This document discusses human-computer interaction and the role of emotion within HCI. It covers topics such as definitions and classifications of emotion, the neurological basis of emotion, how emotion influences attention, memory, performance and assessment. It also discusses how needs and goals can cause emotions and how interfaces can address basic human needs. The role of emotion in user experience is explored, noting how keeping users happy can improve satisfaction, efficiency and creativity. Factors like unexpected movements or loud noises are identified as likely to trigger negative emotions like fear.
1. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
affective factors
Human-Computer Interaction
http://lts5www.epfl.ch/
2. Master on Software Engineering :: Human-Computer Interaction
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“Designers think, so people can feel.”
Juan-Carlos Fernandez
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Emotion
Affective aspects of interaction (Rogers, 2007)
expressivity
how the interface look & feel could affect the user?
4. Master on Software Engineering :: Human-Computer Interaction
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Emotion
Affective aspects of interaction (Rogers, 2007)
frustration
how we can detect and reduce it?
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Emotion
Affective aspects of interaction (Rogers, 2007)
persuasive technologies
how we can change the user attitude & behavior
by using the actual technologies?
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Emotion
Emotion is a reaction to events deemed relevant
to the needs, goals, or concerns of an individual
Scott Brave & Clifford Nass, 2008
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Emotion
Emotion represents the experience in UX
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Emotion
Emotion encompasses physiological, affective,
behavioral, and cognitive components
Scott Brave & Clifford Nass, 2008
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Emotion
emotion in the cognitive context – Moore (2005)
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Emotion: classification
Emotions as discrete categories
basic emotions (Paul Ekman et al., 1972):
anger
disgust
fear
happiness
sadness
surprise
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Emotion: classification
Emotions as discrete categories
additional emotions (Paul Ekman, 1990):
amusement contempt contentment
embarrassment excitement guilt
pride in achievement relief satisfaction
sensory pleasure shame
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Emotion: classification
Emotions as multi-dimensional models
circumplex model (James Russell, 1980)
2 axes:
arousal (calm↔excitement) + valence (pleasantness)
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Emotion: classification
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Emotion: classification
Emotions as multi-dimensional models
circumplex model (James Russell, 1980)
used to test stimuli of emotion words,
emotional facial expressions, and affective states
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Emotion: classification
Emotions as multi-dimensional models
Plutchik’s wheel of emotions (Robert Plutchik, 1980)
8 primary bipolar emotions:
joy vs. sadness; anger vs. fear;
trust vs. disgust; surprise vs. anticipation
+
more advanced emotions
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Emotion: classification
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Emotion: classification
Emotions as multi-dimensional models
positive activation – negative activation (PANA)
Watson and Tellegan, 1985
PAD (Pleasure, Arousal & Dominance) emotional state
model – Mehrabian, 1997
used to study nonverbal communication
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Emotion: classification
Lövheim cube of emotion (Hugo Lövheim, 2012)
a theoretical model considering the relationships
between monoamine neurotransmitters
(serotonin, dopamine, noradrenaline) and emotions
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Emotion: classification
Emotions as multi-dimensional models
Parrotts’ classification (Gerrod Parrott, 2001)
primary emotions: love, joy, surprise, anger, sadness, fear
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Emotion: classification
Emotions as multi-dimensional models
Parrotts’ classification (Gerrod Parrott, 2001)
primary emotions: love, joy, surprise, anger, sadness, fear
secondary emotions – e.g., love: affection, lust, longing
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Emotion: classification
discussion
http://uniquelang.peiyinglin.net/visualization/Parrott_Model_b.png
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Emotion
Modeling languages & vocabularies
Emotion Annotation and Representation Language
HUMAINE Project, 2006
http://emotion-research.net/projects/humaine/earl/
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Emotion
Modeling languages & vocabularies
Emotion Markup Language (EmotionML) 1.0
