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ATTRIBUTING SOCIAL MEANING TO ANIMATED SHAPES 1 Attributing social meaning to animated shapes: A new experimental study of apparent behavior Adrianna Ratajska 1 , Matt I. Brown 2 , Christopher F. Chabris 2 1 Department of Clinical and Health Psychology, University of Florida, Gainesville, FL 2 Geisinger Health System, Lewisburg, PA Revised version in press at the American Journal of Psychology, 15 July 2020 Running Head: ATTRIBUTING SOCIAL MEANING TO ANIMATED SHAPES *Address correspondence to: Christopher F. Chabris Geisinger Health System 120 Hamm Drive, Suite 2A, MC 60-36 Lewisburg, PA 17837 [email protected] Acknowledgments: We thank Jaclyn Mandart for her research assistance and David Winn for his work in developing the shape animations. We also thank Shannon Hughes, Julie Fishman, and Elisa Huerta for their contributions to this project. Portions of this research were conducted while AR was a student and CFC was a professor at Union College in Schenectady, NY, and while AR was a research assistant at Brigham and Women’s Hospital in Boston, MA. This work was supported by funds from Union College, the National Science Foundation (grants 0963404 and 1322214) and the National Institutes of Health (grant U01MH119705). All data and materials for the work described in this article are available at OSF (https://osf.io/sqxy6). Keywords: social attribution, social cognition, social intelligence, social judgment, theory of mind
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Attributing social meaning to animated shapes

Mar 17, 2023

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Page 1: Attributing social meaning to animated shapes

ATTRIBUTING SOCIAL MEANING TO ANIMATED SHAPES 1

Attributing social meaning to animated shapes:

A new experimental study of apparent behavior

Adrianna Ratajska1, Matt I. Brown2, Christopher F. Chabris2

1Department of Clinical and Health Psychology, University of Florida, Gainesville, FL

2Geisinger Health System, Lewisburg, PA

Revised version in press at the American Journal of Psychology, 15 July 2020 Running Head: ATTRIBUTING SOCIAL MEANING TO ANIMATED SHAPES *Address correspondence to: Christopher F. Chabris Geisinger Health System 120 Hamm Drive, Suite 2A, MC 60-36 Lewisburg, PA 17837 [email protected] Acknowledgments: We thank Jaclyn Mandart for her research assistance and David Winn for his work in developing the shape animations. We also thank Shannon Hughes, Julie Fishman, and Elisa Huerta for their contributions to this project. Portions of this research were conducted while AR was a student and CFC was a professor at Union College in Schenectady, NY, and while AR was a research assistant at Brigham and Women’s Hospital in Boston, MA. This work was supported by funds from Union College, the National Science Foundation (grants 0963404 and 1322214) and the National Institutes of Health (grant U01MH119705). All data and materials for the work described in this article are available at OSF (https://osf.io/sqxy6). Keywords: social attribution, social cognition, social intelligence, social judgment, theory of mind

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Abstract

In 1944, Heider and Simmel reported that observers could perceive simple animated geometric

shapes as characters with emotions, intentions, and other social attributes. This work has been

cited over 3000 times and has had wide and ongoing influence on the study of social cognition

and social intelligence. However, many researchers in this area have continued to use the original

Heider and Simmel black-and-white video. We asked whether the original findings could be

reproduced 75 years later by creating 32 new colored animated shape videos designed to depict

various social plots and testing whether they can evoke similar spontaneous social attributions.

Participants (N = 66) viewed our videos and were asked to write narratives which we coded for

indicia of different types of social attributions. Consistent with Heider and Simmel, we found

that participants spontaneously attributed social meaning to the videos. We observed that

responses to our videos were also similar to responses to the original video reported by Klin

(2000), despite being only 13-23 s and portraying a broader range of social plots. Participants

varied in how many social attributions they made in response, and the videos varied in how

much they elicited such responses. Our set of animated shape videos is freely available online for

all researchers to use and forms the basis of a multiple-choice assessment of social intelligence

(Brown et al., 2019).

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Nearly every social interaction we engage in relies on the ability to understand and reason

about the thoughts, emotions, and intentions of other people. The ability to interpret others’

mental states allows us to navigate the complex world of social behavior by making sense of

others’ behaviors, interpreting subtle social cues, and making inferences about what other people

may be thinking. This set of skills has been referred to as social intelligence (Marlowe, 1986),

mentalizing (Frith & Frith, 2003), or Theory of Mind (ToM; Premack & Woodruff, 1978). Its

importance has been illustrated in many areas, including studies on social cooperativeness (Paal

& Bereczkei, 2007), size of one’s social network (Stiller & Dunbar, 2007), and leadership

(Zaccaro, Green, Dubrow, & Kolze, 2018), just to name a few. Despite these indications, much

of the research to date has focused on understanding impairments among individuals with

clinical diagnoses such as autism spectrum disorder (ASD) and schizophrenia (Chung, Barch, &

Strube, 2014; Sprong, Schothorst, Vos, Hox, & Van Engeland, 2007), with few studies focusing

on samples of typically functioning adults.

One challenge of research in social intelligence among neurotypical adults is invoking

mental state attributions in a suitable way for this population. Traditional methods include the

use of written narratives (e.g., Happé, 1994; Stone, Baron-Cohen, & Knight, 1998) and images

of facial expressions (e.g., Baron-Cohen, Wheelwright, Hill, Raste, & Plumb, 2001). Not only

were many of these tasks designed for use with specific populations (e.g., adults with ASD), but

they also may potentially confound social intelligence with verbal reasoning or general

intelligence (Greig, Bryson, & Bell, 2004; Olderbak, Semmler, & Doebler, 2019). These

methods may also include culturally biased stimuli which could lead to differences in task

performance (Dodell-Feder, Ressler, & Germine, 2020).

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One relatively underutilized method of modeling social interactions and mental state

attributions is the use of animated shape videos as stimuli. This paradigm, based on the classic

work of Heider and Simmel (1944), relies on individuals’ ability to make social inferences and

judgments from inanimate stimuli, and is a convenient way to elicit social attribution while

avoiding some of the limitations of other methods. Not only do these animated tasks typically

require less reading or verbal ability, but they have been reported to display little to no cross-

cultural differences (Lee et al., 2018). This paper presents a new class of animated shape videos,

inspired by the original methods used by Heider and Simmel. Rather than directly replicating the

original Heider and Simmel animation, we set out to design a new set of shorter, standardized

animations that involve a broader range of social situations and emotions. These new videos

were designed to be generally suitable for a variety of social intelligence studies in a variety of

research settings and participant populations.

