Wednesday 7 November 2012

Hook HCI (2008)


Knowing, Communicating, and Experiencing through Body and Emotion
Kristina Höök (2008)
IEEE Transactions on Learning Technologies
OCTOBER-DECEMBER 2008 (Vol. 1, No. 4) pp. 248-259
1939-1382/08/$26.00 © 2008 IEEE

Published by the IEEE Computer Society

Three trends
·      New wearable technologies
·      Third wave HCI
·      New approach in learning research  -emotion and cognition  are interrelated.

Second wave of HCI
P248 ‘To deal with the complexities of collaboration, sociologists and ethnographers were consulted, providing richer descriptions of what people do when they work ‘together.

Third wave of HCI: ‘a movement that aims to design for experiences involving users emotionally, bodily, and providing for aesthetic experiences.

P248 ‘The goal of this new movement is to try and design for experiential values rather than efficiency, for entertainment and fun rather than work. This has brought a whole new dimension to the field……….. HCI researchers now have to deal with highly elusive, subjective, and holistic qualities of interaction—qualities that are hard to design for, but also hard to validate through traditional measurements. How can you, for example, measure the tenderness of a touch?’

Three examples of third wave HCI that are ‘non reductioist, do not try to measure emotion and respond with a technological intervention

(1) eMoto
Backgrounds for text messages
The user writes the text message and then chooses which expression to have in the background from a big palette of expressions mapped on a circle. The expressions are designed to convey emotional content along two axes: arousal and valence. For example, aggressive expressions have high arousal and negative valence and are portrayed as sharp, edgy shapes, in strong red colors, with quick, sharp animated movements. Calm expressions have low arousal and positive valence which is portrayed as slow, billowing movements of big, connected shapes in calm blue-green colors. To move around in the circle, the user has to perform a set of gestures using the stylus pen (that comes with some mobile phones) which we had extended with sensors that could pick up on pressure and shaking movements.

Studies of eMoto showed that the circle was not used in a simplistic one-emotion-one-expression manner, mapping emotions directly to what you are experiencing at the time of sending an emoto [ 50 ]. Instead, the graphical expressions were appropriated and used innovatively to convey mixed emotions, empathy, irony, expectations of future experiences, surrounding environment (expressing the darkness of the night), and, in general, a mixture of their total embodied experiences of life and, in particular, their friendship. The "language" of colors, shapes, and animations juxtapositioned against the text of the message was open-ended enough for our users to understand them and express themselves and their personality with them. There was enough expressivity in the colors, shapes, and animations to convey meaning, but at the same time, their interpretation was open enough to allow our participants to convey a whole range of messages. We look upon the colors, shapes, and animations as an open "surface" that users may ascribe meaning to.

(ii) Affector
Affector is a distorted video window connecting the neighboring offices of two friends (and colleagues). A camera located under the video screen captures video as well as "filter" information  (Senger et al)

‘While the designers originally intended for this to communicate the emotional moods of the two participants to one another, it turned out that what was needed and what they ended up designing throughout the two-year process was to communicate something else. It became a tool for companionable awareness of the other in an aesthetically pleasing and creative way. It was not a simple identification of the partner's emotional mood, but a complex reading of what was going on in the other person's office, highlighting bodily movements, figuring out how this related to what they already knew about each others work life, and interpreting this.’

‘The distortions of the video became the "surface" that was open enough to invite creative use, and allowed the two participants to put meaning to the expressions based perhaps not only on the visual expression, but also on all the other knowledge they had of each other's work life. Pressing deadlines, late night work, getting papers accepted, or knowledge of each other's private life was mixed into their interpretation and meaning-making processes in using

(iii) Affective Diary: A Personal Logging System

‘As a person starts her day, she puts on the body sensor armband. During the day, the system collects time-stamped sensor data picking up movement and arousal. At the same time, the system logs various activities on the mobile phone: text messages sent and received, photographs taken, and the presence of Bluetooth in other devices nearby. Once the person is back at home, she can transfer the logged data into her Affective Diary. The collected sensor data as shown in Fig. 4 is presented as somewhat abstract, ambiguously shaped, and colored characters placed along a timeline’.

e.g. For Ulrica ( one of the participants)  then, her reflections using the diary provided an explanation of why people sometimes misunderstood her and her emotional reactions. Further, it led her to conclude that she should let more of her inner feelings be expressed in the moment. In short, Ulrica used the diary to reflect on her past actions and, as a consequence, to decide to change some of her behaviors; a process of reflection, learning, and change appeared to result from using the diary.

Themes and lessons learned
All three examples make use of sensor technologies as a means to capture something else than what we normally express through written text.

‘None of the systems try to represent these emotion processes inside the system or diagnose users' emotions based on their facial expressions or some other human emotion expression. Instead, they build upon the users own capabilities as meaning making, intelligent, active coconstructors of meaning, emotional processes, and bodily and social practices. In that sense, they are nonreductionist.’

‘An important lesson from these designs is that they have all left space, or "inscribable surfaces," open for users to fill with content [ 21 ]. If users recognize themselves or others through the activities they perform at the interface—if they look familiar to the user through the social or bodily practice they convey—they can learn how to appropriate these open surfaces. The activities of others need to be visible and what can be expressed users should be allowed to shape over time.’

Emotion in HCI: Three Design Approaches
(1) Affective Computing
‘The most discussed and widespread approach in the design of affective computing applications is to construct an individual cognitive model of affect from first principles and implement it in a system that attempts to recognize users' emotional states through measuring the signs and signals we emit in face, body, voice, skin, or what we say related to the emotional processes going on in inside. Emotions, or affect, are seen as identifiable states. Based on the recognized emotional state of the user, the aim is to achieve an as life-like or human-like interaction as possible, seamlessly adapting to the user's emotional state and influencing it through the use of various affective expressions. This model has its limitations, both in its requirement for simplification of human emotion in order to model it, and its difficult approach into how to infer the end-users emotional states through interpreting our sign and signals. This said, it still provides for a very interesting way of exploring intelligence, both in machines and in people.’
(ii) Hedonistic Usability
(iii) The Interactional Approach ( the approach adopted for the above three examples
‘An interactional approach to design tries to avoid reducing human experience to a set of measurements or inferences made by the system to interpret users' emotional states. While the interaction of the system should not be awkward, the actual experiences sought might not only be positive ones. eMoto may allow you to express negative feelings about others. Affector may communicate your negative mood. Affective Diary might make negative patterns in your own behavior painfully visible to you. An interactional approach is interested in the full range of human experience possible in the world’