Download - Affect/Emotion in Design
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Affect/Emotion in Design
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Administrivia
• Poster session Thursday
– NOT MY FAULT
• Critiques will be Tuesday
– NOT MY FAULT
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What are we trying to do with
designs?
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What is Affect?
• Affect:
– General emotional response
• Essentially, the desire of designers to:
– Create positive responses in users• At ease, comfortable, enjoy using, etc.
– Motivate users• Learn, play, be social
– Make users trust• eCommerce, banking, etc.
• You want positive responses from users
– Positive response = generating positive emotions
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Models of Affect in Design
• Norman et al.’s Emotional Design Model (2004)– Separates response into visceral, behavioral, and
reflective levels• Visceral = look, feel, sound (iPhone, new car)
• Behavioral = traditional usability
• Reflective = meaning/personal value (Swatch/Luxury Car)
– Claims that state affects thinking• Happy = more likely to overlook small problems
• Angry/Anxious = less tolerant
– Hard to apply in design• Serious versus hobby systems?
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Models of Affect in Design
• McCarthy and Wright’s Technology as Experience Framework (2004)– Propose four core threads to decribe technology
• Sensual thread
– Thrill, fear, pain, comfort
– Computer games, chat rooms, etc.
• Emotional thread
– Sorrow, joy, anger, happiness
– Intertwined with object: angry with computer
• Compositional thread
– Thinking we do during experiences
– Finding way through on-line shopping site
• Spatio-temporal thread
– Context of experiences
– Again, allows users to talk about affect during design
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Models of Affect in Design
• Jordan’s Pleasure Model (2000)– Focuses on pleasure and benefits
– Four levels• Physio-pleasure = touch, taste, smell (iPod)
• Socio-pleasure = being in company of friends (showing photos via LCD screen on camera)
• Psycho-pleasure = emotional/cognitive reactions to products (shopping on a clearly laid out website)
• Ideo-pleasure = cultural and personal values attributed to a product (hybrid car)
– Doesn’t explain pleasure
– Allows designers to think about pleasure during design
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Affect in Design
• Role of computers:
– Recognizing emotion
– Expressing emotion
– Inducing emotional responses
– Facilitating interpersonal emotional connections
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Recognizing Emotions: Implications
• Implications
– Consider driving a car
– Consider playing a computer game
– Consider health and safety applications
– Consider military and/or first responder
applications
– Consider using physiological sensors on keyboards
• Frustration?
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Recognizing Emotions
• Psychological Theories of Emotion
– How many?
– How do we recognize emotions in ourselves?
• Techniques for detecting and recognizing
emotions
– Technology areas
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Recognizing Emotions: How Many?
• Ekman, Friesen and Ellsworth (1972)
– Most widely used method for detecting emotions
– Six basic/primary emotions:• Fear
• Surprise
• Disgust
• Anger
• Happiness
• Sadness
– Recognized and expressed facially across all cultures
– Used these to develop FACS• Facial Action Coding System
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Recognizing Emotions: How Many?
• Plutchik (1980)– Eight basic/primary emotions
– Combine to produce secondary emotions
Contempt
Aggressiveness
Optimism
Love
Submission
Awe
Remorse
Disappointment
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Recognizing Emotions: How Many?
• Debate about number of basic/primary emotions
• Basic/Primary– Adaptive (evolved for some purpose)
– Cross-cultural and common among individuals
– Quick onset (autonomic nervous system)
• Came up with these emotions through “forced choice”
• Russell et al. (1997) proposed alternative– Two dimensions
• Pleasure
• Arousal
– Example: happy versus content
• Happy = positive pleasure, slight positive arousal
• Contentment = positive pleasure, slight negative arousal
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Recognizing Emotions: How do we label
emotions?
• James-Lange theory
– Action precedes emotion
• Someone comes at us
• Pulse/respiration rises, sweat
• Recognize fear in ourselves
• Canon-Baird theory
– Actions follow cognitive appraisal
• Someone comes at us
• We perceive this as something fearful
• Emotional and physiological responses occur together
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Recognizing Emotions: How do we?
(continued)
• Schachter-Singer/Lazarus theory
• Emotion experienced via cognitive labeling and appraisal
Perception
of stimulus
Physiological
changes
Perception
of changes
Interpretation
in context
• Experimental studies– Four groups, induced arousal
– Found external information affected emotional choices
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Recognizing Emotions
• Psychological Theories of Emotion
– How many?
– How do we recognize emotions in ourselves?