W3C Proposed Recommendation, 2013
http://www.w3.org/TR/emotionml/
Vocabularies for EmotionML
W3C Working Group Note, 2014
http://www.w3.org/TR/emotion-voc/
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Emotion
neurological structure of emotion (LeDoux, 1996)
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Emotion
limbic system – the “seat of emotion” – evaluates
the need/goal relevance of its inputs
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Emotion
thalamus + limbic system mainly deal with
primitive (basic) emotions
e.g., startle-based fear, anger, sadness, joy, disgust
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Emotion
Emotions that require more extensive cognitive
(i.e., knowledge-based) processing are called secondary
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Emotion
Emotions that require more extensive cognitive
(i.e., knowledge-based) processing are called secondary
examples:
frustration
pride
satisfaction
in the cortex
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Emotion
An emotion can result from a combination of both
thalamic-limbic and cortex-limbic mechanisms
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Emotion
An emotion can result from a combination of both
thalamic-limbic and cortex-limbic mechanisms
an event causing an initial fear reaction
can be later recognized as harmless
by more extensive, rational evaluation
example: screensaver initialization
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Emotion
Emotions could be learned from the social environment
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Emotion
emotion versus mood
emotions are intentional
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Emotion
emotion versus mood
emotions are intentional
“they imply and involve relationships
with a particular object”
Frijda, 1994
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Emotion
emotion versus mood
moods are not directed at any object in particular and
are experienced as more diffuse, global, and general
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Emotion
emotion versus mood
moods are not directed at any object in particular and
are experienced as more diffuse, global, and general
a person can be sad about something (an emotion)
or generally depressed (a mood)
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Emotion
emotion versus mood
from a functional point of view,
emotions could determine the execution of task(s)
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Emotion
emotion versus mood
emotions cause or contribute to moods
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Emotion
emotion versus sentiment
sentiments are not states of an individual,
but assigned properties of an entity (person, object)
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Emotion
emotion versus sentiment
sentiments can persist indefinitely, by contrast with
emotions (seconds) or moods (hours/days)
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Emotion
emotion versus sentiment
sentiments are often generalizations about a class of
objects with a given recognizable property
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Emotion
emotion versus sentiment
sentiments are often generalizations about a class of
objects with a given recognizable property
these generalizations must not necessarily be logical
“I hate spreadsheet applications!”
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How about the role of emotion in HCI?
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Emotion
Emotion has influences on
attention
memory
performance
opinion (assessment)
Scott Brave & Clifford Nass, 2008
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Emotion
Attention
an interface capable of detecting – or at least predicting –
a user’s emotional or mood state could similarly assume
an affect-regulation role, helping to guide attention away
from negative and toward more positive stimuli
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Emotion
Memory
negative events, which tend to be highly arousing,
are typically remembered better than positive events
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Emotion
Memory
negative events, which tend to be highly arousing,
are typically remembered better than positive events
avoid error messages
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Emotion
Memory
emotionality “improves memory for central details,
while undermining memory for background details”
Heuer & Reisberg, 1992; Parrott & Spackman, 2000
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Emotion
User performance
keeping a user happy may, therefore,
not only affect satisfaction,
but may also lead to efficiency and creativity
51. Master on Software Engineering :: Human-Computer Interaction
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Emotion
the circumplex model in the context of user experience
P. Desmet & P. Hekkert, “Framework of Product Experience”,
International Journal of Design, Vol. 1, No. 1 (2007)
