23,158 research outputs found

    Designing Teenage Emotions with a Life of Their Own

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    In this chapter, two participatory design activities are described in which teenagers create lo-fi designs describing emotions and explain the rationale for their design choices. Designs annotating and describing emotions are categorised as anthropomorphic, abstract, object based, or biomorphic. The chapter concludes: (i) teenagers use a variety of visual metaphors to describe emotions, (ii) teenagers use anthropomorphic visual metaphors most often to describe emotions and (iii) teenagers make more use of abstract and biomorphic visual metaphors to describe ‘negative’ emotions. The effect of materials on designs is analysed, suggesting that teenagers are more likely to create designs describing emotions featuring anthropomorphic visual metaphors when using malleable three-dimensional materials. Suggestions are made for the use of externalisation and personification as part of interactive emotion displays within affective systems. A focus group evaluation of a prototype mobile app is described, which suggests that teenagers place more importance on an affective systems ability to support social relationships than they do its ability to support psychological development. This research will be of value to interaction designers and Child-Computer Interaction researchers seeking to understand how teenagers use different visual metaphors to describe different emotions

    Designing Teenage Emotions with a Life of Their Own

    Get PDF
    In this paper two participatory design activities are described in which teenagers create lo-fi designs describing emotions and explain the rationale for their design choices. Designs annotating and describing emotions are categorised as anthropomorphic, abstract, object based, or biomorphic. The paper concludes that teenagers use a variety of visual metaphors to describe emotions, that teenagers use anthropomorphic visual metaphors the most to describe emotions and that teenagers make more use of abstract and biomorphic visual metaphors to describe 'negative' emotions. The effect of materials on designs is analysed, suggesting that teenagers are more likely to create designs describing emotions featuring anthropomorphic visual metaphors when using malleable threedimensional materials. Suggestions are made for the use of externalisation and personification as part of interactive emotion displays within affective systems. This research will be of value to interaction designers and Child Computer Interaction researchers seeking to understand how teenagers use different visual metaphors to describe different emotions. The contribution of this work is a categorisation of the visual metaphors teenagers use to express different emotions

    Too Cool at School - Understanding Cool Teenagers

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    Cool can be thought about on three levels; the having of cool things, the doing of cool stuff and the being of cool. Whilst there is some understanding of cool products, the concept, of being cool is much more elusive to designers and developers of systems. This study examines this space by using a set of pre-prepared teenage personas as probes with a set of teenagers with the aim of better understanding what is, and isn’t cool about teenage behaviours. The study confirmed that teenagers are able to rank personas in order of cool and that the process of using personas can provide valuable insights around the phenomenon of cool. The findings confirm that cool is indeed about having cool things but in terms of behaviours cool can be a little bit, but not too, naughty

    Play strategy for Scotland: our vision

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    Exploring the Affective Loop

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    Research in psychology and neurology shows that both body and mind are involved when experiencing emotions (Damasio 1994, Davidson et al. 2003). People are also very physical when they try to communicate their emotions. Somewhere in between beings consciously and unconsciously aware of it ourselves, we produce both verbal and physical signs to make other people understand how we feel. Simultaneously, this production of signs involves us in a stronger personal experience of the emotions we express. Emotions are also communicated in the digital world, but there is little focus on users' personal as well as physical experience of emotions in the available digital media. In order to explore whether and how we can expand existing media, we have designed, implemented and evaluated /eMoto/, a mobile service for sending affective messages to others. With eMoto, we explicitly aim to address both cognitive and physical experiences of human emotions. 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 /affective loop/. In this thesis we define what we mean by affective loop and present a user-centered design approach expressed through four design principles inspired by previous work within Human Computer Interaction (HCI) but adjusted to our purposes; /embodiment/ (Dourish 2001) as a means to address how people communicate emotions in real life, /flow/ (Csikszentmihalyi 1990) to reach a state of involvement that goes further than the current context, /ambiguity/ of the designed expressions (Gaver et al. 2003) to allow for open-ended interpretation by the end-users instead of simplistic, one-emotion one-expression pairs and /natural but designed expressions/ to address people's natural couplings between cognitively and physically experienced emotions. We also present results from an end-user study of eMoto that indicates that subjects got both physically and emotionally involved in the interaction and that the designed "openness" and ambiguity of the expressions, was appreciated and understood by our subjects. Through the user study, we identified four potential design problems that have to be tackled in order to achieve an affective loop effect; the extent to which users' /feel in control/ of the interaction, /harmony and coherence/ between cognitive and physical expressions/,/ /timing/ of expressions and feedback in a communicational setting, and effects of users' /personality/ on their emotional expressions and experiences of the interaction