Eliciting Social Attributions using Animated Shapes: Heider And Simmel (1944)

In their studies on social attribution, Heider and Simmel (1944) created a 2.5<H>-min

long silent animation which included simple geometric shapes (two triangles and one circle)

moving around on a screen. The shapes were not explicitly defined as human figures, nor did

they physically resemble humans in any way. Yet when college students viewed the animation

and were asked to summarize the events, all but one of the 34 participants in the study

(Experiment I) described the video in human-like terms. Many of the scenes were interpreted

similarly by participants, suggesting that certain movements by the shapes in the video signaled

social attribution in a predictable manner. In another condition of the study (Experiment III),

Heider and Simmel played the same animation in a reverse sequence. Again, nearly all

participants (42 of 44) described the actions in the video in human-like terms. However, the

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interpretations showed much more variation, likely because the reverse animation lacks definite

organization and participants struggled to construct a social plot consistent with the movements

of the shapes.

Heider and Simmel’s (1944) work had several important implications. It demonstrated

that even simple geometric shapes can be interpreted as human figures when the shapes seem to

be moving on their own accord (shapes not moving on their own are more likely to be interpreted

as inanimate objects, e.g. a door or house). Moreover, once a shape is perceived as human, there

is a tendency to attribute mental states to the shape and to use these mental states to predict its

behavior. According to Heider and Simmel, “as soon as we ascribe a certain movement to a

figural unit and consider this unit as an animated being, perception of motive or need is

involved” (p. 257). Additionally, their work determined that the cues for ascribing mental states

and predicting behavior in a figure are derived from the larger social plot and interactions with

other figures, rather than the shapes’ movement patterns in isolation. Heider and Simmel explain

that “we cannot read off the motivation from the movements themselves . . . movements of the

other actors, or of preceding or succeeding events, offer cues for the determination of motives”

(p. 258). Viewers make sense of the shapes’ mental states by analyzing the preceding events and

the shapes’ interactions with other figures. In this way, animated shape videos can be used to

depict social plots and human interactions, presenting a unique way of eliciting and studying

social attribution under challenging conditions, namely the absence of many typical cues like

facial expressions, body language, speech, and tone of voice.

Recent Applications Of Heider & Simmel’s Methods

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Many researchers have continued to use the original Heider and Simmel (H&S) video to

study social attributions in various fields. Klin (2000) used the H&S animation to evaluate social

attributions as an indicator of ToM capacities in a clinical population of individuals diagnosed

with high functioning autism and Asperger’s syndrome. Participants watched the video, which

had been broken into several short segments, and were asked to provide a series of narratives

describing the video’s plot. To quantify the level of social attribution in these narratives, Klin

developed a coding system which consisted of several index scores focusing on different aspects

of participants’ social and cognitive responses. Index scores measured, among other things,

participants’ overall capacity for attributing social meaning to the stimuli, frequency of use of

mental state terms, and ability to identify salient social features in the animation. Klin found that

participants with autism or Asperger’s were less likely than the typically functioning control

group to attribute social meaning to the animations. The clinical participants utilized fewer

mental state terms in their narratives and identified fewer social elements in the plot. Klin called

the measure he developed the Social Attribution Task (SAT), and it has since been used in

follow-up studies with individuals diagnosed with ASD (Klin & Jones, 2006) and schizophrenia

(Bell, Fiszdon, Greig, & Wexler, 2010). More recently, researchers have developed a multiple-

choice version of the SAT (SAT-MC) which provides scores that correlate positively with

measures of adaptive functioning (Burger-Caplan, Saulnier, Jones, & Klin, 2016) and other ToM

tasks (Altschuler et al., 2018).

In addition, other researchers have designed their own animated shape tasks to study

social attribution in clinical populations (Abell, Happé, & Frith, 2000) and in social neuroscience

research (Martin & Weisberg, 2003). In particular, Abell and colleagues (2000) developed a

novel set of animated shape videos representing three types of motion: random movement

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(purposeless movement and no interaction between the shapes), goal-directed action (a shape

responds to the physical action or behavior of one another), and ToM (a shape reacts to the

other’s mental state). Participants were shown the animations and asked to provide descriptions,

which were then rated based on accuracy and type of description. Typically functioning children

and adults were accurate in their explanations of the three types of videos. However, children

with autism had greater difficulty describing the ToM videos, using mentalizing descriptions less

often and referring to mental states that were inappropriate to the animation. Since then, this set

(the Frith-Happé animations) has been used to develop a short test of mentalizing ability (White,

Coniston, Rogers, & Frith, 2011) as well as to generally observe mentalizing ability among

different populations (Corden, Critchley, Skuse, & Dolan, 2006; Moriguchi et al., 2006;

Moriguchi, Ohsnishi, Mori, Matsuda, & Komaki, 2007; Russell, Reynaud, Herba, Morris, &

Corcoran, 2006). Moreover, the Frith-Happé animations have also been used to detect

differences in neural activity (Kirkovski, Enticott, Hughes, Rossell, & Fitzgerald, 2016) or eye

movement (Roux, Passerieux, & Ramus, 2013)

Beyond the original H&S and the Frith-Happé animations, most remaining studies have

relied on their own uniquely developed sets of animated shape videos. For example, Martin and

Weisberg (2003) designed videos to depict one of two different types of shape animation:

mechanical action and social interaction. The mechanical action videos used shapes to depict the

movement of inanimate objects (e.g., a pinball, a conveyor belt) while social interaction videos

used shapes to depict human activities (e.g., sharing, playing on a slide). The videos were

presented to typically functioning adults in a functional magnetic resonance imaging (fMRI)

experiment. When viewing social interaction videos, participants exhibited activation in different

brain regions than when viewing the mechanical action videos, suggesting that these are two

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distinct cognitive domains. Other studies further examined the effects of different animated

stimuli on brain activation and attention (e.g. Isik, Koldewyn, Beeler, & Kanwisher, 2017;

Tavares, Lawrence, & Barnard, 2008). Unlike most animated shape tasks, which are typically

shown in two dimensions, Visch and Tan (2009) created a three-dimensional shape task

involving two interacting shapes. Other researchers have created animated shape videos that

were designed by algorithms and not explicitly meant to represent any specific form of social

interaction (Wick, Soce, Garg, Grace, & Wolfe, 2019).

While these sets of animations have largely extended the work of Heider and Simmel

(1944), they face certain limitations. Although many researchers continue to use versions of the

original H&S animation, this animation is relatively long (2.5-min) and depicts a limited set of

social behaviors related to aggression and bullying. Many of the newer animations were designed

specifically for use in neuroimaging studies (e.g., Ludwig et al., 2020; Weisberg et al., 2014) or

to study impairments in clinical conditions (e.g., Abell et al., 2000). For example, the Frith-

Happé animations have been used frequently in past research but most of these studies focus

specifically on individuals who are diagnosed with ASD or other psychological impairments.

This potentially limits their generalizability and application to research in broader populations.

Moreover, these sets of videos and the individual participant descriptions of the videos are often

not publicly available or easily accessible. This makes it difficult for other researchers to use

these stimuli in subsequent research or to determine whether they are equally effective in

eliciting social attributions in other participant populations. Others have designed tools to create

new animations in the style of the original Heider and Simmel video (e.g. Gordon & Roemmele,

2014), but few studies tested whether they can also be used to evoke social attributions or mental

states.

