry) if the computer can't understand them. Another strategy recommended by Nass and Reeves that we follow is trying to draw the caller in to work as a team with the computer; again, Nass and Reeves support this with several clever experiments. There is also a useful section on flattery, looking at the result of the computer flattering itself and its users; it turns out that we rate computers that flatter themselves more highly than ones that are neutral.
Among other interesting explanations you get in this book are why we're more tolerant of bad pictures than bad sound, why we focus on moving objects, speaking rate equilibrium, what we can do to make someone remember an event in a video, and the role of gender.
This book is very quick and easy to read. I read it in two days while on vacation it was so fascinating. In contrast to the classical yet dry social science format of hypothesis, experimental methodology, results, and essentially a summary of the results as a conclusion, Nass and Reeves only vaguely summarize their experimental methodology and take a no-holds-barred approach to drawing conclusions. This may annoy social scientists, most of whom expect their own kind to be far more circumspect.
This book is an absolute must-read for anyone designing mediated interfaces. For those who don't believe the results, I'd suggest running some experiments; our company did, and it made us believers.
A great interpretation of how people interact with media
The authors explain their hypothesis that people tend to treat computers, television and new media like they would human beings, and that people react to media-based presentations as if they were real-life situations -- even when people consciously realize this is not the case. It's a really interesting premise and the authors do an excellent job explaining their ideas.
The only reason I didn't give this work 5 stars is that the authors do not provide enough data on the results of their experiments. They frequently mention "significant" results, but they do not offer the results themselves for the reader to decide just how significant those results may be. This book is clearly written for a large audience, most of whom probably prefer to have the authors offer an interpretation without padding the work with lots of charts and tables. I would have liked a footnote or two with the actual experiment data, but regardless it's an excellent and intriguing read.
I would highly recommend this book to anyone interested in interface design or media studies.
Solid Social Science
A previous review called this book "psuedo-scientific drivel."
In fact, this book is far from it. Well, as far from it as social science can get. In fact, is the most "scientific" of the user interface books I have read.
The main point I took away from the book is that people interact with objects, especially interactive and media devices, as if they were people. They demonstrate that when user interfaces are designed to be polite and interact in a positive social manner, the person has a much more enjoyable and profitable interaction.
Other books on the topic of user interface design are far less scientific, relying on generalizations and suppositions rather than constructing a study. Some use data from a usability evaluation, but these are often far from scientific.
The authors construct hypotheses, usually based on the results of studies of interaction between humans, and see if the results of the results hold true for human-machine interaction.
Usually, it does.




