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  • 1. Benyon, David
    et al.
    Höök, Kristina
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Nigay, Laurence
    Spaces of Interaction2010In: Proceedings of ACM/BCS Visions of Computer Science, International Academic Research Conference, Edinburgh, ACM/BCS , 2010Conference paper (Refereed)
  • 2.
    Fagerberg, Petra
    et al.
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Ståhl, Anna
    Höök, Kristina
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Designing gestures for affective input: an analysis of shape, effort and valence2003In: 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, p. 57-65Conference 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.

  • 3.
    Fagerberg, Petra
    et al.
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Ståhl, Anna
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Höök, Kristina
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    eMoto: Emotionally Engaging Interaction2004In: Personal and Ubiquitous Computing, ISSN 1617-4909, E-ISSN 1617-4917, ISSN 1617-4909, Vol. 8, no 5, p. 377-381Article in journal (Refereed)
  • 4.
    Fernaeus, Ylva
    et al.
    KTH.
    Isbister, Katherine
    New York Polytechnic.
    Höök, Kristina
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Laaksolahti, Jarmo
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Fagerberg Sundström, Petra
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Understanding Users and Their Situation2011In: Emotion-Oriented Systems: The Humaine Handbook / [ed] Petta, Paolo; Pelachaud, Catherine; Cowie, Roddy, Springer Publishing Company, 2011, p. 657-671Chapter in book (Other academic)
  • 5. Helmes, John
    et al.
    Taylor, Alex S.
    Cao, Xiang
    Höök, Kristina
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Schmitt, Peter
    Villar, Nicolas
    Rudiments 1, 2 & 3: Design Speculations on Autonomy2011In: Tangible and Embedded Interaction (TEI), Portugal, ACM Press , 2011, p. 145-152Conference paper (Other academic)
    Abstract [en]

    This work describes the design process and installation of three speculative, rudimentary machines, or rudiments. Through careful iterations in their design, the rudiments are intended to provoke curiosity and discussion around the possibility of autonomy in interactive systems. The design of the rudiments is described in detail, alongside the design decisions that were made to suggest a machine autonomy and to provoke discussion. Some preliminary reflections from installing the rudiments in two separate households are also reported. Widely divergent opinions of the rudi- ments from the two households are used to discuss a num- ber of themes for thinking about autonomy and interactive systems design. Overall, the presented work adopts a per- spective strongly oriented towards guiding future research, but, importantly, aims to do so by opening up and exposing the design possibilities rather than constraining them.

  • 6.
    Holmquist, Lars Erik
    et al.
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Höök, Kristina
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Juhlin, Oskar
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Waern, Annika
    The Mobile Services Ecosystem: A Research Foundation for Mobile Life2007In: Proceedings of Global Mobility Roundtable 2007, 2007Conference paper (Refereed)
  • 7.
    Höök, Kristina
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Affective Loop Experiences - What Are They?2008In: Persuasive Technology / [ed] Harri Oinas-Kukkonen et al., Berlin, Heidelberg, 2008, Vol. LNCS 5033, p. 1-12Conference paper (Refereed)
    Abstract [en]

    A research agenda for bodily persuasion through a design approach we name affective loops is outlined. Affective loop experiences draw upon physical, emotional interactions between user and system.

  • 8.
    Höök, Kristina
    et al.
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences. Mobile Life.
    Isbister, Katherine
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences. Kommunikation och kognition.
    Laaksolahti, Jarmo
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences. Kommunikation och kognition.
    Sharp, Michael
    The Sensual Evaluation Instrument: Developing a Trans-Cultural Self-Report Measure of Affect2007In: International journal of human-computer studies, p. 315-328Article in journal (Refereed)
    Abstract [en]

    In this paper we describe the development and testing of a tool for self-assessment of affect while interacting with computer systems, meant to be used in many cultures. We discuss our research approach within the context of existing cultural, affective and HCI theory, and describe testing of its effectiveness in the US and Sweden.

  • 9.
    Isbister, Katherine
    et al.
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences. Kommunikation och kognition.
    Höök, Kristina
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences. Mobile Life.
    Evaluating affective interactions2007In: International journal of human-computer studies, ISSN 1071-5819, E-ISSN 1095-9300, Vol. vol. 65, no issue 4, p. pp. 273-Article in journal (Refereed)
  • 10.
    Isbister, Katherine
    et al.
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Höök, Kristina
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Fagerberg Sundström, Petra
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Laaksolahti, Jarmo
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Generating Ideas and Building Prototypes2011In: Emotion-Oriented Systems: The Humaine Handbook, Springer , 2011, p. 671-687Chapter in book (Other academic)
  • 11.
    Kaye, Joseph
    et al.
    Cornell University, US.
    Buie, Elizabeth
    US.
    Hoonhout, Jettie
    Philips Research, Holland.
    Höök, Kristina
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Roto, Virpi
    Nokia Research, US.
    Jenson, Scott
    Google.
    Wright, Peter
    Newcastle University, UK.
    Designing for User Experience: Academia & Industry2011In: CHI EA '11 Proceedings of the 2011 annual conference extended abstracts on Human factors in computing systems, Vancouver, Canada: ACM Press , 2011Conference paper (Refereed)
  • 12. Sjölinder, Marie
    et al.
    Höök, Kristina
    Nilsson, Lars-Göran
    Stockholm University, Faculty of Social Sciences, Department of Psychology.
    Andersson, Gerd
    Age differences and the acquisition of spatial knowledge in a three-dimensional environment: Evaluating the use of an overview map as a navigation aid.2005In: International Journal of Human-Computer Studies, ISSN 1071-5819, Vol. 63, no 6, p. 537-564Article in journal (Refereed)
    Abstract [en]