• Techniques for detecting and recognizing
emotions
– Technology areas
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Process for Recognizing Emotions (by
computers)
• From Rosalind Picard’s work (Book: Affective Computing)– Input
• Sensors for face, hand gestures, posture/gait, respirations, electrothermal response, temperature, electrocardiogram, bp, blood volume, electromyogram
– Pattern recognition• Feature extraction and classification
– Reasoning• Incorporates context
– Learning• Adapts to individual, as people differ
– Bias• Recognize that designer’s (or computer’s) emotions might influence
recognition
– Output
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Recognizing Emotions
• Picard’s work: using physiology
– Used electromyogram, skin conductance, blood
volume pulse, respiration
– Studies people over a period of many weeks
– Recognized eight emotions at levels significantly
higher than chance
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Recognizing Emotions: Implications
• Still debate– Accepted that some cognitive evaluation occurs
– Debate about relative dominance of cognitive evaluation versus physiological reaction
• For designing emotional recognition:– More than just arousal
– Need context in order to identify emotion
• For creating emotion– Features of the environment alter affect
– Consider perceiving heights in a virtual environment versus in real world
• Partial accuracy in emotion identification using physiological indicators– Relatively simple to sense
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Recognizing Emotions: Implications
• Implications
– Consider driving a car
– Consider playing a computer game
– Consider health and safety applications
– Consider military and/or first responder
applications
– Consider using physiological sensors on keyboards
• Frustration?
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Recall Memex
Implications
• StartleCam
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Affect in Design
• Role of computers:
– Recognizing emotion
– Expressing emotion
– Inducing emotional responses
– Facilitating interpersonal emotional connections
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Computers Expressing Emotions
• Various instances of this
– Microsoft Office Assistant:
• Sulks
– Happy Mac/Sad Mac
• Common in robotics
research
– Can be done using very
simple facial models
• Kismet (MIT)
• More human-like
– David Hanson
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Computers Expressing Emotions
• Uncanny valley– Masahiro Mori
– Hypothesis about emotional response to robots
– Familiarity versus human likeness
• As robots become more human– Reach a point where they appear
more unusual
– One side or other of valley is fine
– In valley seems weird
• Examples– Prosthetic hand
• May apply equally to computer software
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Anthropomorphism
• Extends “uncanny valley”
• Issue is deception (Shneiderman)
– Adding human qualities like first names, first person, on-
screen characters deceives
– People think computer is like a human
• Studies of tutoring systems
– Generally positive comments perceived better than
negative comments
– However, some users still feel disconcernted/displeased
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Affect in Design
• Role of computers:
– Recognizing emotion
– Expressing emotion
– Inducing emotional responses
– Facilitating interpersonal emotional connections
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Inducing Emotional Responses
• Research systems
• Application characteristics that induce
negative emotions
• Error messages and affect
• Persuasive technologies
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Inducing Emotional Responses
• Common research and technology effort– Microsoft Bob – SenToy
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Inducing Emotional Responses
• Negative
– Avoidable via system level programming• Application bugs or crashes
– Avoidable through design• System not doing what user wants
• System not meeting user’s expectations
– Avoidable through UI implementation• System not providing sufficient information
• Vague or obtuse error messages
• Noisy, garish, gimmicky, patronizing interfaces
• System requiring many steps to perform task, with one error undoing all work
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Error Messages and Affect
• Notorious for incomprehensibility– Consider error message to left
• Shneiderman’s guidelines– Do not comdemn; be courteous
– Avoid FATAL, ERROR, ILLEGAL, INVALID, BAD
– Avoid code numbers and uppercase
– Allow user control of audio warnings
– Use precise messages
– Provide help icon to get context-sensitive help
– Provide multiple levels of detail
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Persuasive Technologies
• Goal is to change users behaviours
– Pop-up ads, warnings, reminders, prompts, personalized messages, recommendations
• Common on web
– Amazon’s 1-click purchasing, iTunes $0.99 per song
• Fitness
– Computer-aided exercise
– Gaming for physical fitness
• Environmental conscience
– Waterbot
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Persuasive Technologies
• Can be used negatively
– Pfishing• Bruce Schneier (author of Applied Cryptography)
– “If you think technology can solve your security problems, then you don’t understand the problems and you don’t understand the technology”
• Essentially social engineering
• Broader issue of security
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Emotional Responses
• Rules for messages
• Design processes
• Persuasive technology
• SenToy
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Affect in Design
• Role of computers:
– Recognizing emotion
– Expressing emotion
– Engendering emotional responses
– Facilitating interpersonal emotional connections
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Facilitating Interpersonal Connections
• Three aspects to interpersonal connection
– Awareness
– Conversation
– Coordination
• Particularly remote connecting
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Facilitating Interpersonal Connections –
Awareness
• Digital family portrait, CareNet, 6th sense
Mynatt et al.
Landay et al.
Tollmar and Persson
Sixth Sense senses body
movement close to lamp
and sends to sister lamps
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Facilitating Interpersonal Connections
• Other technologies
– Skype
– IM
• Many on-line forums
– Nintendo WFC
– MMORPGs
– Second Life
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Firesheep
• Firesheep
• How do we encourage users to be more
secure?
– Technological solutions?
– Education?
• Affect in Interaction