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Designing gestures for affective input: an analysis of shape, effort and valence
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.
2003 (English)In: MUM 2003: proceedings of the 2nd International Conference on Mobile and Ubiquitous Multimedia, 10-12 December, 2003, Norrköping, Sweden / [ed] Mark Ollila and Martin Rantzer, Norrköping, Sweden: ACM , 2003, 57-65 p.Conference paper (Refereed)
Abstract [en]

We discuss a user-centered approach to incorporating affective expressions in interactive applications, and argue for a design that addresses both body and mind. In particular, we have studied the problem of finding a set of affective gestures. Based on previous work in movement analysis and emotion theory [Davies, Laban and Lawrence, Russell], and a study of an actor expressing emotional states in body movements, we have identified three underlying dimensions of movements and emotions: shape, effort and valence. From these dimensions we have created a new affective interaction model, which we name the affective gestural plane model. We applied this model to the design of gestural affective input to a mobile service for affective messages.

Place, publisher, year, edition, pages
Norrköping, Sweden: ACM , 2003. 57-65 p.
URN: urn:nbn:se:su:diva-43337ISBN: 1-58113-826-1OAI: diva2:355845
MUM 2003 Norrköping
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.
Report Series / Department of Computer & Systems Sciences, ISSN 1101-8526 ; 10-008
, SICS Dissertation Series, ISSN 1101-1335 ; 53
Design, Interaction, Communication, Mobile, Emotion, Body, Digital material
National Category
Information Science
Research subject
Man-Machine-Interaction (MMI)
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)
Available from: 2010-10-21 Created: 2010-10-11 Last updated: 2010-10-12Bibliographically approved

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Fagerberg, PetraHöök, Kristina
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