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Present Study

We sought to develop a new set of animated shape videos that would provide a more

modern and convenient means for assessing social intelligence and which could also be used in

many populations and contexts. The custom-developed animations in the measure are a series of

short, two-dimensional shape videos designed to mimic human interactions. These videos, which

were also utilized in the present study, expand upon and update the work of Heider and Simmel

(1944) with modern videos featuring many new social plots and situations. Unlike Heider and

Simmel, the focus of our work was not to study the perceptual organization of the shapes’

movements and actions, but rather to develop an updated, publicly available set of videos. An

example screenshot of the H&S video and one of our newly developed videos is illustrated in

Figure 1. Although our videos were influenced by the original H&S animation, our intent was

not to reproduce or replace the original. Instead, our goal was to provide a set of modern, shorter

animations which involve a broader range of social and emotional expressions. These videos

were designed to be applied to many research settings including (but not limited to) social

cognition, social neuroscience, and developmental psychology. We expected that the videos

would vary not only in social/emotional content, but also in difficulty of making attributions and

in the consistency of such attributions made by different observers. These sources of variability

can be regarded as features of this set of videos that may make it useful as a research tool for

purposes to which a single video (e.g., the H&S original) is not optimally suited.

In prior research, several of these videos were used as stimuli in a multiple-choice test of social

intelligence: the Social Shapes Test (SST; Brown et al., 2019). Using these videos, Brown and

colleagues observed performance on the SST was positively correlated with performance on

emotional recognition and emotion understanding tasks. Compared to other social intelligence

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tasks, the SST was also less strongly related to measures of verbal ability. These results suggest

that the animated shape videos potentially provide a means of evoking social attributions without

relying heavily on verbal intelligence.

In the present study, participants watched our custom set of animated shape videos and

wrote free response narratives describing the action in the videos. Each participant’s response

was coded based on their level of social attribution, using scoring criteria adapted from Klin

(2000). Our primary objective was to replicate and extend the findings of Heider and Simmel

(1944) and observe the degree to which this new class of stimuli can evoke a broader range of

social attributions. We also compared our results to those reported by Klin (2000) for typically

developing participants. By omitting any cues to the social nature of our videos, we aimed to

investigate whether the videos can elicit spontaneous social attributions with the goal of

providing a more modern set of videos that can be utilized for research on social intelligence

among typical adults.

Method

Participants

Sixty-six undergraduate students (44 female, 22 male; aged 18–23 years, M = 19.8) at

Union College (Schenectady, New York) participated in this study to fulfill a course requirement

or for cash ($6). All participants provided written informed consent and the study was approved

by the Union College Committee on the Use of Human Subjects.

Materials

An initial set of 77 hand-drawn storyboards was designed to represent various plots or

social interactions (Brown et al., 2019). These storyboards were developed based on several

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rounds of brainstorming sessions and feedback. We provide an example storyboard that was used

to create the animation titled “Exclusion” in Figure 2. Several of these storyboards were inspired

by social animations used in past research (e.g., Boraston, Blakemore, Chilvers, & Skuse, 2007;

Heider & Simmel, 1944; Martin & Weisberg, 2003; White et al., 2011). From this set of 77, we

selected 32 storyboards to be developed into digital animations by a professional graphic artist

using Adobe Flash. The digital animations underwent several revisions until the desired social

plot or interaction was sufficiently depicted (confirmed by agreement of a subset of the authors).

Each of the 32 animated videos was between 13–23 s in length (M = 17 s) and was

scripted to follow a social story. For example, one video was designed to depict a shape being

“excluded” from a group of other shapes (“Exclusion,” see Figure 3). All videos contained four

primary shapes (a yellow plus, purple star, red square, and blue triangle) that moved against a

white background. Thirteen of the 32 videos also featured a fifth shape (an orange X). All five

shapes were equal in size. In two of the animations, a smaller, orange X was used to represent a

child character. The colors and sizes of each shape were consistent across all videos. The color

green was not used in order to allow individuals with red-green colorblindness to perceive

differences between the shapes. In some videos, shapes also interacted with inanimate objects

that were not designed to act as social agents. Among these objects, which were strictly black in

color, circles represented mobile objects (e.g., a ball) while rectangles represented fixed objects

(e.g., a building). We provide a detailed description of each animation and estimate for the

difficulty of identifying the social intention in videos in Appendix A (Tables A1 and A2).

Several precautions were taken in order to ensure consistency across the 32 animated

videos. First, every shape that appears in an animation was required to engage in some degree of

movement. Second, we decided that more than one shape needed to perform a unique movement

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during each video. Both of these guidelines were determined in order to prevent drawing too

much attention to any individual shape.

Procedure

The 32 total videos were randomly divided into two randomly ordered sets of 16 (set A

and set B). Participants were assigned to watch the videos in one of four conditions: (1) set A in

order, (2) set A in reverse order, (3) set B in order, or (4) set B in reverse order. We did not show

each participant every video because we thought it would be difficult for participants to write

narratives consistent in quality over the length of time required to watch and describe 32 videos.

We counterbalanced the video orders in case there were any systematic effects of viewing earlier

videos on the descriptions of later videos. Thirty-two people viewed set A (16 in each order) and

34 people viewed set B (17 in each order). Participants completed the study alone in laboratory

testing rooms on computers where the videos were presented in an online survey.

The instructions at the beginning of the survey asked participants to pay close attention to

each video and watch each video twice. Each video was set to play automatically when the page

loaded. Participants watched each video twice by advancing to the next survey page, where the

same video appeared again. This was done to place less of a burden on memory, and Heider and

Simmel (1944) likewise showed their animation twice to participants. After the video was

shown, the following instructions were given: “Write a paragraph about what happened in this

video. Please include as much information as you can.” Participants typed a narrative of the

video into a text box which appeared on a separate page from the video. This was repeated until

participants completed the 16 videos they were assigned. Then participants answered

demographic questions and were dismissed. Average time to complete the study was 40 minutes

(SD = 13 minutes) and ranged from 16 minutes to 85 minutes.

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Scoring Guidelines

Scoring guidelines were developed to code the text provided in the narratives. A subset of

guidelines was adapted from the “SAT Coding System” by Klin (2000), which was created to

analyze social attributions contained in narratives describing Heider and Simmel’s (1944) social

animation. Not all of Klin’s scoring criteria were used because some were specific to the Heider

and Simmel video, which was much longer and followed a more specific and detailed social plot

than those in the videos we created. Additionally, several of Klin’s guidelines were developed to

test a clinical population of individuals with ASD, and therefore did not pertain to our study.

Thus, three social attribution indices in total were developed based on Klin’s scoring criteria. A

detailed description of each scoring index, along with a list of key words and phrases, is provided

in Appendix A. Although each index score was calculated separately and designed to focus on a

somewhat separate aspect of social attribution, the indices are likely interrelated as they were all

intended to measure facets of social understanding of the videos.