    THE LIVED EXPERIENCES OF PREGNANT TWIN STUDENTS: A CASE STUDY

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    The purpose of this qualitative case study was to explore the lived experiences of pregnant twin students in a certain public secondary school in Davao City, Philippines. Using purposive sampling technique, the study focused on the two informants who are identical twins and both in 10th Grade. In-depth interview, observations, and field notes were utilized in analysis of data. Narratives were carefully transcribed, translated, and underwent thematic analysis to generate essential themes. Results disclosed that pregnant twin students experienced the use of contraceptives, physical and emotional distress, anxiety about the future, shame and humiliation, changes and prohibitions, the use of contraceptives, love and support of significant others. Also, pregnant students tried to cope with the situation by means of apathy, tenacity and turning to support systems. Along with the realizations of pregnant twins, the study underscored that regrets and remorse are always in the end, early pregnancy is a momentary setback, teenage girls should know better about life, love and sex, and that love and acceptance prevail in the end. The study encouraged future researchers to conduct teenage pregnancy among twin students in secondary schools where the participants may be escalated into bigger number to generate substantive patterns, similarities, and differences.  &nbsp

    When Memories Make a Difference: Multimodal Literacy Narratives for Preservice ELA Methods Students

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    This article examines multimodal literacy narrative projects designed by students in a methods of teaching course for secondary preservice English Language Arts teachers. For the multimodal project, preservice teachers infused written, audio, and visual text using a variety of creative mediums. Through combined theoretical frames, the researcher explores semiotics and preservice teachers’ use of multiliteracies as they shift their conceptions of what it means to compose. Finally, this article explores how the act of reflection through the literacy narrative influences preservice teachers’ notions of teaching composition through a variety of mediums

    Health + Equality + School Engagement: Scenarios USA Reinvents Sex Education

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    This issue of Quality/Calidad/Qualité highlights the experience of Scenarios USA,3 an innovative nonprofit program that has integrated a gender and rights perspective -- and a critical thinking approach -- into curricula, while fostering new pedagogies and greater awareness among teachers. Scenarios USA approaches sexual health not as a stand-alone issue but as intertwined with young people's overall lives and agency. As such, the organization's "sex ed" work is part of a broader strategy of fostering self-expression, leadership, and advocacy among youth, especially among those living in marginalized communities.Instead of teaching adolescents about contraceptive methods, Scenarios has them thinking and writing about gender norms, power dynamics, and intimate relationships in their own lives

    Yksin selviytyen - Välinpitämättömyys kokemuksena empaattisen muotoilun näkökulmasta