http://www.ijdesign.org/ojs/index.php/IJDesign/article/view/66/15
52. Master on Software Engineering :: Human-Computer Interaction
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Emotion
User performance
negative example:
objects that appear or move unexpectedly
– e.g., pop-ups, animations – and loud or sharp noises
are likely to trigger startle-based fear
53. Master on Software Engineering :: Human-Computer Interaction
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Emotion
Assessment
mood influences judgment and decision making
users in a good mood will likely judge
both the interface and their work more positively,
regardless of any direct emotional effects
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Emotion
Causes:
needs & goals
interfaces can also directly address a user’s basic needs
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Emotion
Causes:
needs & goals
interfaces can also directly address a user’s basic needs
example (Fogg, 1998):
establishing a trusting and safe relationship with users
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Emotion
Causes:
needs & goals
interfaces can also directly address a user’s basic needs
example (Brave & Nass, 2006):
educational software should address users’ emotional
needs, not only teaching the relevant content,
but also ensuring users believe that they are learning
58. Master on Software Engineering :: Human-Computer Interaction
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Emotion
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Emotion
Causes:
obstacles & control
Ellsworth (1994)
if user has the control over the software,
the negative affective consequences are least important
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Emotion
Causes:
social context – “agency”
(Ellsworth, 1994) & (Friedman & Kahn, 1997)
“This system failed to understand your command.” – blaming itself
“The command was not understood.” – blaming no one
“You did not speak clearly enough for your command
to be understood.” – blaming the user
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Emotion
blaming
itself
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Emotion
Causes:
previous emotional state
repeated pleasurable affective states, therefore,
become expected and thus gradually lose intensity
63. Master on Software Engineering :: Human-Computer Interaction
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Emotion
How emotion could be detected?
neurological response – via electroencephalogram (EEG)
or magneto-resonance imaging (MRI)
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Emotion
How emotion could be detected?
autonomous activity of the human organism
breath
facial expression
voice
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Emotion
categorization of facial responses to determine
which emotions they express
Facial Action Coding System – FACS
(Paul Ekman et al., 1978, 2002)
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Emotion
interpreting micro-expressions
(e.g., pushed up cheeks, dropping upper eyelids,
eyebrows raised, nose wrinkling,…) – via FACS –
and body language to detect emotions
see also http://tinyurl.com/k47dhen
http://temasys.com.sg/vidyoedm22102013/
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Emotion
How emotion could be detected?
behavioral changes
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6 + 1 emotions with universal facial gestures
(N. Lazzaro, Why We Play: Affect and the Fun of Games, 2008)
Emotion Example
Frustration Figuring out how to get character off a roof in Tom Clancy’s Splinter
Cell (usability issues that detract from the player experience)
Fear Falling into boiling lava,
fast-moving projectiles aimed at the player in Doom
Surprise Using Myst’s linking books for the first time to transport to
a new world
Sadness When the young magician Aerith, in Final Fantasy VII is murdered
Amusement When two Sims get married in The Sims, or rolling
over and picking up sumo wrestlers in Katamari Damacy
Disgust Becoming a social outcast (social disgust)
after losing the dancing challenge in Sid Meier’s Pirates
Curiosity Wanting to know what happens by driving the race track
the wrong way in Project Gotham Racing 3
69. Master on Software Engineering :: Human-Computer Interaction
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Emotion
Expressivity
induces an emotional state via UI elements:
color, icons, sound, graphics,…
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Emotion
Expressivity
lack of expressivity in communication at a textual level
emoticons
:) :| >:-(
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Emotion
Expressivity
abbreviations could have emotional connotations
see leet speak
I 12 CU 2NITE
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Emotion
To stimulate emotions, products must have
attributed a personality based on appearance
and interaction means
Reeves & Nass, 1989
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How to create emotions in a person?
