[ixd] week 05. emotional interaction

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Lecture 5 Emotional Interaction Interaction Design / IID 2016 Spring Class hours : Tuesday 2 pm – 6 pm Lecture room : International Campus Veritas Hall B203 5 th April

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Page 1: [IxD] Week 05. Emotional Interaction

Lecture 5

Emotional Interaction

Interaction Design / IID 2016 Spring Class hours : Tuesday 2 pm – 6 pm Lecture room : International Campus Veritas Hall B203 5th April

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Team-up Status

Lecture #5 IID_Interaction Design 2

Name MAK Orange Catalyst Meant-To-Be Travellers

Lead Hyejin Kim Chanhee Lee Dang Thi Minh Chau

Mark Li Jisun Kim

Members Jiun Lee Eve Chung Jiho Ahn

Hwalim Lee Minji Jung Dong Seong Kim

Robert Fissel Yoojin Yoo Xinyue Zhu

Hyewon Shin, Seohee Lee, Chewook Lee

Yunji Lee Nayoon Kim Yurae Kim

Project Future of Movies WIP Superhero 5k Race Cars Hummingbird Service

Concept Statement

Technical Interest

Installation Ideas (Devices, SW, Material Composition, Space Setting)

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Homework

Lecture #5 IID_Interaction Design 3

Team-Up and Outline a Project Concept

Statement Make a Team Blog

Readings And Critiques

(Assign a

Presenter for Each Paper)

1 2 3

Launch team projects - 2-4 members - Define your

project goals - Write a Project

Concept Statement

What the blog should contain - Team Name - Team Member links - Post the result of homework1,

“Project Concept Statement”

Your Blog Post #7 - Summarize the papers - Add your critiques for each

papers

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Final Project Concept Statement

• Title

• Members, and each member’s role for the project

• Description of what the project will be about

• The goal of the project

• Who are the users of final outcomes

• Describe the use context

• Outline the technical ideas, and provision

• Add some preliminary sketches of your concept

Lecture #5 IID_Interaction Design 4

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Reading

• Download From YSCEC > Interaction Design > Week 05 Reading

– Steve Yohanan and Karon E. MacLean (2008) “The Haptic Creature Project:

Social Human-Robot Interaction through Affective Touch,” In Proceedings of

the AISB 2008 Symposium on the Reign of Catz & Dogz: The Second AISB

Symposium on the Role of Virtual Creatures in a Computerised Society, volume

1, pp. 7-11, Aberdeen, Scotland, UK, April 1-4 2008. (Best Paper Nominee).

(Seohee Lee)

– De Choudhury, M., et al. (2013) "Moon Phrases: a social media facilitated tool

for emotional reflection and wellness," Proceedings of the 7th International

Conference on Pervasive Computing Technologies for Healthcare, pp. 41-44.

(Chewook Lee)

Lecture #5 IID_Interaction Design 5

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Paper Review Elements

• Some elements we may include in weekly paper review to efficiently

present the key factors of academic papers.

– Core Research Ideas : Bring out some keywords or related technological

trends, backgrounds, and concerns

– Research Questions : What they investigated

– Key theories : Some they referred, and some they developed by their own

– Method : How they proved

– Results & Findings : What they learned from the study

Lecture #5 IID_Interaction Design 6

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EMOTIONAL INTERACTION

Chapter 5

Lecture #5 IID_Interaction Design 7

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Overview

• Emotions and the user experience

• Expressive and annoying interface

– how the ‘appearance’ of an interface can affect users

• Models of emotion

– Ortony et al (2005)

• Automatic emotion recognition and emotional technologies

• Persuasive technologies and behavioral change

– how technologies can be designed to change people’s attitudes and behavior

• Anthropomorphism

– The pros and cons

Lecture #5 IID_Interaction Design 8

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Emotions and the user experience

• HCI has traditionally been about designing efficient and effective

systems

• Now more about how to design interactive systems that make people

respond in certain ways

– e.g. to be happy, to be trusting, to learn, to be motivated

• Emotional interaction is concerned with how we feel and react when

interacting with technologies

Lecture #5 IID_Interaction Design 9

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Is this form fun to fill in?

• “My goal was to design

Wufoo to feel like

something Fisher-Price

would make.”

• - Kevin Hale, Wufoo director

Lecture #5 IID_Interaction Design 10

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Is this form fun to fill in?