The Cognitive Term Index measured the degree to which participants described the

videos using cognitive mental state terms. This included terms denoting shapes’ knowledge,

intentions, and beliefs, among other things (e.g., know, think, avoid). The score was determined

by calculating the percentage of propositions in participants’ narratives that contained at least

one cognitive mental state term. For our purposes, a proposition was defined as a section of a

sentence which makes a "claim," typically when a verb appears. Each sentence in the narratives

consisted of one or more propositions.

The Affective Term Index measured the degree to which participants described the

videos using affective mental state terms. Affective terms included emotions and feelings (e.g.,

happy), behaviors which implicitly suggest a shared emotional state between two characters

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(e.g., celebrating), and emotional states which arise from social situations (e.g., jealous). The

score was determined by calculating the percentage of propositions in participants’ narratives

that contained at least one affective mental state term.

The Imagination Term Index measured the overall degree to which participants perceived

the shapes appearing in the videos as “human” figures. This index was partially based on Klin’s

“Animation Index” but amended as that index used a scale to assign level of social attribution

rather than counting individual terms. Scores on the Imagination Term Index corresponded to

how frequently participants described the shapes in ways that are social or human. Imagination

terms included behaviors which do not involve an explicit mental state but which are uniquely

human (e.g., talking), situations or environments which are uniquely human (e.g., home), sensory

experiences which are not uniquely human but which cannot be experienced by inanimate

objects (e.g., seeing), and allusions to a human as described by his or her relationship to another

(e.g., friend). The score was equal to the total percentage of propositions in participants’

narratives that contained these terms.

Data Analysis

In total, participants produced one narrative for each of the 16 videos that they

viewed. Each narrative was read and scored on the basis of the total number of cognitive,

affective, and imagination terms as well as the number of propositions that were included.

Additionally, participants’ data from those who viewed the first set of 16 videos in both orders

were combined. The same was repeated for the second set of 16 videos. Data were also

combined from all participants when calculating the index scores for each video, such that for

each video, the sum of relevant terms for that index was divided by the sum of propositions

given by all participants.

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Results

The written narratives were scored by a single rater (the first author). All narratives were scored

during an initial round of coding and then re-scored a second time (approximately ten weeks

later) to ensure accuracy of the data. The scoring system was relatively mechanical and mostly

consisted of counting words from different categories. The correlation between the first and

second ratings (across the 32 videos) were r = .97 for the Cognitive index, r = .97 for the

Affective index, and r = .98 for the Imagination index. Data from the second scoring is reported

here. We first determined the scores of the three social attribution indices (Cognitive Term

Index, Affective Term Index, and Imagination Term Index), the number of propositions, and the

word count of the narratives. All participants used at least one cognitive, affective, or

imagination term in their narratives in total across the 16 videos they viewed, thereby suggesting

that no one viewed the shapes in solely mechanical ways across all videos. Instead, most people

seemed to spontaneously attribute social meaning to the clips, replicating the findings of Heider

and Simmel (1944) in this new set of animated shape videos. These preliminary results also

suggest that participants varied in how “social” their narratives were, i.e., how many cognitive,

affective, and imagination terms they used. Figure 4 depicts the variability in the Cognitive,

Affective, and Imagination Term Indices for each set of videos.

Among the three social attribution indices, participants used imagination terms most

often in their descriptions of the videos. On average, 22.6% (SD = 12.5) of the total propositions

in participants’ narratives contained imagination terms. Cognitive terms were slightly less likely

to be included, with 14.4% (SD = 7.8) of participants’ narratives containing cognitive terms. In

comparison, participants rarely used affective terms when describing the videos (M = 4.5%, SD

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= 4.1). These results are summarized in Table 1. Given the relatively low number of affective

terms utilized, it is likely that several of our videos did not contain expressions of emotional

states that were easily identified by viewers.

We also used the social attribution indices to identify which videos were most likely to be

described using social terms (i.e., cognitive, affective, and imagination terms). These results are

summarized in Table 2. We found that certain videos were more likely to be described with

cognitive terms; for example, “Bullying 1” (for which 36.8% of propositions included cognitive

terms) and “Helping” (30.2%). Other videos provoked fewer cognitive terms in the narratives;

for example, “Baby” (4.4%) and “Friendship” (3.8%). Likewise, videos such as “SS1” (14.9%)

and “Bullying 1” (13.8%) were described with more affective terms while other videos were

described with fewer affective terms. In particular, the video “Hurdles” did not elicit any

affective terms from any of the participants (0%). Videos which contained the most imagination

terms were “Stealing” (51.5%) and “Peer Pressure” (46.9%), while “SS2” (5.8%) and “Line

Cutting” (3.1%) had the least number of imagination terms. We also calculated the number of

cognitive, affective, and imagination terms after adjusting for video length, but this had little

effect on the relative rankings.

Next, we compared the values on our Cognitive and Affective Term Indices to those of

the H&S video in Klin (2000). We found that our mean Cognitive Term Index score (14.4%) was

comparable to Klin’s Cognitive Index (13.6%) for the typically functioning sample in the study.

Most of our videos had Cognitive Index scores that were within a standard deviation of control

group scores in Klin (2000). Moreover, we observed that half of the videos (16/32) had greater

Cognitive Index scores compared to Klin’s results (“Strangers,” “Tricking,” “Stealing,” “Sad,”

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“Teacher,” “Sick,” “Duck Duck Goose,” “Dislike, “Mocking,” “Family,” “Couple,” “Scared,”

“Distraction,” “Exclusion,” “Helping,” and “Bullying 1”).

The Affective Term Index score, by comparison, was lower in the present study (4.5%)

than in Klin’s (11.5%). Only three of our videos had Affective Term Index scores which

exceeded Klin’s (“Peer Pressure,” “Bullying 1,” and “SS1”), with an average Affective Term

Index of 14% for these three. Interestingly, the only video which exceeded Klin’s score on both

the Cognitive and Affective Term Indices was “Bullying 1,” which is quite similar in content to

the Heider and Simmel video. Other videos with high Cognitive Term Index scores and

relatively high Affective Term Index scores include: “Exclusion,” “Couple,” “Mocking,”

“Teacher,” and “Sad.” These results are summarized in Table 2.

Discussion

We tested whether we could reproduce the observations made by Heider and Simmel

(1944), Klin (2000), and others by developing a new set of 32 colored animated shape videos.

Each video was designed to portray a different social plot. Using this new class of stimuli, we

found that participants often spontaneously attributed social meaning to the videos by using

terms that described the mental states of the shapes or described the shapes as “human”

characters. People varied in how many social terms they used, which suggests that it may be

possible to use our videos to measure differences in tendencies or abilities for social attribution

among people. Additionally, our videos varied in how many social terms they were described

with and the type of social term they were most likely to be described with. Finally, when

comparing our findings to those of Klin (2000), we see that our participants’ scores on the

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Cognitive Term Index are comparable to the scores of the normally functioning population in

that study but that most of our videos evoked fewer affective terms.