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Emotion
1. Auto appraisal
2. Reflective appraisal
3. Memory of an emotion
4. Imagination
5. Talking about
6. Empathy or witnessing another’s emotion
7. Instruction by others on how to feel
8. Violation of social norm
9. Making facial expression of an emotion
Ekman, 2004
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Emotion
1. Auto appraisal
2. Reflective appraisal
3. Memory of an emotion
4. Imagination
5. Talking about
6. Empathy or witnessing another’s emotion
7. Instruction by others on how to feel
8. Violation of social norm
9. Making facial expression of an emotion
a dialog window
appears
76. Master on Software Engineering :: Human-Computer Interaction
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Emotion
1. Auto appraisal
2. Reflective appraisal
3. Memory of an emotion
4. Imagination
5. Talking about
6. Empathy or witnessing another’s emotion
7. Instruction by others on how to feel
8. Violation of social norm
9. Making facial expression of an emotion
thinking about
previous message
77. Master on Software Engineering :: Human-Computer Interaction
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Emotion
1. Auto appraisal
2. Reflective appraisal
3. Memory of an emotion
4. Imagination
5. Talking about
6. Empathy or witnessing another’s emotion
7. Instruction by others on how to feel
8. Violation of social norm
9. Making facial expression of an emotion
remembering
last game
78. Master on Software Engineering :: Human-Computer Interaction
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Emotion
1. Auto appraisal
2. Reflective appraisal
3. Memory of an emotion
4. Imagination
5. Talking about
6. Empathy or witnessing another’s emotion
7. Instruction by others on how to feel
8. Violation of social norm
9. Making facial expression of an emotion
thinking about
what happens
now on Web
79. Master on Software Engineering :: Human-Computer Interaction
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Emotion
1. Auto appraisal
2. Reflective appraisal
3. Memory of an emotion
4. Imagination
5. Talking about
6. Empathy or witnessing another’s emotion
7. Instruction by others on how to feel
8. Violation of social norm
9. Making facial expression of an emotion
discussing UI
features with others
80. Master on Software Engineering :: Human-Computer Interaction
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Emotion
1. Auto appraisal
2. Reflective appraisal
3. Memory of an emotion
4. Imagination
5. Talking about
6. Empathy or witnessing another’s emotion
7. Instruction by others on how to feel
8. Violation of social norm
9. Making facial expression of an emotion
another person’s
facial expression
(video-chat)
81. Master on Software Engineering :: Human-Computer Interaction
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Emotion
1. Auto appraisal
2. Reflective appraisal
3. Memory of an emotion
4. Imagination
5. Talking about
6. Empathy or witnessing another’s emotion
7. Instruction by others on how to feel
8. Violation of social norm
9. Making facial expression of an emotion
another person’s
review of a task
82. Master on Software Engineering :: Human-Computer Interaction
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Emotion
1. Auto appraisal
2. Reflective appraisal
3. Memory of an emotion
4. Imagination
5. Talking about
6. Empathy or witnessing another’s emotion
7. Instruction by others on how to feel
8. Violation of social norm
9. Making facial expression of an emotion
deleting others’ files
83. Master on Software Engineering :: Human-Computer Interaction
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Emotion
1. Auto appraisal
2. Reflective appraisal
3. Memory of an emotion
4. Imagination
5. Talking about
6. Empathy or witnessing another’s emotion
7. Instruction by others on how to feel
8. Violation of social norm
9. Making facial expression of an emotion
laughing after defeat
in front of friends makes
it feel more positive
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Emotion: design solutions
metaphors
+
idioms
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Emotion: design solutions
metaphors + idioms
“Metaphors create insight. But they also distort.
They have strengths. But they also have limitations.”
