CG007: Advanced Human-Computer Interaction Lecture: Affective Interaction Slide 1 Advanced HCI Affective Interaction Affect is dealt with in: Preece, Sharp and Rogers (Chapter 5) Benyon, Turner and Turner (Chapter 17) This lecture reviews explanations of why and how interactive products influence users’ emotions, and through this, their attitudes and behaviour.
Advanced HCI Affective Interaction. Affect is dealt with in: Preece, Sharp and Rogers (Chapter 5) Benyon, Turner and Turner (Chapter 17) This lecture reviews explanations of why and how interactive products influence users’ emotions, and through this, their attitudes and behaviour. - PowerPoint PPT Presentation
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Expressing emotion: affective input to interactive systems
• Can humans express emotions to computers?• What if human wants to explicitly identify an emotion to influence the behaviour of a character in a game?• SenToy
– Doll-based interface to game– Gestures indicate emotions– Emotions affect game strategy
• Rash of projects exploring “Affective Computing”• Example: Gustbowl project (Keller, van der Hoog, and Stappers, 2004)• “Digital communication technology is increasingly affecting the way people organize their social contacts. Product designers therefore must understand users’ needs, not only on a
functional level (what information they share) but also on an affective, experiential level (what emotions are involved). Technological communications solutions can easily fail because they reduce affective interactions to functional ones. Our team from Delft University of Technology’s ID-Studiolab (http://studiolab.io.tudelft.nl) designed the Gustbowl to promote and support informal, unobtrusive interactions in families whose members live apart. The Gustbowl helps families keep in touch, rather than just exchange information, by letting members be a part of each other’s daily routines.”
• Use scenario: son throws keys into the Gustbowl; mother notices the wobble and sees the picture appear in her Gustbowl.
• Can such projects really be classed as “affective computing”?
• Example: A Foundation for Emotional Expressivity (Stahl et al. )• “To express emotions to others in mobile text messaging in our view require designs that can both capture some of the ambiguity and subtleness that characterizes emotional
interaction and keep the media specific qualities.
Through the use of a body movement analysis and a dimensional model of emotion experiences, we arrived at a design for a mobile messaging service, eMoto.
The service makes use of the sub-symbolic expressions; colors, shapes and animations, for expressing emotions in an open-ended way.”
8 backgrounds each “expressing” a different emotion?
• A tool can be persuasive by:– Making target behaviour easier to do– Leading people through a process– Performing calculations or measurements that motivate people
• A social actor can be persuasive by:– Rewarding people by giving positive feedback– Modelling a target behaviour or attitude– Providing social support
• A medium can be persuasive by:– Allowing people to explore cause and effect relationships– Providing people with various experiences that motivate them– Helping people to rehearse a behaviour
• Ethical issues– When and how am I being persuaded? Do I know?– Intrusive?
• Research – How easy is it to study persuasive technology?– If your bank is doing this, will they tell you?– How can you find out the effect?– Even if you can find out:– Aren’t people who have been “persuaded” likely to be defensive?
• Bullock, A. and Gambäck, B. (2003). Evaluating affective interaction in gaming. Presented at the 8th European Conference on Computer Supported Cooperative Work (ECSCW 03), 14th-18th September 2003, Helsinki, Finland.
• Ekman, P., Friesen, W.V. and Ellsworth, P. (1972). Emotion in the Human Face. Pergamon, NY.
• Ekman, P. and Friesen, W.V. (1978). The Facial Action Coding System. Consulting Psychologists’ Press, Palo Alto, CA.
• Fogg, B.J. (2002). Persuasive Technology: Using Computers to Change What We Think and Do. Morgan Kaufmann.
• Keller, I., Van der Hoog, W. and Stappers P.J. (2004). Gust of Me: Reconnecting Mother and Son. IEEE Pervasive Comp. 3,1(2004), 22-28.
• Lisetti, C., Nasoz, F., LeRouge, C., Ozyer, O. and Alvarez, K. Developing multimodal intelligent affective interfaces for tele-home health care. Int. J. Human-Computer Studies 59 (2003), 245-255.
• Norman, D. (2004). Emotional Design: Why we love (or hate) everyday things. Basic Books, NY.
• Plutchik, R. (1980). Emotion: A Psychobioevolutionary Synthesis. Harper and Row, NY.
• Reeves, B. and Nass, C. (1996) The Media Equation: How people treat computers, television, and new media like real people and places. Cambridge University Press, New York.
• Ståhl, A., Sundström, P., and Höök, K. (2005). A Foundation for Emotional Expressivity. In: Designing For User Experience, DUX 2005, 3-5 Nov, 2005, Fort Mason, San Francisco, CA.