    This study examined age differences in the use of an electronic three-dimensional (3D) environment, and how the age differences were affected by the use of an overview map as a navigation aid. Task performance and the subjects' acquisition of configural knowledge of the 3D-environment were assessed. Impact of spatial ability and prior experience on these measurements were also investigated. One group of older subjects (n = 24) and one group of younger subjects (n = 24) participated. An overall hypothesis for the work presented here was that differences in learning to and performing navigational tasks in the physical world are similar in learning and performing navigational tasks in the virtual world. The results showed that the older participants needed more time to solve the tasks; and similar to navigation in the physical world, the older participants were less likely to create configural knowledge. It could not be established that older participants benefited more from an overview map as cognitive support than younger subjects, except in the subjective sense: the older users felt more secure when the map was there. The map seemed to have supported the older users in creating a feeling of where objects were located within the environment, but it did not make them more efficient. The results have implications for design; in particular, it brings up the difficult issue of balancing design goals such as efficiency in terms of time and functionality, against maintaining a sense of direction and location in navigational situations.

  • 13.
    Sundström, Petra
    et al.
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Höök, Kristina
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Hand in Hand with the Material: Designing for Suppleness2010In: CHI 2010: 28th ACM Conference on Human Factors in Computing Systems, Atlanta, Georgia: ACM press , 2010, p. 463-472Conference paper (Refereed)
    Abstract [en]

    Designing for a supple interaction, involving users bodily and emotionally into a 'dance' with a system is a challenging task. Any break-ups in interaction become fatal to the sensual, fluent, bodily and social experience sought. A user-centered, iterative design cycle is therefore required.

    But getting to know the affordances of the digital material used to build the application plays an equally important role in the design process. The 'feel' of the digital material properties sometimes even determines what the design should be. We describe three situations in which the properties and affordances of sensor network technologies guided our design process of FriendSense -- a system for expressing friendship and emotional closeness through movement. We show how the sensor node look and feel, choice of sensors, limitations of the radio signal strength and coverage, as well as iterative prototyping to properly exploit the software/algorithmic possibilities guided our design process.

  • 14.
    Sundström, Petra
    et al.
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Jaensson, Tove
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Höök, Kristina
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Pommeranz, Alina
    Probing the Potential of Non-verbal Group Communication2009In: Proceedings of the ACM 2009 international conference on Supporting group work, Sanibel Island, Florida, USA: ACM , 2009, p. 351-360Conference paper (Refereed)
    Abstract [en]

    Designing for non-verbal communication using e.g. gestures and other bodily expressions is difficult. Hardware and software need to be co-designed and harmonize in order to not throw users out of their embodied experience. We aim to design for kinaesthetic expressions of emotion in communication between friends - in this case, colleagues at work. A probe was built using sensor node technology designed to let users express themselves and their emotional state to a public and shared display where the expressions together formed a collective art piece expressing the individuals but also the group as a whole. Two groups of colleagues used the probe during two weeks. It came to serve as a channel in which some conflicts and expressions of social relations were acted out which were not openly discussed in the office. It exposed different roles and balances in relationships in the group. Finally, the probe taught us the importance of balancing the design for joint group expression and individual, personal expressions. The study also allowed the participants to experience the sensor node-'material' - enabling a participatory design process.

  • 15.
    Sundström, Petra
    et al.
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Ståhl, Anna
    Höök, Kristina
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    eMoto: Affectively Involving both Body and Mind2005In: CHI '05 extended abstracts on Human factors in computing systems, Portland, OR, USA: ACM , 2005, p. 2005-2008Conference 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.

  • 16.
    Sundström, Petra
    et al.
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Ståhl, Anna
    Höök, Kristina
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    In Situ Informants Exploring an emotional Mobile Meassaging System in Their Everyday Practice2007In: International journal of human-computer studies, ISSN 1071-5819, E-ISSN 1095-9300, Vol. 65, no 4, p. 388-403Article in journal (Refereed)
    Abstract [en]

    We have designed and built a mobile emotional messaging system named eMoto. With it, users can compose messages through using emotion-signalling gestures as input, rendering a message background of colours, shapes and animations expressing the emotional content. The design intent behind eMoto was that it should be engaging physically, intellectually and socially, and allow users to express themselves emotionally in all those dimensions, involving them in an affective loop experience. In here, we describe the user-centred design process that lead to the eMoto system, but focus mainly on the final study where we let five friends use eMoto for two weeks. The study method, which we name in situ informants, helped us enter and explore the subjective and distributed experiences of use, as well as how emotional communication unfolds in everyday practice when channelled through a system like eMoto. The in situ informants are on the one hand users of eMoto, but also spectators, that are close friends who observe and document user behaviour. Design conclusions include the need to support the sometimes fragile communication rhythm that friendships require—expressing memories of the past, sharing the present and planning for the future. We saw that emotions are not singular state that exist within one person alone, but permeates the total situation, changing and drifting as a process between the two friends communicating. We also gained insights into the under-estimated but still important physical, sensual aspects of emotional communication. Experiences of the in situ informants method pointed to the need to involve participants in the interpretation of the data obtained, as well as establishing a closer connection with the spectators

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