Lecture #5 IID_Interaction Design 11

Figure 5.1 Examples of Wufoo's online forms Source: Reproduced with permission from Wufoo.com. http://wufoo.com/examples/#survey.

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Emotional interaction

• What makes us happy, sad, annoyed, anxious, frustrated, motivated,

delirious and so on

– translating this into different aspects of the user experience

• Why people become emotionally attached to certain products (e.g. virtual

pets)

• Can social robots help reduce loneliness and improve wellbeing?

• How to change human behavior through the use of emotive feedback

Lecture #5 IID_Interaction Design 12

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Activity

• Try to remember the emotions you went through when buying a big

ticket item online (e.g. a fridge, a vacation, a computer)

• How many different emotions did you go through?

Lecture #5 IID_Interaction Design 13

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Emotional design model

• Norman, Ortony and Revelle (2004) model of emotion

Lecture #5 IID_Interaction Design 14

Figure 5.2 Ortony, et al (2005) model of emotional design showing three levels: visceral, behavioral, and reflective Source: The illustration and text are from Figure 1.1 of Norman, D. A. (2004). Emotional Design: We love (or hate) everyday things. New York: Basic Books. Reprinted with permission of the author.

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Claims from model

• Our emotional state changes how we think

– when frightened or angry we focus narrowly and body responds by

tensing muscles and sweating

• more likely to be less tolerant

– when happy we are less focused and the body relaxes

• more likely to overlook minor problems and be more creative

Lecture #5 IID_Interaction Design 15

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Activity

• Do you feel more creative when you are in a happy mood? Do you get

less work done when you are feeling stressed?

Lecture #5 IID_Interaction Design 16

Video of Kia Höök talking about affective interaction in a series of videos that consider emotion in terms of how it is constructed in interaction with technology and people is available at www.interaction-design.org/encyclopedia/affective_computing.html

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Expressive interfaces

• Provide reassuring feedback that can be both informative and fun

• But can also be intrusive, causing people to get annoyed and even

angry

• Color, icons, sounds, graphical elements and animations are used to

make the ‘look and feel’ of an interface appealing

– conveys an emotional state

• In turn this can affect the usability of an interface

– people are prepared to put up with certain aspects of an interface (e.g.

slow download rate) if the end result is appealing and aesthetic

Lecture #5 IID_Interaction Design 17

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Friendly interfaces

• Microsoft pioneered friendly interfaces for technophobes - ‘At home

with Bob’ software

• 3D metaphors based on familiar places (e.g. living rooms)

• Agents in the guise of pets (e.g. bunny, dog) were included to talk to

the user

– Make users feel more at ease and comfortable

Lecture #5 IID_Interaction Design 18

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Bob

Lecture #5 IID_Interaction Design 19

Figure 5.6 ‘At home with Bob’ software developed for Windows 95. Although now defunct, it has been resurrected affectionately to run on a Virtual PC platform Source: Microsoft product screenshot reproduced with permission from Microsoft Corporation.

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Clippy

• Why was Clippy disliked by so

many?

• Was it annoying, distracting,

patronising or other?

• What sort of user liked Clippy?

Lecture #5 IID_Interaction Design 20

Figure 5.7 Microsoft's agent Clippy Source: Microsoft product screenshot reproduced with permission from Microsoft Corporation.

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Frustrating interfaces

• Many causes:

– When an application doesn’t work properly or crashes

– When a system doesn’t do what the user wants it to do

– When a user’s expectations are not met

– When a system does not provide sufficient information to enable the user to

know what to do

– When error messages pop up that are vague, obtuse or condemning

– When the appearance of an interface is garish, noisy, gimmicky or patronizing

– When a system requires users to carry out too many steps to perform a task,

only to discover a mistake was made earlier and they need to start all over

again

Lecture #5 IID_Interaction Design 21

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Activity 5.3

• Most of us are familiar with the ‘404 error’ message that pops up now

and again when our computer doesn't upload the web page we're

trying to view. But what does it mean and why the number 404? How

does it make you feel when you see it and what do you do next? Is

there a better way of letting users know when they or the computer

have made an error?

Lecture #5 IID_Interaction Design 22

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Activity 5.3

• Comment

– The main reasons for this error message appearing are:

• (i) you have typed in the URL incorrectly,

• (ii) you have followed an old link that is now broken, or

• (iii) you have tried to access a page that is blocked by an ISP.