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    This thesis focuses on studying indifference as an experience, the factors influencing the by-stander-victim interaction and empathic design as a method to foster behavior change through campaigning. Indifference is a social problem that is caused by lack of communication. Indifference is studied as an experience in order to understand the interaction between the bystander and the victim and the emotional factors influencing the experience. The experience is studied from two different perspectives. Whereas the pragmatic approach enables understanding of the experience as a momentary construction the empathic approach focuses on revealing the emotional factors influencing the experience. Narrative data collected from the online discussions is utilized to study subjective experiences. The thesis outlines a framework to explain the experience by dividing the process into six different parts; previous experiences, non-verbal communication, interpretation, expectations, emotions and contextual factors. Lack of verbal communication causes misinterpretations and misunderstandings that generate negative feelings in many situations. Empathic design is explained as an approach that can contribute to behavior change by defining the problem. It is claimed that empathic design can be utilized for delivering empathic messages in larger organizations in order to influence the negative behavior. This thesis is done in collaboration with HelsinkiMission, a social organization that fight against loneliness and indifference in the Finnish society.Tämä tutkielma keskittyy tutkimaan välinpitämättömyyttä kokemuksena, tekijöitä jotka vaikuttavat sivustaseuraajan ja uhrin väliseen vuorovaikutukseen sekä empaattista muotoilua metodina edesauttamaan käyttäytymisen muutosta kampanjoinnin avulla. Välinpitämättömyys on sosiaalinen ongelma, joka johtuu kommunikaation puutteesta. Välinpitämättömyyttä tutkitaan kokemuksena, jotta ymmärrettäisiin sivustaseuraajan ja uhrin vuorovaikutusta sekä kokemukseen vaikuttavia tunnetekijöitä. Kokemusta tutkitaan kahdesta eri näkökulmasta. Pragmaattinen lähestymistapa mahdollistaa kokemuksen ymmärtämisen hetkellisenä konstruktiona, kun taas empaattinen lähestymistapa keskittyy kokemukseen vaikuttavien tunnetekijöiden selvittämiseen. Internet-keskusteluista kerättyä narratiivista aineistoa käytetään ilmiön tutkimiseen. Narratiivinen aineisto luo ymmärrystä subjektiivisista kokemuksista tilanteissa, joissa sivustaseuraaja ja uhri ovat kohdanneet. Tutkielmassa luodaan viitekehys, jossa kokemus jaetaan kuuteen eri osa-alueeseen: aiemmat kokemukset, nonverbaalinen viestintä, tulkinta, odotukset, tunnetekijät sekä kontekstuaaliset tekijät. Sanallisen viestinnän puute aiheuttaa virheellisiä tulkintoja ja väärinkäsityksiä, jotka usein aiheuttavat negatiivisia tunnetiloja. Tutkielma myös selvittää miten empaattista muotoilua voidaan hyödyntää käyttäytymisen muuttamisessa ja ongelman rajaamisessa. Kirjallisuuskatsauksesta selviää, että empaattista muotoilua voidaan käyttää empaattisten viestien välittämiseen isommissa organisaatioissa, millä voitaisiin pyrkiä vaikuttamaan esimerkiksi negatiiviseen käyttäytymiseen. Tutkielma on tehty yhteistyössä HelsinkiMission, yksinäisyyttä ja välinpitämättömyyttä vastaan taistelevan sosiaalialan järjestön kanssa

    A Relational Group Intervention for Teen Pregnancy

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    This dissertation project involved the program development and evaluation of a group intervention designed for pregnant and mothering teens. Current services for teenage mothers have significant problems with utilization. This is especially true for teen mothers living in rural regions. Research on service utilization demonstrates that many programs for teen mothers lack integrated understanding of this population’s needs as adolescents, and their needs as new mothers. The present group intervention, Mothering: A Beginners’ Group (MBG), integrates conceptual frameworks including empowerment, psychoeducation, and relational therapy in an effort to address the complex needs of teen mothers. A group space was designed to allow participants to examine their current relationships, and to form new relationships with fellow mothering teens. An action research framework was utilized to enlist the help of group participants in the evaluation of MBG. It was believed that participation would provide teens with additional social support and help them develop coping skills to meet the demands of their lives. Seven teenagers living rural New England participated in this group. Evaluation of MBG was completed through a mixed-methods design. Descriptive data was obtained on the demographics of the group. Additionally, quantitative data was obtained through completion of a self-efficacy measure before and after the intervention. These measures were correlated with participants’ level of group attendance. A significant positive correlation (r = .86, p \u3c .058) was found between increased group attendance and increased self-efficacy. Finally, qualitative analysis of postintervention questionnaires and researcher process notes indicated pertinent themes of social isolation, relational stress, and the stresses of transitioning into motherhood. Findings suggest that MBG provides an increased sense of social support to pregnant and mothering teenagers. Implications of these results bring attention to the complexity of the competing developmental goals of adolescence and motherhood; support the use of relational group interventions with populations of pregnant and parenting teenagers; and indicate the need for integration of the lived experience of teenage mothers into the design of programs which serve this population
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