Our research suggests that participants spontaneously attributed social meaning to the

animations used in our study, with an average of 14.4% of propositions provided by participants

in their descriptions of the videos containing cognitive mental state terms, 4.5% containing

affective mental state terms, and 22.6% containing imagination terms. However, participants

varied widely, with some providing relatively few or no social terms in their narratives, while

others used a relatively high number of social terms. Below is a participant’s response that had

relatively high scores on the social attribution indices. The narrative is describing the video

“Helping,” in which two shapes help a third shape who has been left behind with the task of

getting inside a container.

“Here we have a black "u" in the center of the screen and our original four shapes. The

shapes all are on the bottom right hand side of the screen until they decide to move into

the u. Three of the shapes go into the u but the blue triangle doesn't follow and then acts

upset. Two of the shapes leave the u and the purple shape tries to help the blue triangle.

At first he doesn't seem to want the help. However, eventually he takes the help and all of

the shapes are in the u. When they are all in there they get excited and cheer.”

This participant provided a clear social story using the following cognitive terms in their

response: decide, follow, tries, help, and want. The following affective terms were used: upset,

excited, and cheer. The narrative also contained one imagination term: takes. This participant had

high Cognitive and Affective Indices (45.5% and 27.3%, respectively) with a slightly lower

score on the Imagination Index (9.1%). The participant spontaneously attributed mental states to

the shapes and used those perceived mental states to explain behaviors. In contrast, other

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participants were less likely to attribute social meaning to the shapes in the videos. Below is a

participant’s response which included fewer social terms, also in response to the video titled

“Helping.”

“There were four shapes and one “container.” Three shapes went inside the container and

one was outside. Then the triangle poked the star a couple of times, and all the shapes

went inside the container.”

This participant only used one social term in their response: the word “poked,” which is

counted as an imagination term. This participant did not attribute any thoughts, feelings, or

intentions to the shapes, and thus scored 0% on both the Cognitive and Affective Indices and a

score of 20% on the Imagination Index. Contrasting behaviors like these suggest that people may

vary in how well they can understand and attribute social meaning to these videos.

In addition, participants also varied in the way that they actually interpreted the videos

and how well their descriptions matched what we intended to depict in creating them. In some

videos we intended to depict certain social situations with the shapes’ movements, but

participants instead interpreted these movements in a completely different way. For example, in

our video titled “Scaring,” we intended to show that a group of shapes is startled by another

shape who was hiding behind a wall. Yet not a single participant correctly identified that the

group of shapes would be startled or scared by the other shape. Nonetheless, participants still

described the video using social terms, just without identifying the theme we believed we were

illustrating. Perhaps this video may be harder for people to understand without having any clues

or prior knowledge of what is happening.

We observed variability in responses between participants and between the different

videos. Some videos were more likely on average to be described with social terms than others.

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It is possible that our top 16 videos, based on Cognitive Term Index scores, contain social plots

that are more easily recognizable by participants. Along these lines, most of the videos with the

highest Cognitive Index scores were ones that were directly inspired by existing animated shape

tasks. For example, both of the Bullying videos (“Bullying 1” and “Bullying 2”) were inspired

by the original H&S animation and evoked a relatively high number of cognitive and

imagination terms. Moreover, many of these videos were also designed to represent some form

of conflict between the characters (e.g., one shape bullying, mocking, scaring, or excluding

others). Our results may suggest that simple forms of conflict can be easily recognized as

representing social interactions for most individuals. If most people can identify these social

themes, the degree and complexity of the social and mental state attributions people make when

viewing the videos can be measured, making them good stimuli for assessing social intelligence.

Further, among our three social attribution indices, participants had the lowest values on

the Affective Index. Fewer than 5% of propositions contained affective terms on average. Given

that the use of affective and emotional terms to describe the videos was relatively rare, it is

possible that our videos did not have expressions of affective states that were easily identifiable

by the viewer. A more three-dimensional depiction of shapes (or solids) could permit more

motion patterns that might indicate more emotional states. Alternatively, perhaps participants

were less likely to spontaneously comment upon the emotional states of the shapes in the videos

without instructions directing them to do so.

Even though our videos were substantially shorter than the original Heider and Simmel

video, participants made a similar number of social attributions compared to what has been

reported in past research. When comparing the scores on the social attribution indices to those

reported by Klin (2000), we found that our average scores on the Cognitive Term Index were

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comparable to the typically functioning group in Klin’s study. Klin found that on average this

group used cognitive terms in 13.6% of their propositions. In the present study, we found that

participants included cognitive terms in 14.4% of their propositions. Half of our videos (16/32)

had Cognitive Term Index scores equal to or greater than what Klin observed, with an average

score of 20.5% when just analyzing these videos. On the other hand, we found that the Affective

Term Index scores were lower for our videos (4.5%) compared to Klin (11.5%). Moreover, only

three of our videos scored equal to or higher than 11.5%. Thus, while the Affective Term Index

score across all videos in the present study was lower than that reported by Klin, a few of our

individual videos had similar or even higher Affective Term Index scores.

In particular, we observed the most frequent use of ToM terms (either cognitive or

affective) among videos that were influenced by previously developed shape tasks (e.g. Heider &

Simmel, 1944 or Martin & Weisberg, 2003). Many of these videos involve some form of conflict

between the shapes (e.g., one shape bullying, mocking, scaring, or excluding others). This

pattern suggests that it may be easier to evoke social attributions from stimuli that are designed

to represent conflict. On the other hand, more complex social interactions (e.g., waiting in line or

displaying friendship) may require a higher degree of ToM or social intelligence and result in a

broader range of attributions.

Limitations and Directions for Future Research

Our study had several limitations that open up potential for future research. One limitation is that

in the Klin (2000) study, propositions in participants’ narratives which were not pertinent to the

video were eliminated (e.g., vague references). This may have led to higher scores on the indices.

Additionally, Klin did not specify which words were counted as affective or cognitive terms.

Although the guidelines in Klin’s study were very similar to those in the present study, it is

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possible that certain terms were coded in different ways. We have made all of the coding data

from this study available on the Open Science Framework for future analysis and comparison

with other work.

Another limitation is that our instructions asked participants to describe what was

happening in the video without giving any clues that there were social connotations. While this

method allowed us to determine the spontaneous social attributions of our videos, it is possible

that some people did not report social attributions that they did make. Perhaps viewers may have

been less likely to contemplate and comment upon the mental states of the shapes and more

inclined to describe the actions of the shapes. Future research should examine the differences in

responses among instructions which prompt the viewer to view the shapes as social agents and

those which give no explicit social attribution instructions, as in this study.

Although the focus of our study was not on the perceptual organization of the shapes,

future work should examine how features of the shapes’ movements are related to the

interpretations that individuals provide. This would provide a greater understanding of what

specific characteristics in the animations, such as speed and perceptual organization, lead

individuals to make social judgments. Some past research has sought to identify how these

characteristics influence attributions (e.g., Gao, Baker, Tang, Xu, & Tenenbaum, 2019;

Rasmussen & Jiang, 2019), but further research using our animations could build on this work.