– The number 404 comes from the HTML language.

• The first 4 indicates a client error. The server is telling you that you've done something

wrong, such as misspelt the URL or requested a page that no longer exists.

• The middle 0 refers to a general syntax error, such as a spelling mistake.

• The last 4 indicates the specific nature of the error.

– For the user, however, it is an arbitrary number. It might even suggest that there are 400

other errors they could make!

Lecture #5 IID_Interaction Design 23

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Error messages

– “The application Word Wonder has unexpectedly quit due to a type 2 error.”

• Why not instead:

– “the application has expectedly quit due to poor coding in the operating system”

• Shneiderman’s guidelines for error messages include:

– avoid using terms like FATAL, INVALID, BAD

– Audio warnings

– Avoid UPPERCASE and long code numbers

– Messages should be precise rather than vague

– Provide context-sensitive help

Lecture #5 IID_Interaction Design 24

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Website error messages

Lecture #5 IID_Interaction Design 25

Figure 5.8 An error message that appears if a user types in his or her personal details for accessing the protected website incorrectly

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Should computers say they’re sorry?

• Reeves and Naas (1996) argue that computers should be made to

apologize

• Should emulate human etiquette

• Would users be as forgiving of computers saying sorry as people are

of each other when saying sorry?

• How sincere would they think the computer was being? For example,

after a system crash:

– “I’m really sorry I crashed. I’ll try not to do it again”

• How else should computers communicate with users?

Lecture #5 IID_Interaction Design 26

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Detecting emotions and emotional technology

• Sensing technologies used to measure GSR, facial expressions,

gestures, body movement

• Aim is to predict user’s emotions and aspects of their behavior –

• E.g. what is someone most likely to buy online when feeling sad, bored

or happy

Lecture #5 IID_Interaction Design 27

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Facial Coding

• Measures a user’s emotions as they interact with a computer or tablet

• Analyses images captured by a webcam of their face

• Uses this to gauge how engaged the user is when looking at movies,

online shopping sites and ads

• 6 core expressions - sadness, happiness, disgust, fear, surprise and

anger

Lecture #5 IID_Interaction Design 28

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Six fundamental emotions sadness, happiness, disgust, fear, surprise, and anger

Lecture #5 IID_Interaction Design 29

Figure 5.9 A screen shot showing facial coding from Affdex software Source: Courtesy of Affectiva, Inc.

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How to use the emotional data?

• If user screws up their face when an ad pops up -> feel disgust

• If start smiling -> they are feeling happy

• Website can adapt its ad, movie storyline or content to match user’s

emotional state

• Eye-tracking, finger pulse, speech and words/phrases also analysed

when tweeting or posting to Facebook

Lecture #5 IID_Interaction Design 30

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Indirect emotion detection

• Beginning to be used more to infer or predict someone’s behavior

• For example, determining a person’s suitability for a job, or how they

will vote at an election

• Do you think it is creepy that technology can read your emotions from

your facial expressions or from your tweets?

Lecture #5 IID_Interaction Design 31

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Moon Phrases(de Choudhury et al, 2013)

• An app that has been developed to help people

reflect upon their emotional well-being

• The aim is to help them cope better with stress

and anxiety by recognizing the triggers that cause

them to occur.

• By looking back at their history of moons, users

can start to identify patterns that could help them

understand more about themselves and what

might be causing their mood swings.

Lecture #5 IID_Interaction Design 32

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Persuasive technologies and behavioral change

• Interacive computing systems deliberately designed to change

people’s attitudes and behaviors (Fogg, 2003)

• A diversity of techniques now used to change what they do or think

• Pop-up ads, warning messages, reminders, prompts, personalized

messages, recommendations, Amazon 1-click

• Commonly referred to as nudging

Lecture #5 IID_Interaction Design 33

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Nintendo’s Pocket Pikachu

• Changing bad habits and

improving well being

– Designed to motivate children to

be more physically active on a

regular basis

– Owner of the digital pet that

‘lives’ in the device is required

to walk, run, or jump

– If owner does not exercise the

virtual pet becomes angry and

refuses to play anymore

Lecture #5 IID_Interaction Design 34

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How effective?

• Is the use of novel forms of interactive technologies (e.g., the

combination of sensors and dynamically updated information) that

monitor, nag, or send personalized messages intermittently to a person

more effective at changing a person’s behavior than non-interactive

methods, such as the placement of warning signs, labels, or ads in

prominent positions?

