hot topics in affective interaction: applications, design & evaluation methods
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Hot Topics in Affective Interaction: Applications, Design & Evaluation methods. Tutorial at ACII 2007 Kristina Höök Professor Stockholm University. Hot Topics to be covered. Applications needed to show where and how affective interaction has a place - PowerPoint PPT PresentationTRANSCRIPT
Hot Topics in Affective Interaction:
Applications, Design & Evaluation methods
Tutorial at ACII 2007
Kristina Höök
Professor
Stockholm University
Hot Topics to be covered
> Applications needed> to show where and how affective interaction has a
place> to invent new interaction – not only improve what is
there> Studies of applications crucial
> for example, to realise the (obvious): emotion cannot and should not be separated from function, social setting, context in general
> Affective interaction requires:> new theoretical foundations> new design & evaluation methods> new criteria and metrics
> Usability of affective interfaces?> Not like “normal” usability in most cases
Applications
> Very few built> Very few in commercial use
> On the other hand, affect cannot (and should not) be isolated from the rest of the system
> Only in academia does it make sense to separate and purify interaction aspects of a system
> We now need to move on!
Applications - examples
In industry:> Games!> Simplistic interactive characters on websites
> …?
From academia:> Affector> Affective Diary
Affector – Sengers et al.
Design method: autobiographical!
> Two users (Phoebe and Simeon) are also designers and researchers!
> One observer, also researcher> Went from “mood exchange” to
> reflecting yourself in the system> aesthetic experience> sympathetic awareness of other
Affector - distortions
Affector – tool for design
Lessons learnt
> emotion is part of everything (see also Sundström et al., 2007, IJHCS)
> subjective experience hard to capture – ineffable even (?)
> requires entirely new methods> move from “designer being empathetic with other user groups” to “designer being part of design”
> … but is this the only way to deal with this?
Affective Diary
1.Collecting memories – including body memorabilia mingled with mobile materials (SMS, MMS, photographs, music listened to, video, …)
2.Offering a diary medium in which those memories can be mirrored and organised
3.Empowering the user to create meaning and alter those representations
Cultural probe
12 informants> Elderly> Teenagers> Dance teachers
Lessons learnt> About yesterday, today, tomorrow
> About someone/something> Brooding, shedding, take the lid off
Sketching
Carrying sensors
… demo!
Example: Affective DiaryMeaning-making, reflection and change
”[pointing at the first slightly red character] And then I become like this, here I am kind of, I am kind of both happy and sad in some way and something like that. I like him and then it is so sad that we see each other so little. And then I cannot really show it.”
How?
> Start from users’ social and bodily practices> Leave surfaces open to be filled by users’ own
content> Make others’ actions visible in the interface> Recognise that the artefact is a designed tool –
not natural> Trust users to create their own meaning and be
creative> Stage lived experiences> Start from the design material> Interact with and remind users of their bodily
practices
Lessons learnt
> emotion is part of life> bodily experience is part of emotional experience – but slightly mysterious to us?
> meaning is constructed as part of everyday life – not given!
Theoretical foundations
> Constructivist position – meaning is created by people in their everyday life – not given by system interpretation
> Avoiding dualism – emotion cannot be separated from:> body> cognition> social context
> Lived experiences – phenomenology?
Interaction design
> Affective Diary and Affector exemplifies an interactional approach to how emotions are created in context together with others (see Höök, 2006, NordiCHI and Sengers & Gaver, 2005, HCII)
> Several open surfaces that can be appropriated
> Meaning-making is done by users> Characters remind them of their bodily encounters with the world
Methodological implications
> Interpretative methods> autobiographical method> cultural probes> involving users in meaning-making> design-oriented rather than traditional usability testing-oriented
> involving users in a dialogue rather than studying them
> Emotion is not an add-on to existing interfaces> it is inseparable> entire context needs to be studied
Through user-centred design methods
Fantastic product!
Design
Interpretation Designstudy
In the Wild!
Brainstorming
Persona
Bodystorming
Early testing:staged lived experiences
Wizard of Oz
Cultural probes
Technical probes
Tiny fingers
Think aloud
Ethnography
In Situ Informants
Sensual Evaluation Instrument
Autobiographicaldesign
Sensual Evaluation Instrument
In Situ Informants: in search of ecological validity in the wild
Usability?
> Usability traditionally focuses on goals such as effectiveness, efficiency, safety, utility, learnability, and memorability
> Affective interaction focus on user experience goals – subjective qualities such as being fun, rewarding, motivating, satisfying, enjoyable, and helpful
> How do we design for user experiences – and make sure that it works?
For both design and evaluation
Two levels:
> Sending/receiving the indended signals
> Affective parts contribute to value of product
?
Value of application?
> Recognising users’ emotional states> To compute relevant response> To send info to surveillance system> To create compelling games> ...
> Design for interactive emotional experience> To sell more products (e-commerce)> To enhance learning> To create loyal relationship> ...
> Emotional expressions as a medium> To express yourself, be creative> To communicate with others> To create art> ...
Unique value of affect
> What is it?> How do we capture it in studies?> How do we know when we are breaking the illusion and thus we need to fix the system?
Criteria and metrics – models
http://www.xeodesign.com/xeodesign_whyweplaygames.pdf
Four pleasures
Tiger (1992) Jordan (2000):> Physio-pleasures> Socio-pleasures> Psycho-pleasures> Ideo-pleasure
Evaluation
> Not scientific evaluation of individual parts of an application/theory – those belong in your respective WPs and are only pre-requisites for usability of overall application
> (Scientific) evaluation of the value of the application: does affect contribute anything to learning/loyalty/fun/ selling stuff/keeping user happy/...
> Usable ≠ error-free
Hot Topics covered
> Applications needed> to show where and how affective interaction has a
place> to invent new interaction – not only improve what is
there> Studies of applications crucial
> for example, to realise the (obvious): emotion cannot and should not be separated from function, social setting, context in general
> Affective interaction requires:> new theoretical foundations> new design & evaluation methods> new criteria and metrics
> Usability of affective interfaces?> Not like “normal” usability in most cases
With Petra Sundström
Anna StåhlMartin Svensson
Åsa RudströmAlex Taylor
Phoebe SengersKatherine Isbister
and others