11 research outputs found

    EDAMUX : A method for measuring User Experience

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    Background: User experience (UX) is seen as an important quality of a successful product and software companies are becoming increasingly interested in the field of UX. As UX has the goal to improve the experience of users, there is a need for better methods in measuring the actual experience. One aspect of UX is to understand the emotional aspect of experience. Psychophysiology studies the relations between emotions and physiology and electrodermal activity (EDA) has been found to be a physiological measurement of emotional arousal. Aims: The aim of this thesis is researching the utility of measuring EDA to identify moments of emotional arousal during human-computer interaction. By studying peaks in EDA during software interaction we expect to find issues in the software that work as triggers or stimuli for the peaks. Method: We used the design science methodology to develop EDAMUX. EDAMUX is a method to unobtrusively observe users, while gathering significant interaction moments through self reporting and EDA. A qualitative single-case study was conducted to evaluate the utility of EDAMUX. Results: We found that we can discover causes of bad user experience with EDAMUX. Moments of emotional arousal, derived from EDA, was found in conjunction with performance issues, usability issues and bugs. Emotional arousal was also observed during software interaction where the user was blaming themself. Conclusions: EDAMUX shows potential in discovering issues in software that are difficult to find with methods that rely on subjective self-reporting. Having the potential to objectively study emotional reactions is seen as valuable in complementing existing methods of measuring user experience

    Intimate Heartbeats: Opportunities for Affective Communication Technology

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    Psychophysiology in the digital age

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    The research I performed for my thesis revolved around the question how affect-physiology dynamics can be best measured in daily life. In my thesis I focused on three aspects of this question: 1) Do wearable wristband devices have sufficient validity to capture ANS activity? 2) To what extent is the laboratory design suitable to measure affect-ANS dynamics? 3) Are the affect-ANS dynamics subject to individual differences, both in the laboratory and in daily life? In chapter 2, I validated a shortened version of the Sing-a-Song Stress (SSST) test, the SSSTshort. The purpose of this test is to create social-evaluative stress in participants through a simple and brief design that does not require the involvement of multiple confederates. The results indicated that the SSSTshort was effective in inducing ANS and affective reactivity. This makes the SSSTshort a cost-effective alternative to the well-known Trier-Social-Stress task (TSST), which can be easily incorporated into large-scale studies to expand the range of stress types that can be studied in laboratory designs. In chapter 3, I validated a new wrist worn technology for measuring electrodermal activity (EDA). As expected, the overall EDA levels measured on the wrist were lower than those measured on the palm, likely due to the lower density of sweat glands on the wrist. The analysis demonstrated that the frequency measure of non-specific skin conductance response (ns.SCR) was superior to the commonly used measure of skin conductance level (SCL) for both the palm and wrist. The wrist-based ns.SCR measure was sensitive to the experimental manipulations and showed similar correspondence to the pre-ejection period (PEP) as palm-based ns.SCR. Moreover, wrist-based ns.SCR demonstrated similar predictive validity for affective state as PEP. However, the predictive validity of both wrist-based ns.SCR and PEP was lower compared to palm-based ns.SCR. These findings suggest that wrist-based ns.SCR EDA parameter has a promising future for use in psychophysiological research. In Chapter 4 of my thesis, I conducted the first study to directly compare the relationship between affect and ANS activity in a laboratory setting to that in daily life. To elicit stress in the laboratory, four different stress paradigms were employed, while stressful events in daily life were left to chance. In both settings, a valence and arousal scale was constructed from a nine-item affect questionnaire, and ANS activity was collected using the same devices. Data was collected from a single population, and the affect-ANS dynamics were analyzed using the same methodology for both laboratory and daily life settings. The results showed a remarkable similarity between the laboratory and daily life affect-ANS relationships. In Chapter 5 of my thesis, I investigated the influence of individual differences in physical activity and aerobic fitness on ANS and affective stress reactivity. Previous research has yielded inconsistent results due to heterogeneity issues in the population studied, stressor type, and the way fitness was measured. My study made a unique contribution to this field by measuring physical activity in three ways: 1) as objective aerobic fitness, 2) leisure time exercise behavior, and 3) total moderate-to-vigorous exercise (including both exercise and all other regular physical activity behaviors). In addition, we measured the physiological and affective stress response in both a laboratory and daily life setting. The total amount of physical activity showed more relationships with stress reactivity compared to exercise behavior alone, suggesting that future research should include a total physical activity variable. Our results did not support the cross-stressor adaptation hypotheses, suggesting that if exercise has a stress-reducing effect, it is unlikely to be mediated by altered ANS regulation due to repeated exposure to physical stress

