To describe the phenomenon where humanoid replicas or animations that appear almost, but not exactly, like real human beings elicit feelings of unease, revulsion, or strangeness in observers.
- Methodologien: Maschinenbau, Produktdesign, Projektmanagement
Uncanny Valley

Uncanny Valley
- A/B-Tests, Design für Nachhaltigkeit, Design Denken, Human-Centered Design, Mensch-Computer-Interaktion, Interaktionsdesign, Robotik, Benutzererfahrung (UX), Benutzeroberfläche (UI)
Zielsetzung:
Wie es verwendet wird:
- Designers of robots, animated characters, or virtual avatars use this concept to understand that as human likeness increases, affinity also increases, but only up to a point. If the likeness becomes very close but imperfect, affinity can drop sharply into the 'uncanny valley' before rising again with near-perfect realism.
Vorteile
- Helps designers anticipate and potentially avoid negative emotional responses to realistic artificial characters, informs decisions about the level of realism to pursue in robotics and CGI, can guide aesthetic choices to maintain user comfort.
Nachteile
- The exact point and depth of the 'valley' can vary between individuals and cultures, achieving perfect realism to escape the valley is extremely difficult and costly, deliberately stylized designs can often be more appealing and avoid the issue.
Kategorien:
- Kunden & Marketing, Maschinenbau, Ergonomie, Produktdesign
Am besten geeignet für:
- Designing realistic humanoid robots, CGI characters for films and games, and virtual avatars, to avoid negative emotional responses from users by managing the degree of human likeness.
The Uncanny Valley concept applies significantly in industries such as robotics, video game development, animated films, virtual reality, and human-computer interaction design, where developing interactions that evoke emotional connections is fundamental. In the robotics sector, engineers and designers often collaborate during the prototyping phase to assess and optimize the human likeness in robots intended for companionship, healthcare, or service roles, ensuring that the designs promote comfort and trust rather than discomfort that arises from an unsettling level of realism. In animation, creators frequently utilize the Uncanny Valley principle during character design, adjusting features and movements of digital avatars and animated characters to maximize viewer empathy and avoid creating figures that feel lifeless or alien, as seen in successful animated films that balance stylization and realism. In the context of virtual reality, designers consider the likeness of avatars to enhance engagement in immersive experiences, incorporating feedback mechanisms to gauge user reactions and adjust designs accordingly. Diverse stakeholders, including psychologists, ethicists, and cultural consultants, often engage in the design process to ensure a comprehensive understanding of audience expectations and emotional responses to different levels of character realism, contributing valuable perspectives based on human behavior and societal norms.
Die wichtigsten Schritte dieser Methodik
- Analyze existing humanoid designs to identify features enhancing or detracting from affinity.
- Develop character prototypes with varying degrees of human likeness to observe user reactions.
- Conduct iterative testing with target audiences, focusing on emotional responses at different realism levels.
- Identify threshold points at which affinity decreases sharply and refine designs accordingly.
- Incorporate feedback into the design process to minimize uncanny valley effects.
- Explore alternative design choices that retain user engagement while avoiding near-human likeness.
- Re-evaluate designs at multiple stages to ensure alignment with user comfort and acceptance.
Profi-Tipps
- Conduct user testing with varying levels of human likeness to identify specific elements that evoke discomfort.
- Incorporate exaggerated features in early designs to balance realism with approachability, maintaining user engagement.
- Utilize emotional response tracking technology to gather nuanced feedback on user reactions during character interactions.
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