9 research outputs found

    EmotionPrism: a design tool that communicates 25 pleasurable human-product interactions

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    The range of positive emotions experienced in human-product interactions is multifarious. Differentiating positive emotions (e.g., joy, love, hope, and interest) and having an awareness of associated expressive interaction qualities (e.g., playful, careful, persistent and focused interaction) can support designers to influence users' interactions in a favourable way. This paper introduces the development and application of EmotionPrism, a tool for designers to gain a better understanding specific positive emotions and related expressive interaction qualities. EmotionPrism is a collection of movie-sets that represents 25 different positive emotions in dynamic hand-object interactions, combined with theoretical descriptions of the emotions. Designers can use the tool to envision and discuss what kinds of interactions would be appropriate or desirable to incite and to select a set of relevant positive emotions accordingly by referring to the set of information as a repertoire to choose from. The paper first describes characteristics of positive emotions with a focus on expressive behaviour and then discusses considerations for the tool development. The second section reports the process of developing the tool. Thirdly, we present the results of a design workshop in which the tool was used and evaluated

    Physio-Stacks: Supporting Communication with Ourselves and Others via Tangible, Modular Physiological Devices

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    International audienceOur physiological activity reflects our inner workings. However, we are not always aware of it in full detail. Physiological devices allow us to monitor and create adaptive systems and support introspection. Given that these devices have access to sensitive data, it is vital that users have a clear understanding of the internal mechanisms (extrospection), yet the underlying processes are hard to understand and control, resulting in a loss of agency. In this work, we focus on bringing the agency back to the user, by using design guidelines based on principles of honest communication and driven by positive activities. To this end, we conceived a tangible, modular approach for the construction of physiological interfaces that can be used as a prototyping toolkit by designers and researchers, or as didactic tools by educators and pupils. We show the potential of such an approach with a set of examples, supporting introspection, dialog, music creation, and play

    S(C)ENTINEL - monitoring automated vehicles with olfactory reliability displays

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    Overreliance in technology is safety-critical and it is assumed that this could have been a main cause of severe accidents with automated vehicles. To ease the complex task of per- manently monitoring vehicle behavior in the driving en- vironment, researchers have proposed to implement relia- bility/uncertainty displays. Such displays allow to estimate whether or not an upcoming intervention is likely. However, presenting uncertainty just adds more visual workload on drivers, who might also be engaged in secondary tasks. We suggest to use olfactory displays as a potential solution to communicate system uncertainty and conducted a user study (N=25) in a high-fidelity driving simulator. Results of the ex- periment (conditions: no reliability display, purely visual reliability display, and visual-olfactory reliability display) comping both objective (task performance) and subjective (technology acceptance model, trust scales, semi-structured interviews) measures suggest that olfactory notifications could become a valuable extension for calibrating trust in automated vehicles

    What is interaction?

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    | openaire: EC/H2020/637991/EU//COMPUTED | openaire: EC/H2020/648785/EU//BODY-UIThe term interaction is field-defining , yet surprisingly confused. This essay discusses what interaction is. We first argue that only few attempts to directly define interaction exist. Nevertheless , we extract from the literature distinct and highly developed concepts, for instance viewing interaction as dialogue, transmission, optimal behavior, embodiment, and tool use. Importantly, these concepts are associated with different scopes and ways of construing the causal relationships between the human and the computer. This affects their ability to inform empirical tudies and design. Based on this discussion, we list desiderata for future work on interaction, emphasizing the need to improve scope and specificity , to better account for the effects and agency that computers have in interaction, and to generate strong propositions about interaction.Peer reviewe

    Beyond Resolving Dilemmas: Three Design Directions for Addressing Intrapersonal Concern Conflicts

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    A potent way of designing for emotion is to design for concerns. However, people have multiple, and often, conflicting concerns. Such conflicts create emotional dilemmas: One may need to spend a Sunday afternoon working to meet a deadline, and at the same time, wish to attend a birthday party. In this paper, we consider conflicting concerns as a design opportunity: Any of the concerns can be a starting point for designing products or services that appeal to the users. However, we propose that the tension created by the conflict can be more inspiring than the involved concerns in isolation. In this paper, we present an analysis of 109 existing products through which we identify three directions these products seem to use to address users' dilemmas. These directions are resolving dilemmas, moderating dilemmas, and triggering dilemmas. We discuss the similarities and differences between these directions and their potential contribution to design fields such as designing for emotions and designing for subjective wellbeing. </jats:p
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