Lecture #5 IID_Interaction Design 35

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Activity 5.4

• Watch the two videos:

Lecture #5 IID_Interaction Design 36

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Activity 5.4

• Watch the two videos:

Lecture #5 IID_Interaction Design 37

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Activity 5.4

• Comment

– Volkswagen sponsored an open competition, called the fun theory, asking

people to transform mundane artifacts into novel enjoyable user

experiences in an attempt to change people's behavior for the better

(www.thefuntheory.com). The idea was to encourage a desired behavior

through making it more fun. The Piano Staircase and the Outdoor Bin are

the most well known examples; the stairs sounded like piano keys being

played when walked on while the bin sounded like a well echoing when

something was thrown into it

Lecture #5 IID_Interaction Design 38

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Activity 5.5

• What do you think might be problematic when using this kind of dieting

device in a restaurant?

Lecture #5 IID_Interaction Design 39

Figure 5.10 A friend using the HAPIfork in a restaurant when eating a cake

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Activity 5.5

• Comment

– The photo shows a friend using the device to eat a cake in a restaurant.

He first commented on the fork being awkward to hold. He also felt self-

conscious using a brightly coloured fork in a public setting that was very

different from what everyone else was using to eat their food. The waiters

also gave him funny looks when using it. He said it might be fun to try

once but not to use for every meal and that he could not see himself or

anyone else he knew using it in public.

Lecture #5 IID_Interaction Design 40

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Which is most effective?

Lecture #5 IID_Interaction Design 41

Figure 5.11 Stairs versus elevators: static sign versus ambient persuasive displays. Which is most persuasive?

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Activity 5.6

• The photo on the left in Figure 5.11 is of a banner placed in downtown LA, in an attempt

to encourage the general public to take the stairs instead of the elevator, asking people

to climb stairs on a certain day.

• The two photos on the right are of ambient displays (see also Chapter 2) designed to do

the same thing but using more subtle and interactive methods:

– (i) lights that twinkled when people approach them, intended to lure them to take the stairs and

– (ii) clouds of different colored spheres that move up and down depending on how many people

have taken the stairs or the elevator for a given period of time (gray represents elevator).

– The higher the orange cloud is relative to the gray one, the more people are taking the stairs

than the elevator (Rogers, Hazlewood, Marshall et al, 2010).

• Which representation do you think is the most effective?

Lecture #5 IID_Interaction Design 42

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Activity 5.6

• Comment

– The banner on the left uses a striking slogan that metaphorically points a finger at you. Some people

might find this amusing or a challenge. Others, however, are likely to find it offensive and even insulting

and ignore it. The extent to which it will change behavior is debatable. In contrast, the ambient

displays shown in the other images are meant to be much more subtle and aesthetic.

– They are assumed to work by raising people's awareness of a behavior that they normally overlook or

try not to think about and nudge them at the point of decision making (Thaler and Sunstein, 2008). An

in-the-wild study conducted when they were embedded in a building showed a significant increase in

stair taking.

– Interestingly, the majority of people, when asked, were not aware of changing their behavior in

response to noticing them. This suggests that ambient displays can influence at an unconscious level,

and they can be used to encourage people to adhere to certain kinds of desired behaviors, where

there is a choice, such as washing hands or not, eating healthy or unhealthy snacks, taking one route

or another through a building, switching off the lights or leaving them on.

Lecture #5 IID_Interaction Design 43

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Tracking devices

• Mobile apps designed to help people monitor and change their

behaviour (e.g. fitness, sleeping, weight)

• Can compare with online leader boards and charts, to show how they

have done in relation to their peers and friends

• Also apps that encourage reflection that in turn increase well-being

and happiness

Lecture #5 IID_Interaction Design 44

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Energy reduction

Lecture #5 IID_Interaction Design 45

Figure 5.12 (a) The Power Aware Cord consists of an electrical power strip in which the cord is designed to visualize the energy rather than hiding it. Increase and decrease in use is conveyed through showing glowing pulses, flow, and intensity of light. (b) The Waatson (now a commercial product available in many countries) measures in watts or cost how much electricity someone is using in their home at any moment. This is conveyed in LEDs on the top side. On the underside are colored lights: when they glow blue it shows you are using less than normal; when it changes to purple it indicates that your usage is average: and when it is red it indicates you are using more than normal Source: (a) Photo taken from the Interactive Institute's research program “Static!” and reproduced with permission. (b) Reproduced with permission from DIY Kyoto Ltd. www.diykyoto.com.