Finally, without the inclusion of other individual difference measures, it is difficult to

determine whether differences among participant responses were due to underlying differences

in social intelligence or differences in video content. Future research should examine whether

participant’s descriptions of these videos correlate with other standardized measures of social

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intelligence or ToM. This would help provide further evidence for the construct validity of our

animated shape videos as stimuli for social attribution.

Conclusion

In this study, we sought to create a new set of animated shape videos that could elicit

social attributions similar to existing tasks (e.g., the original H&S animation) while being shorter

in length (ranging between 13-23 s) and containing a broader range of social plots. As they did

75 years ago, college student participants spontaneously attributed social meaning to our videos,

as indicated by the use of cognitive and affective terms in their narratives. Our results therefore

confirm the findings of Heider and Simmel (1944) and Klin (2000) and demonstrate that those

findings were not idiosyncratic to the single particular video used in those studies. Rather, we

observed that many of our videos can be used to evoke a similar degree of social attributions

while also being much shorter in length. In particular, several videos that depicted conflict

between the shapes, like the original H&S video, often elicited the most attributions. However,

other forms of social interaction appear to be more difficult to perceive.

We hope these findings inspire future research to better understand how the physical or

relational properties of these animations influence the formation of social attributions. Moreover,

we developed these videos for use with typically functioning adults in order to enable future

researchers to more easily use this methodology for evoking social attributions in studies outside

of clinical psychology or neuroscience. Our animated shape videos are freely available for use

and can be administered as part of a multiple-choice assessment (Brown et al., 2019). Thus, our

animated shape videos may serve as a useful tool for simulating social interactions and invoking

social attribution in order to study the collection of cognitive capacities known as social

intelligence, mentalizing, and ToM.

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Table 1. Average Number of Propositions, Word Count, and Results of Index Scores Obtained in Narratives Videos participants viewed

Word counta M(SD)

Number of propositionsb

M(SD)

Cognitive Term Indexc

M(SD)

Affective Term Indexd

M(SD)

Imagination Term Indexe

M(SD)

Videos 1–16 970 (438) 106 (38) 18.4% (8.0) 5.6% (3.5) 23.1% (12.6)

Videos 17–32 1036 (447) 116 (44) 10.3% (5.3) 3.3% (4.5) 22.1% (12.8)

Total average 1004 (441) 111 (41) 14.4% (7.8) 4.5% (4.1) 22.6% (12.5)

a Total words produced across all narratives b Total number of propositions across all narratives c Percentage of propositions containing cognitive terms across all narratives d Percentage of propositions containing affective terms across all narratives e Percentage of propositions containing imagination terms across all narratives

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Table 2. Cognitive, Affective, and Imagination Term Indices Compared to Klin (2000)

Video Cognitive

Term Index Affective Term

Index Imagination Term Index

Klin (2000) Video 13.6% 11.5% — Baby 4.4% 2.2% 36.0% Bullying 1 36.8% 13.8% 16.1% Bullying 2 12.2% 2.6% 10.6% Comfort 11.4% 5.9% 10.2% Couple 20.3% 7.4% 30.4% Cyberball 12.5% 3.7% 45.8% Dislike 19.3% 3.0% 7.2% Distraction 22.2% 2.8% 11.7% Duck Duck Goose 17.9% 3.3% 34.9% Exclusion 25.8% 8.2% 18.1% Family 20.0% 1.4% 18.6% FB 8.8% 1.5% 16.9% Friendship 3.8% 0.8% 15.0% Helping 30.2% 5.8% 26.7% Hurdles 8.9% 0.0% 39.3% Juggling 4.6% 0.4% 33.6% Leader 6.7% 2.4% 24.6% Line Cutting 9.7% 1.7% 3.1% Matchmaking 5.3% 0.4% 35.1% Mocking 19.3% 8.5% 14.2% Peer Pressure 5.1% 13.4% 46.9% Sad 17.2% 9.2% 23.6% Scared 20.6% 5.3% 10.1% Scaring 10.2% 0.4% 15.0% Sick 17.4% 3.2% 14.2% Slow Dancing 5.9% 4.6% 24.2% SS1 12.5% 14.9% 22.6% SS2 8.2% 0.5% 5.8% Stealing 15.9% 4.4% 51.5% Strangers 13.9% 0.8% 21.7% Teacher 17.3% 8.6% 14.9% Tricking 14.6% 2.5% 25.1%

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Figure 1. Example screenshots from the original Heider and Simmel animation (A; Figure 1 from Heider & Simmel, 1944) and one of the animated shape videos created in the present study, “Bullying 2” (B).

A B

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Figure 2. Example storyboard for the animated shape video “Exclusion.” Individual storyboards were created for 77 potential animations, of which 32 were created and used in this study.

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Figure 3. Six frames from the sample animated shape video “Exclusion” (17 seconds). In this video, a group of three shapes (Blue triangle, Red square, and Purple star) excludes Yellow plus from the rest of the group and moves away every time it comes near.

1 2 3

4 5 6

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Figure 4. Social Attribution Index Score distribution for Sets A and B. This figure illustrates the distribution of Cognitive, Affective, and Imagination Index Scores for Videos in Sets A and B compared to the results from Klin (2000). The whiskers represent the full range of index scores and the boxes represent ±1 SD. A = Set A, B = Set B.

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Appendix A

Scoring Guidelines (Partially adapted from Klin, 2000)

Propositions The part of a sentence which makes a "claim," typically when a verb appears. For example, the following response is scored as two propositions: "In this video, the blue triangle seemed to be excluding the cross the entire time and towards the end, the red square decided to exclude the cross as well." Cognitive Term Index This index corresponds to the percentage of propositions containing cognitive mental state terms (denoting desire, knowledge, thoughts, motivation, intentions) from the total number of propositions included in the participant’s narratives. Cognitive mental states are defined as:

1. Terms expressing one character’s desire of knowledge 2. Behaviors which not only implicitly indicate a shared cognition, thought, or plan between

two characters but which cannot exist without it (e.g., trapping, rescuing, sneaking, hiding, spying)

3. Terms expressing one character’s belief, thought, imagination, intention, plan, motivation 4. Behaviors which explicitly indicate a shared cognition, thought, or plan between two

characters in which one character intentionally impacts on the other’s cognitive state (e.g., intimidation, deception, trickery, bullying, joking, rebuffing)

Scoring: Number of cognitive mental state terms/Total number of propositions Included words and phrases:

Acknowledge, agree, allow, annoy***, ask, assure, attempt, attention, avoid, beckon, block (verb), bother, break out of/into, break up a fight, bully (verb), calm (e.g., one shape calms down another), capture, care, catch up (as in, to talk to someone after a long time), chase, choose, coax, confused, copy, convince, control, corner (verb), crush (as in, a romantic interest), cut (e.g., cut a shape in line), decide, deject, direct (verb), distract, ditch (verb), drive (e.g., drive another shape away), encourage, engage, escape, exclude** (e.g., to exclude other shapes), find, fit in, follow, force (verb), forget, gang up on, generous, get along, get (as in, convince), give in, handle a situation, harass , help, hide, hit (another shape), ignore, imitate, include, influence, insist, interact, intercept, interested , interfere, intervene, introduce , invade, kick out, know, lead, leave out** (verb), let, like, make (as in, to force), mimic, mirror (verb), motivate, neglect, notice, ostracize, outsider, plan (verb), please (e.g., the purple shape lets other shapes into the house whenever she pleases), practice, prank, prejudice, prepare, prevent, prompt (verb), protest, prove , rebel, refuse, reluctant, rescue, resolve, revolt, romantically interested, sacrifice, share, shield (verb), show off, shove, skip another’s place in line or turn, sneak, so (e.g., the blue shape passes his ball to the purple shape so they can all play), standoff, stand their ground, stop (as in, to prevent another shape), struggle, stuck, support, take a side in an argument, take turns, taunt, teach, team up against a shape, tease, threaten, trap, try, unable, uninvolved, unsure, unwanted, urge, voluntarily, wait, want, well-acquainted, withdraw, working together

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Included phrases without definite cognitive terms

“they kept together and were talking whether or not to bring the X into the group” “the plus sign butts in front of the triangle to get into the black box” “the X has the star leave the group” “the other two make it so they can all play” “the yellow plus sign and the purple star come out to see why he didn't jump” “the other shapes seem to be in on the plan” “the star stands up for itself and pushes the plus back” “then the star said screw this and left” “two members of the group turns their back on one” “the purple star jumped on each shape to get to the front of the lineup” “they looked like they had a lot more fun together”

*Repeats: if it’s the same particular term repeated in different propositions, something significant happens in between, or if it’s a different shape or combination of shapes doing the action, repeats are counted. **Exclude: if exclude is used as a verb it is counted as a cognitive term but if excluded is used as an adjective (e.g., one shape feels excluded), then it is counted as an affective term. The same applies for “leave out.” ***Annoy: annoy is counted as a cognitive term if used as a verb, but annoying is counted as an affective term when used as an adjective. Affective Term Index This index corresponds to the percentage of propositions containing emotional terms (e.g., happy, sad, alarmed, envious, sulking) attributed to the characters of the video from the total number of propositions made. Affective mental states are defined as:

1. Emotional terms that may not be the result of social interaction or may not be uniquely human

2. Behaviors which not only implicitly indicate a shared emotional state between two characters but which cannot exist without it (e.g., cheering, celebrating, hugging, high-fiving)

3. Emotional terms which result only from a social situation (e.g., envious, jealous, sulking, bitter, mended his ways, expressing sour grapes, admiration)

Scoring: Number of affective mental state terms/Total number of propositions Included words and phrases:

Abandon, aggressive, annoying, apprehensive, argue/argument, attack, awkward, battle , beat up, bored, cautious, charge at, cheer, chicken out, combat, comfort (verb), comfortable, confidence, conflict, confrontation, console, cower, cry, distant (as in, a feeling), eager, enjoy, excited, excluded, feel well, fight, frazzled, freak out, frustrated, fun, funny, gentle, glee, go after someone (as in, attack), happy, have a good time/have fun, hesitate, hit (as in, another shape), hug, isolated, jealous, kiss, laugh, left out (e.g., to feel left out), lonely, make

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up (as in, to forgive), nervous, playful, provoke, ram into, retaliate, sad, scare, shocked, spar , stubborn, suffer, tantrum, tired, tentatively, tremble, upset, violent, vulnerable

Imagination Index This index corresponds to degree in which participants perceived the shapes appearing in the videos as “human” figures. It is calculated by determining the percentage of propositions containing imagination terms (e.g., child, yell, home) from the total number of propositions. This includes:

1. Verbs or behaviors which do not involve an explicit mental state (cognitive or affective) but which are uniquely human (e.g., talking)

2. Situations, environments, things, or roles which are uniquely human (e.g., home, bystander, clothes)

3. Sensory experiences which are not uniquely human, but which cannot be experienced by inanimate objects (e.g., see)

4. Allusions to a person as described by his or her relationship to another person (e.g., mom, friend)

Scoring: Total number of imagination words/Total number of propositions Included words and phrases:

Act, associate, baby, bathroom, blind date, bond, bounce a ball, bring, bystander, buddies, bully (noun), buy, carry, catch, check, chill (as in, hang out), child, civilized, claim, classroom, clique, clothes, communicate, concert, convene, conversation, couple (e.g., romantic couple), creepy, dad, dance, dance floor, date (as in, romantically), deal with, ding dong ditch, drag, drink, duck duck goose, embrace, encounter, exchange, fail, father, fidge, fix, flee, friend, game of catch, get, give, grab, greet, guard, hang out, hammer (verb), having a match, hide and seek, hold, hop, hopscotch, home, hurdle, invite, joke, juggling, jump (as an action humans would take, e.g., “jump over hurdles”), keep, kids, kick, knock (e.g., knock on the door), leader, leap, leapfrog, let go, lift, live, loner, lose, love triangle, match, matchmaker, mediator, meet, messing around, mingle, mind their business, mom, monitor, move (as a transitive verb), navigate, nightclub, nudge, obstacle course, oppressor, organize, pace (verb), parkour, participate, partner, party, pass a ball , patrol, people, photo booth, pick, pick up, picture day, place (verb), play, play ground, poke, powwow, pull, push, put, react, relax, remove, rest, restroom, retrieve, reunion, ringleader, roam, roommate, rub, run , rush, save the day, scurry, see, separate (as in, one shape separates two other shapes), sex, shake hands, shiver, silent, society, solve, spit out, stage, stare, steal, succeed, supervise, tag, tag along, take, talk, tango, tap, teacher, team, throw, toss, touch, town, tug, venture, victim, visitor, walk, wander, war, watch, water fountain, win, working out (as in, exercising), wrestler, yell

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Table A1. Descriptions for all 32 SST Animations

Title Description Length Friendship ☐ and + interact at center screen. △ and ☆ enter and

then ☐ leaves with ☆. + joins △, ☐ returns without ☆, and X appears for the first time.

0:17

Comfort One shape (☐) appears distressed and two other shapes (△ and X) attempt to provide comfort.

0:15

Exclusion Three shapes (☐, △, and ☆) act to avoid + 0:17

SS1 + initially attacks ☆, but X only observes ☆ retaliating against +

0:10

Juggling Three shapes (☐, △, and +) are each tossing their own ball. + leaves after ☆ joins, and △ shares give its' ball to ☆

0:17

Tricking △ knocks on +'s door and leaves when + answers. △ repeats this with the other two shapes (☐ and ☆)

0:17

Family Five shapes appear on screen (☐, △, ☆, +, and little x). Little x first approaches △ and the group of four move away. Next, little x approaches ☆. ☆ pushes little x away and the group leaves the scene with little x trailing behind.