Gareth Morgan
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Emotion: design solutions
metaphors + idioms
use metaphors to convey and/or create
mental associations
Dan Saffer, 2005
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Emotion: design solutions
metaphors + idioms
proper metaphors used to denote UI objects/devices
contribute to the personification of the software,
increasing the usability
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Emotion: design solutions
icons
denote a relation between a visual representation
and a certain concept
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Emotion: design solutions
icons
denote a relation between a visual representation
and a certain concept
based on similarity – e.g., an empty page = new file
analogue – example: scissors = cut operation
arbitrary (based on an idiom) – e.g., X = close window
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Emotion: design solutions
icons
most effective are the icons designed with respect to
similarity between visual representation and the concept
Rogers, 2007
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Emotion: design solutions
arbitrary applications
system programs
remark: the orientation is different
see also GNOME Human Interface Guidelines
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Emotion: design solutions
icons
beware of the cultural context
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Emotion: design solutions
earcons
earcon = the aural equivalent of an icon
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Emotion: design solutions
earcons
earcon = the aural equivalent of an icon
using sounds to denote a specific concept, event, or object
M. Blattner et al, “Earcons and Icons”,
Human-Computer Interaction, Vol. 4 (1989)
http://www.daimi.au.dk/~dsound/DigitalAudio.dir/Papers/Earcons_and_Icons.pdf
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Emotion: design solutions
earcons
design guidelines (Karen Kaushansky, 2012):
choose the right type of audio
embed meaning in audio earcons
design in context
consider the “non-use cases”
decide between recorded prompts and text-to-speech
www.smashingmagazine.com/2012/09/14/guidelines-for-designing-with-audio/
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Emotion: design solutions
earcons
examples:
mobile phones, operating system sound schemes,
instant messaging, electronic games, 3D environments,…
commonly, not used in the Web context
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Emotion: design solutions
tactons
communicate non-visual information
by using the tactile sense
“structured tactile messages” (Brewster & Brown, 2004)
http://eprints.gla.ac.uk/3443/1/tactons_aussi.pdf
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Emotion: design solutions
tactons
communicate non-visual information
by using the tactile sense
a common example:
coded tactile representations (Braille code)
text informationnon-visual form
99. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion: design solutions
tactons
context:
wearable computing
100. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion: design solutions
tactons
examples:
haptic I/O devices – e.g., sensors
case study:
L. Brown, Tactons: Structured Vibrotactile Messages for Non-Visual
Information Display, Microsoft Research (2006)
http://research.microsoft.com/apps/video/default.aspx?id=135935
101. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion: design solutions
abstract
representation
cognitive
dimension
usage
icon visual conveying information
earcon audio attention
tacton haptic appeal to a known touch
emoticon emotion conveying
an emotional state
gesticon dynamic indicating a state change
kineticon dynamic state change, progress
some are more suitable to (visually) impaired users
102. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
persuasive computing
103. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion: design solutions
Positive psychology
hedonomics
focusing on the pleasant or enjoyable aspects of HCI
Hancock, Pepe & Murphy, 2005
104. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion: design solutions
Persuasive (seductive) technologies
interactive computational systems deliberately designed
to change human attitudes and behaviors
B. J. Fogg (2003)
105. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion: design solutions
Persuasive (seductive) technologies
interactive computational systems deliberately designed
to change human attitudes and behaviors
captology
(computers as persuasive technologies)
106. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion: design solutions
Persuasive (seductive) technologies
persuasion in the context (Maria Miceli et al., 2011):
accidental vs. intentional
communicative vs. non-communicative
coercive vs. non-coercive
108. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion: design solutions
Persuasive (seductive) technologies
case studies:
games with social impact – for people with special needs
applications helping the cure of certain phobias
infant simulators
virtual pets – to diminish “bad habits” of children
…
109. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion
Herman the bug (Lester et al., 1997)
110. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion: design solutions
Persuasive (seductive) technologies
interesting uses in the HCI context:
get understanding of user behaviour
get understanding of cognitive factors
111. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion: design solutions
Persuasive (seductive) technologies
multimodal factors (Guerini, 2011):
embodied conversational agents – ECAs
kinetic typography
music
use of images
112. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion: design solutions
Persuasive (seductive) technologies
multimodal factors (Guerini, 2011):
embodied conversational agents – ECAs
kinetic typography
music
use of images
virtual characters
113. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion: design solutions
Virtual characters
avatars – artificial (visual) representations of people
114. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion: design solutions
Virtual characters
user-facing agents
showing simulated human behavior
(knowledge, inferring, choices,…artificial intelligence)
115. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion: design solutions
Virtual characters
autonomy no human intervention
reactivity takes stimuli from environment
proactivity takes initiative to act
collaboration able to collaborate with other agents
116. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion: design solutions
Virtual characters
autonomy no human intervention
reactivity takes stimuli from environment
proactivity takes initiative to act
collaboration able to collaborate with other agents
multi-agent systems
117. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion: design solutions
intelligent virtual agents having human
appearance and the capability to teach
foreign language vocabulary
M. Macedonia et al., “Intelligent virtual agents as language trainers
facilitate multilingualism”, Frontiers in Psychology (2014)
http://journal.frontiersin.org/Journal/10.3389/fpsyg.2014.00295/full
case study
118. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion: design solutions
The use of anthropomorphism
adding human qualities to virtual things
reducing the user’s anxiety regarding computers
(computer and/or Internet phobia)
119. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion: design solutions
The use of anthropomorphism
example:
“Hi, Daniel, welcome back! What we learnt last time?