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The Tidy Street project

• large-scale visualization of the street’s electricity usage

– stenciled display on the road surface using chalk

– provided realtime feedback that all could see change each day

– reduced electricity consumption by 15%

Lecture #5 IID_Interaction Design 46

Figure 5.13 Looking down at the Tidy Street public electricity graph from a bedroom window

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Phishing and trust

• Web used to deceive people into parting with personal details

– e.g. Paypal, eBay and won the lottery letters

• Allows Internet fraudsters to access their bank accounts and draw money

from them

• Many vulnerable people fall for it

• The art of deception is centuries old but internet allows ever more

ingenious ways to trick people

Lecture #5 IID_Interaction Design 47

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Anthropomorphism

• Attributing human-like qualities to inanimate objects (e.g. cars,

computers)

• Well known phenomenon in advertising

– Dancing butter, drinks, breakfast cereals

• Much exploited in human-computer interaction

– Make user experience more enjoyable, more motivating, make people feel

at ease, reduce anxiety

Lecture #5 IID_Interaction Design 48

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Which do you prefer?

1. As a welcome message

Lecture #5 IID_Interaction Design 49

Hello Chris!

Nice to see you again. Welcome back. Now what were we doing last time?

Oh yes, exercise 5.

Let’s start again.

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Which do you prefer?

1. As a welcome message

Lecture #5 IID_Interaction Design 50

User 24

commence exercise 5.

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Which do you prefer?

2. Feedback when get something wrong

Lecture #5 IID_Interaction Design 51

Now Chris, that’s not right. You can do better than that. Try again.

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Which do you prefer?

2. Feedback when get something wrong

Lecture #5 IID_Interaction Design 52

Incorrect. Try again.

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Which do you prefer?

2. Feedback when get something wrong

Lecture #5 IID_Interaction Design 53

Incorrect. Try again.

Is there a difference as to what you

prefer depending on type of message?

Why?

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Evidence to support anthropomorphism

• Reeves and Naas (1996) found that computers that flatter and praise

users in education software programs >> positive impact on them

• “Your question makes an important and useful distinction. Great job!”

• Students were more willing to continue with exercises with this kind of

feedback

Lecture #5 IID_Interaction Design 54

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Criticism of anthropomorphism

• Deceptive, make people feel anxious, inferior or stupid

• People tend not to like screen characters that wave their fingers at the

user and say:

– Now Chris, that’s not right. You can do better than that. Try again.”

• Many prefer the more impersonal:

– “Incorrect. Try again.”

• Studies have shown that personalized feedback is considered to be

less honest and makes users feel less responsible for their actions

(e.g. Quintanar, 1982)

Lecture #5 IID_Interaction Design 55

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Virtual characters

• Appearing on our screens in the form of:

– Sales agents, characters in videogames, learning companions, wizards,

pets, newsreaders

• Provides a persona that is welcoming, has personality and makes user

feel involved with them

Lecture #5 IID_Interaction Design 56

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Disadvantages

• Can lead people into false sense of belief, enticing them to confide

personal secrets with chatterbots

• Annoying and frustrating

– e.g. Clippy

• May not be trustworthy

– virtual shop assistants?

Lecture #5 IID_Interaction Design 57

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Virtual agents

• What do the virtual agents do?

• Do they elicit an emotional response in you?

• Do you trust them?

• What is the style of interaction?

• What facial expression do they have?

• Are they believable, pushy, helpful?

• Would it be different if they were male? If so, how?

Lecture #5 IID_Interaction Design 58

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What makes a virtual agent believable?

• Believability refers to the extent to which users come to believe an

agent’s intentions and personality

• Appearance is very important

– Are simple cartoon-like characters or more realistic characters,

resembling the human form more believable?

• Behaviour is very important

– How an agent moves, gestures and refers to objects on the screen

– Exaggeration of facial expressions and gestures to show underlying

emotions (c.f. animation industry)

Lecture #5 IID_Interaction Design 59

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Activity 5.7

• Early robot pets, such as Sony's AIBO and QRIO, were made of metal

and looked like robots. In contrast, a more recent trend has been to

make robot pets feel and look more like real pets by covering them in

fur (e.g. squirrels, cats, rabbits) and making them behave in more cute

pet-like ways.

