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eMoto: Affectively Involving both Body and Mind
Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences. (INVOLVE)
Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
2005 (English)In: CHI '05 extended abstracts on Human factors in computing systems, Portland, OR, USA: ACM , 2005, 2005-2008 p.Conference paper, Published paper (Refereed)
Abstract [en]

It is known that emotions are experienced by both body and mind. Oftentimes, emotions are evoked by sub-symbolic stimuli, such as colors, shapes, gestures, or music. We have built eMoto, a mobile service for sending affective messages to others, with the explicit aim of addressing such sensing. Through combining affective gestures for input with affective expressions that make use of colors, shapes and animations for the background of messages, the interaction pulls the user into an embodied 'affective loop'. We present a user study of eMoto where 12 out of 18 subjects got both physically and emotionally involved in the interaction. The study also shows that the designed 'openness' and ambiguity of the expressions, was appreciated and understood by our subjects.

Place, publisher, year, edition, pages
Portland, OR, USA: ACM , 2005. 2005-2008 p.
National Category
Information Science
Identifiers
URN: urn:nbn:se:su:diva-43335ISBN: 1-59593-002-7 (print)OAI: oai:DiVA.org:su-43335DiVA: diva2:355839
Conference
Conference on Human Factors in Computing Systems
Available from: 2010-10-08 Created: 2010-10-08 Last updated: 2010-10-11Bibliographically approved
In thesis
1. Designing Affective Loop Experiences
Open this publication in new window or tab >>Designing Affective Loop Experiences
2010 (English)Doctoral thesis, comprehensive summary (Other academic)
Abstract [en]

There is a lack of attention to the emotional and the physical aspects of communication in how we up to now have been approaching communication between people in the field of Human Computer Interaction (HCI). As designers of digital communication tools we need to consider altering the underlying model for communication that has been prevailing in HCI: the information transfer model. Communication is about so much more than transferring information. It is about getting to know yourself, who you are and what part you play in the communication as it unfolds. It is also about the experience of a communication process, what it feels like, how that feeling changes, when it changes, why and perhaps by whom the process is initiated, altered, or disrupted. The idea of Affective Loop experiences in design aims to create new expressive and experiential media for whole users, embodied with the social and physical world they live in, and where communication not only is about getting the message across but also about living the experience of communication - feeling it.

An Affective Loop experience is an emerging, in the moment, emotional experience where the inner emotional experience, the situation at hand and the social and physical context act together, to create for one complete embodied experience. The loop perspective comes from how this experience takes place in communication and how there is a rhythmic pattern in communication where those involved take turns in both expressing themselves and standing back interpreting the moment.

To allow for Affective Loop experiences with or through a computer system, the user needs to be allowed to express herself in rich personal ways involving our many ways of expressing and sensing emotions – muscles tensions, facial expressions and more. For the user to become further engaged in interaction, the computer system needs the capability to return relevant, either diminishing, enforcing or disruptive feedback to those emotions expressed by the user so that the she wants to continue express herself by either strengthening, changing or keeping her expression.

We describe how we used the idea of Affective Loop experiences as a conceptual tool to navigate a design space of gestural input combined with rich instant feedback. In our design journey, we created two systems, eMoto and FriendSense.

Place, publisher, year, edition, pages
Stockholm: Departmen of Computer and Systems Sciences, Stockholm University, 2010. 117 p.
Series
Report Series / Department of Computer & Systems Sciences, ISSN 1101-8526 ; 10-008
Series
SICS Dissertation Series, ISSN 1101-1335 ; 53
Keyword
Design, Interaction, Communication, Mobile, Emotion, Body, Digital material
National Category
Information Science
Research subject
Man-Machine-Interaction (MMI)
Identifiers
urn:nbn:se:su:diva-43376 (URN)978-91-7447-142-7 (ISBN)
Public defence
2010-11-12, sal C, Forum 100, Isafjordsgatan 39, Kista, 13:00 (English)
Opponent
Supervisors
Available from: 2010-10-21 Created: 2010-10-11 Last updated: 2010-10-12Bibliographically approved

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