Oh, yes, that experiment on Web navigation…
Let’s repeat it!”
versus
“User 33, start the experiment 7!”
120. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion: design solutions
The use of anthropomorphism
warnings:
user might feel inferior, anxious, or stupid
121. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion: design solutions
Affective interaction
goal: a program/device able to register emotions and
other stimuli and to generate a correct response
to these stimuli
122. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion: design solutions
Affective interaction
input:
sensors measuring (or learning) the user affective state
facial expression, gestures,
heartbeat rate, blood pressure, transpiration, speech
123. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion: design solutions
Affective interaction
output:
expressing empathy using computational approaches
“intelligently” / “emotionally” reacting on a situation
124. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
iCAT – a robot hardware platform using a set
of logical rules to convey emotional states (Philips, 2005)
context: human-robot interaction (HRI)
www.research.philips.com/technologies/projects/robotics/
case study
125. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion: design solutions
Aspect of interest: computational humour
humour is a powerful generator of emotions
theories of humour applied in computer science
details in P. Petta et al. (Eds.),
Emotion-Oriented Systems, Springer, 2011
126. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion: design solutions
Aspect of interest: computational humour
humour generation
building computational models
to generate humourous content (text)
127. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion: design solutions
Aspect of interest: computational humour
humour recognition
identifying humour
in natural language and/or human behaviour
128. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion: abuse on software
Humans could have an offensive behavior
regarding the digital entities
www.agentabuse.org
129. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion: abuse on software
Humans could have an offensive behavior
regarding the digital entities
example (Tatsuya Nomura, 2005):
impolite behavior of the patients,
when they discovered that the therapist is a virtual agent
130. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion: abuse on software
Humans could have an offensive behavior
regarding the digital entities
example (Antonella De Angeli & Rollo Carpenter, 2005):
“injuries” on conversational – e.g., IRC – robots:
“liar”, “stupid”, “dumb” software
131. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion: abuse on software
Humans could have an offensive behavior
regarding the digital entities
experiment (Christoph Bartneck et al., 2005):
humans tend to hurt more easily robots/devices
than people
132. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion: abuse on software
User: What is your address?
Jabberwacky: I don't think I'll tell you.
You'd kill me if I told you. Wouldn't you!
User: Yes I would.
Jabberwacky: What is your favourite food?
User: I WILL KILL YOU! I WILL HUNT YOU DOWN!!!
Jabberwacky: Please don't... I really have to leave.
User: I WILL KILL YOU!
Jabberwacky: Good.
133. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion: open question
With which emotion
should HCI designers be most concerned?
134. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion: open question
When and how should interfaces attempt
to directly address users’ emotions and
basic needs (versus application-specific goals)?
135. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion: open question
When and how should users be informed
that their affective states are being monitored
and adapted to?
136. Master on Software Engineering :: Human-Computer Interaction
Dr. Sabin-Corneliu Buraga – www.purl.org/net/busaco
Emotion: open question
How does emotion play out
in computer-mediated communication?