• Two contrasting examples are presented in Figure 5.14. Which do you

prefer and why?

Lecture #5 IID_Interaction Design 60

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Robot-like or cuddly?

• Which do you prefer and why?

Lecture #5 IID_Interaction Design 61

Figure 5.14 Two kinds of robot pets Source: (a) Courtesy of Sony Corporation, (b) Reproduced with permission of Steve Yohanan. Photo: Martin Dee.

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AIBO

Lecture #5 IID_Interaction Design 62

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The Haptic Creature

Lecture #5 IID_Interaction Design 63

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Activity 5.7

• Comment

– Most people like stroking pets and cuddly toys and so will likely want to stroke pet robots. However,

because they look and feel like the real thing some people may find them a bit creepy. A motivation for

making robot pets cuddly is to enhance the emotional experience people have through using their

sense of touch.

– For example, the Haptic Creature on the right is a robot that mimics a pet that might sit in your lap,

such as a cat or a rabbit (Yohanan and MacLean, 2008). It is made up of a body, head, and two ears, as

well as mechanisms that simulate breathing, a vibrating purr, and the warmth of a living creature. The

robot ‘detects’ the way it is touched by means of an array of (roughly 60) touch sensors laid out across

its whole body and an accelerometer.

– When the Haptic Creature is stroked, it responds accordingly, using the ears, breathing, and purring to

communicate its emotional state through touch. On the other hand, the sensors are also used by the

robot to detect the human's emotional state through touch. Note how the robot has no eyes, nose, or

mouth. Facial expressions are the most common way humans communicate emotional states. Since

the Haptic Creature communicates and senses emotional states solely through touch, the face was

deliberately left off to prevent people trying to ‘read’ emotion from it.

Lecture #5 IID_Interaction Design 64

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Implications

• Should we create products that adapt according to people’s different

emotional states?

– When people are feeling angry should an interface be more attentive and

informative than when they are happy?

• Is Norman right?

– designers “can get away with more” for products intended to be used

during leisure time than those designed for serious tasks

Lecture #5 IID_Interaction Design 65

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Summary

• Emotional aspects of interaction design concerned with how to facilitate certain

states (e.g. pleasure) or avoid reactions (e.g. frustration)

• Well-designed interfaces can elicit good feelings in people

• Aesthetically pleasing interfaces can be a pleasure to use

• Expressive interfaces can provide reassuring feedback to users

• Badly designed interfaces make people frustrated, annoyed, or angry

• Emotional technologies can be designed to persuade people to change their

behaviors or attitudes

• Anthropomorphism is the attribution of human qualities to objects

• Virtual agents and robot pets have been developed to make people feel motivated,

reassured, and in a good mood

Lecture #5 IID_Interaction Design 66

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Next Week Reading List

• Download From YSCEC > Interaction Design > Week 06 Reading

– Golsteijn, C., et al. (2015) "VoxBox: A Tangible Machine that Gathers

Opinions from the Public at Events," Proceedings of the Ninth International

Conference on Tangible, Embedded, and Embodied Interaction, pp. 201-

208.

– O'Hara, K., et al.(2014) "Touchless interaction in surgery,“ Communications

of the ACM, Volume 57 Issue 1, pp. 70-77.

Lecture #5 IID_Interaction Design 67

Page 68: [IxD] Week 05. Emotional Interaction

Final Project Concept Statement

• Title

• Members, and each member’s role for the project

• Description of what the project will be about

• The goal of the project

• Who are the users of final outcomes

• Describe the use context

• Outline the technical ideas, and provision

• Add some preliminary sketches of your concept

Lecture #5 IID_Interaction Design 68

Page 69: [IxD] Week 05. Emotional Interaction

Homework

Lecture #5 IID_Interaction Design 69

Pinterst Team Blog

Readings And Critiques

(Assign a

Presenter for Each Paper)

1 2 3

Create a board, ”Interface” - Collect interface

examples that you’d apply for your project.

- Sketch your own ideas of interfaces and upload it on your “Sketch” board.

Based on your initial project idea, write up a user scenario - Describe users, and their

mood and emotion. - Explain the use context, and

use cases. - Throw diagrams of activities

and sketches of spatial settings.

Your Blog Post #8 - Summarize the papers - Add your response for each

paper.

Submission Due : 11: 59 pm Sun. 10th April