0:19

Peer Pressure Four shapes (☐, △, ☆, and +) appear on a ledge. Three of the shapes take turns jumping off the ledge while △ decides not to jump and runs away.

0:18

Stealing ☐ and ☆ play catch with a ball. △ and + appear and join in. △ tries to run off with the ball and is chased by the others.

0:16

Leader Four shapes (☐, △, ☆, and +) enter on one side of the screen while X appears on the opposite side. The four huddle together and then ☆ leaves to approach X. ☆ goes back to get + and brings it to X.

0:16

Teacher Four shapes (☐, △, ☆, and +) enter and take a seat at individual desks. + picks a fight with ☐ before X enters. After X enters, ☐ strikes back at +.

0:15

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ATTRIBUTING SOCIAL MEANING TO ANIMATED SHAPES 41

Line Cutting Three shapes (☐, △, and ☆) are waiting in line. After waiting in the distance, + cuts in front of △ in the line.

0:17

Cyberball Four shapes (☐, △, ☆, and +) appear and only △ and ☆ are tossing a ball. ☆ leaves and then the three shapes play catch until ☐ and △ stop sharing the ball with +

0:23

Duck Duck Goose Four shapes (☐, △, ☆, and +) stand in a circle. ☐ goes around the group and nudges △. ☐ then beats △ back to its’ original place. △ nudges ☐ back and they chase each other around + while ☆ leaves the screen.

0:23

Distraction Four shapes (☐, △, ☆, and +) are walking in a line while X tries to distract them. △ passes ☐ and ☆ drifts off screen.

0:17

SS2 X observes △ enter a building occupied by + and ☆. X walks around the building past + and ☐ but does not notice that △ leaves.

0:14

Sad Four shapes (☐, △, ☆, and +) appear and ☐ nudges ☆. After ☆ drifts towards the edge of the screen, △ approaches, and then ☆ leaves the screen.

0:17

Sick Four shapes (☐, △, ☆, and +) move around the screen in a line. ☆ starts to shake and falls behind the group. ☐ leads ☆ off screen and + follows.

0:21

Helping Three shapes (☐, ☆, and +) enter a building while △ stays outside. ☆ goes outside and is followed by +. ☆ tries to drag △ back to the building and eventually △ decides to follow △ and + back to join the others.

0:21

Couple Four shapes (☐, △, ☆, and +) appear on screen. They each take turns nudging each other until ☆ and ☐ pair up. △ and + try to separate ☆ and ☐ but are unsuccessful.

0:18

Strangers ☐ and X follow each other around the screen. ☆ approaches and interacts with X. ☐ joins back up with X and the two shapes eventually meet up with + and △.

0:20

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Slow Dancing Four shapes pair up (☐ with ☆, + with △) and start dancing together. ☆ and + then leave their partners and start dancing together while the other two remain still.

0:17

Baby Big X and little x sway together on screen. + and ☆ approach and nudge big X. ☐ and △ then appear and little x starts to sway with ☐.

0:23

FB X observes as + and △ enter one side of a building and ☐ and ☆ enter the other side. Unknown to X, ☐ changes sides and moves △ to take its' place.

0:16

Bullying 1 ☐ and + bully △ while ☆ is a bystander. 0:15

Dislike Three shapes (△, ☆, and +) interact on screen. ☐ enters and ☆ bumps into △ several times. △ leaves the screen and is followed by ☆.

0:17

Matchmaking ☐ and ☆ are interacting until + takes ☐ away. + then pairs ☐ together with △ and celebrates with ☆.

0:21

Hurdles Four shapes (☐, △, ☆, and +) line up and take turns jumping over hurdles. △ trips and knocks over one of the hurdles. ☆goes the fastest and then jumps past the other shapes.

0:18

Bullying 2 + bullies ☆ while ☐ enters the building with △. + then chases ☐ out of the building and the other shapes leave the screen.

0:16

Scaring ☐ hides behind a wall while three shapes approach (△, ☆, and +). ☐ suddenly jumps out and the three other shapes react and leave the screen.

0:16

Scared △, X, and + are joined by ☐ and ☆. + tries to get away, but it followed by ☆ and then ☐. + is then chased off screen.

0:16

Mocking While + and △ interact, ☆ follows ☐ around the screen and mimics its’ movements.

0:17

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Table A2. Difficulty Estimates (Percent Correct) for each SST Animation from Brown et al. (2019)

Animation PAID

S1 PAID

S2 SM1 SM2 SM3 SM4 Weighted

Mean Peer Pressure .96 -- .99 .94 .97 .93 .96 Bullying 1 .90 .94 1.00 .76 .97 .96 .93 Exclusion .94 .96 .95 .79 .90 .65 .92 Matchmaking .92 .92 .90 .93 .96 .91 .92 Couple .78 .93 .96 .79 .86 .93 .89 Family .98 .96 .93 .86 .88 .01 .88 Helping .92 .85 .85 .94 .91 .63 .86 Comfort .92 .85 .96 .36 .90 .91 .85 Slow Dancing .83 -- .89 .97 .45 .96 .83 Line Cutting .79 .86 .63 .59 .77 .77 .80 Distraction .86 .72 .97 .76 .81 .83 .79 Baby .82 .78 .62 .79 .67 .99 .79 Friendship .84 .86 .75 .76 .78 .17 .78 Leader .87 -- .45 .57 .87 .71 .74 Juggling .71 .76 .45 .60 .94 .72 .73 Bullying 2 .85 -- .88 .29 .83 .48 .72 Mocking .86 .63 .74 .61 .86 .60 .70 Tricking .57 .69 .64 .87 .77 .81 .69 Dislike .82 -- .77 .53 .88 .16 .68 Sad .55 .74 .48 .76 .64 .60 .66 Hurdles .63 -- .97 .91 .16 .68 .66 Teacher .41 -- .81 .87 1.00 .57 .64 Duck Duck Goose .74 .62 .63 .94 .23 .61 .64 FB .58 .64 .71 .47 .73 .84 .64 SS1 .87 .43 .86 .60 .81 .87 .63 Sick .81 .48 .79 .84 .64 .75 .63 Stealing .66 .56 .89 .56 .70 .55 .61 Cyberball .59 .57 .59 .51 .93 .81 .61 SS2 .52 .58 .70 .53 .73 .36 .57 Scared .92 .30 .96 .87 .67 .27 .54 Strangers .44 .47 .49 .96 .04 .41 .47 Scaring .62 .35 .21 .63 .74 .25 .44

Note. All percent correct values are based on multiple choice item results reported in Brown et al., 2019; PAID S1 = Study 1 from Brown et al. (n = 219); S2 = Study 2 from Brown et al. (n = 505); SM1 = sample 1 from Brown et al. supplemental materials (n = 73); SM2 = sample 2 from Brown et al. supplemental materials (n = 70); SM3 = sample 3 from Brown et al. supplemental materials (n = 69); SM4 = sample 4 from Brown et al. supplemental materials (n = 75); Each animation may be paired with a different multiple-choice question across the different samples.