    Connecting people through physiosocial technology

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    Social connectedness is one of the most important predictors of health and well-being. The goal of this dissertation is to investigate technologies that can support social connectedness. Such technologies can build upon the notion that disclosing emotional information has a strong positive influence on social connectedness. As physiological signals are strongly related to emotions, they might provide a solid base for emotion communication technologies. Moreover, physiological signals are largely lacking in unmediated communication, have been used successfully by machines to recognize emotions, and can be measured relatively unobtrusively with wearable sensors. Therefore, this doctoral dissertation examines the following research question: How can we use physiological signals in affective technology to improve social connectedness? First, a series of experiments was conducted to investigate if computer interpretations of physiological signals can be used to automatically communicate emotions and improve social connectedness (Chapters 2 and 3). The results of these experiments showed that computers can be more accurate at recognizing emotions than humans are. Physiological signals turned out to be the most effective information source for machine emotion recognition. One advantage of machine based emotion recognition for communication technology may be the increase in the rate at which emotions can be communicated. As expected, experiments showed that increases in the number of communicated emotions increased feelings of closeness between interacting people. Nonetheless, these effects on feelings of closeness are limited if users attribute the cause of the increases in communicated emotions to the technology and not to their interaction partner. Therefore, I discuss several possibilities to incorporate emotion recognition technologies in applications in such a way that users attribute the communication to their interaction partner. Instead of using machines to interpret physiological signals, the signals can also be represented to a user directly. This way, the interpretation of the signal is left to be done by the user. To explore this, I conducted several studies that employed heartbeat representations as a direct physiological communication signal. These studies showed that people can interpret such signals in terms of emotions (Chapter 4) and that perceiving someone's heartbeat increases feelings of closeness between the perceiver and sender of the signal (Chapter 5). Finally, we used a field study (Chapter 6) to investigate the potential of heartbeat communication mechanisms in practice. This again confirmed that heartbeat can provide an intimate connection to another person, showing the potential for communicating physiological signals directly to improve connectedness. The last part of the dissertation builds upon the notion that empathy has positive influences on social connectedness. Therefore, I developed a framework for empathic computing that employed automated empathy measurement based on physiological signals (Chapter 7). This framework was applied in a system that can train empathy (Chapter 8). The results showed that providing users frequent feedback about their physiological synchronization with others can help them to improve empathy as measured through self-report and physiological synchronization. In turn, this improves understanding of the other and helps people to signal validation and caring, which are types of communication that improve social connectedness. Taking the results presented in this dissertation together, I argue that physiological signals form a promising modality to apply in communication technology (Chapter 9). This dissertation provides a basis for future communication applications that aim to improve social connectedness

    A Design Framework for Engaging Collective Interaction Applications for Mobile Devices

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    The main objective of this research is to define the conceptual and technological key factors of engaging collective interaction applications for mobile devices. To answer the problem, a throwaway prototyping software development method is utilized to study design issues. Furthermore, a conceptual framework is constructed in accordance with design science activities. This fundamentally exploratory research is a combination of literature review, design and implementation of mobile device based prototypes, as well as empirical humancomputer interaction studies, which were conducted during the period 2008 - 2012. All the applications described in this thesis were developed mainly for research purposes in order to ensure that attention could be focused on the problem statement. The thesis presents the design process of the novel Engaging Collective Interaction (ECI) framework that can be used to design engaging collective interaction applications for mobile devices e.g. for public events and co-creational spaces such as sport events, schools or exhibitions. The building and evaluating phases of design science combine the existing knowledge and the results of the throwaway prototyping approach. Thus, the framework was constructed from the key factors identified of six developed and piloted prototypes. Finally, the framework was used to design and implement a collective sound sensing application in a classroom setting. The evaluation results indicated that the framework offered knowledge to develop a purposeful application. Furthermore, the evolutionary and iterative framework building process combined together with the throwaway prototyping process can be presented as an unseen Dual Process Prototyping (DPP) model. Therefore it is claimed that: 1) ECI can be used to design engaging collective interaction applications for mobile devices. 2) DPP is an appropriate method to build a framework or a model. This research indicates that the key factors of the presented framework are: collaborative control, gamification, playfulness, active spectatorship, continuous sensing, and collective experience. Further, the results supported the assumption that when the focus is more on activity rather than technology, it has a positive impact on the engagement. As a conclusion, this research has shown that a framework for engaging collective interaction applications for mobile devices can be designed (ECI) and it can be utilized to build an appropriate application. In addition, the framework design process can be presented as a novel model (DPP). The framework does not provide a step-by-step guide for designing applications, but it helps to refine the design of successful ones. The overall benefit of the framework is that developers can pay attention to the factors of engaging application at an early stage of design

    Bertsobot: gizaki-robot arteko komunikazio eta elkarrekintzarako portaerak

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    216 p.Bertsobot: Robot-Portaerak Gizaki-Robot Arteko Komunikazio eta ElkarrekintzanBertsotan aritzeko gaitasuna erakutsiko duen robot autonomoa garatzeada gure ikerketa-lanaren helburu behinena. Bere egitekoa, bertsoa osatzekoinstrukzioak ahoz jaso, hauek prozesatu eta ahalik eta bertsorik egokienaosatu eta kantatzea litzateke, bertsolarien oholtza gaineko adierazkortasunmaila erakutsiz gorputzarekin. Robot-bertsolariak, gizaki eta roboten artekoelkarrekintza eta komunikazioan aurrera egiteko modua jarri nahi luke, lengoaianaturala erabiliz robot-gizaki arteko bi noranzkoko komunikazioan
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