Title: Advanced HCI Affective Interaction
1Advanced HCIAffective Interaction
- Affect is dealt with in
- Preece, Sharp and Rogers (Chapter 5)
- Benyon, Turner and Turner (Chapter 17)
- This lecture reviews explanations of why and how
interactive products influence users emotions,
and through this, their attitudes and behaviour.
2Performance Emotion
- Early cognitive contributions to HCI focus on
improving users performance - Usability
- Making tasks easier (preventing error, providing
help etc) - Lightening the cognitive load
- Making tools intuitive
- Main aim in the late 80s to improve design of
computer-based work - Users emotions only viewed as byproduct of
unhindered cognitive processing - Software/Hardware works user satisfaction/accept
ance - Focus of computing changing from workplace to
lifestyle - iPod, Xbox, Palm Pilot, games, chat, shopping,
entertainment, leisure - Activities associated with pleasure (emotion)
- Not just productivity
CHILL OUT!
3Performance Emotion
- What are emotions?
- Why, and how, do they affect our performance?
- In what ways can emotion be taken into account
when designing programs or devices? - 3 main research areas
- Computer recognition of human emotion
- Computer adapts its behaviour based on what it
knows about user - Computer simulation of human emotion
- Computer appears to display human characteristics
- Computer evocation of human emotion
- Computer targets human emotions and encourages
particular responses
4What is an emotion?
- A neural impulse that moves an organism to action
- We cannot choose our emotions (see below)
- Emotions happen spontaneously in response to
events in the environment - Causes physiological changes visible in behaviour
- Facial expression, faster heartbeat,
perspiration, aggression, crying etc. - Deeply rooted survival mechanism enabling
organism to adapt to environment - cf. Method Acting
- The actor replicates the emotional conditions
of the character in order to add realism to a
dramatic performance - Actor draws on own emotional memory
Pairs of emotions (Plutchik, 1980)Primary
emotions can be combined to form secondary
emotionsDisgust Sadness Remorse
5Where do emotions come from?
- Cerebral Cortex (Man)
- Planning, language etc.
- Limbic System (other mammals)
- Emotions
- Basal Ganglia
- 2-way messaging system between Cerebral Cortex
Limbic System - Brain Stem (present in reptiles)
- Basic body functions
- Hunt, kill, mate, defend territory
Evolution of the brain
- Common belief was that rationality emotion are
separate cf. early cognitive view that treats
user as an information processor - Emotion plays some part in decision-making etc.
Therefore affects performance, response etc.
6Don Norman Revised model of cognition
- Visceral level
- Fast
- Makes rapid judgements
- Good/bad safe/dangerous
- Signals motor system alerts brain
- Inhibited/enhanced by control systems
- Behavioural level
- Learned behaviour coming from experience
- Largely automaticised
- Can inhibit/enhance visceral layer
- Inhibited/enhanced by reflective layer
- Reflective level
- No direct access to sensory input or control of
behaviour - Watches over, reflects upon, tries to influence
behaviour level - Responses slow based on assessment, judgement
decision-making - Norman, 2004
7Emotional responses to stimuli
8Emotional response to stimuli
- Ekman, Friesen Ellsworth (1972)
- identified 6 basic emotions
- recognised expressed in same way in all cultures
anger
fear
disgust
surprise
happiness
sadness
Which emotions are these people displaying?
(Ekman, Friesen Ellsworth, 1972)
9Relationships with Computers
- Humans respond to computers like real people
- We prefer computers that flatter us
- We prefer computers which have a similar
personality to our own - We are polite to computers
- Therefore, we seem to have social relationships
with computers - Emotions are an important component of social
relationships - If computer has a friendly face, will we like
it more?
10Facial Action Coding System (FACS)
- Ekman and Friesen (1978) develop FACS
- Taxonomy of expressions
- Defines expressions as 1 of 46 Action Units
- Contraction or relaxation of one or more muscles
- Cowe Johnston (Psychology Dept. University
College, London) - system automatically generates a virtual puppet,
or avatar, then drives it by mimicking the facial
movements of an actor. - Applications?
- Recognising user expression
- Generating appropriate responses for avatars
actor
avatar
11Recognizing emotions
- Tele-healthcare (Lisetti, et al. 2003)
- System models patients affective state using
multiple inputs from wearable sensors and other
devices such as camera - Detected emotions mapped onto intelligent agents
embodied as avatars - Avatar able to chat to patient to confirm emotion
- 90 success recognizing sadness
- 80 success for anger
- 70 success for frustration
12Expressing emotion affective input to
interactive systems
- Can humans express emotions to computers?
- What if human wants to explicitly identify an
emotion to influence the behaviour of a character
in a game? - SenToy
- Doll-based interface to game
- Gestures indicate emotions
- Emotions affect game strategy
happiness
sadness
anger
fear
surprise
gloating
13Expressing emotion affective input to
interactive systems
- Users a little confused
- Hard to understand opponents emotions
- BUT many related to doll (projection)
- Higher satisfaction
Bullock, A. and Gambäck, B. (2003)
14The tenuous area of Affective Computing
- Rash of projects exploring Affective Computing
- Example Gustbowl project (Keller, van der Hoog,
and Stappers, 2004) - Digital communication technology is increasingly
affecting the way people organize their social
contacts. Product designers therefore must
understand users needs, not only on a functional
level (what information they share) but also on
an affective, experiential level (what emotions
are involved). Technological communications
solutions can easily fail because they reduce
affective interactions to functional ones. Our
team from Delft University of Technologys
ID-Studiolab (http//studiolab.io.tudelft.nl)
designed the Gustbowl to promote and support
informal, unobtrusive interactions in families
whose members live apart. The Gustbowl helps
families keep in touch, rather than just exchange
information, by letting members be a part of each
others daily routines.
- Use scenario son throws keys into the Gustbowl
mother notices the wobble and sees the picture
appear in her Gustbowl. - Can such projects really be classed as affective
computing?
15The tenuous area of Affective Computing
- Example A Foundation for Emotional Expressivity
(Stahl et al. ) - To express emotions to others in mobile text
messaging in our view require designs that can
both capture some of the ambiguity and subtleness
that characterizes emotional interaction and keep
the media specific qualities. Through the use
of a body movement analysis and a dimensional
model of emotion experiences, we arrived at a
design for a mobile messaging service, eMoto.
The service makes use of the sub-symbolic
expressions colors, shapes and animations, for
expressing emotions in an open-ended way.
8 backgrounds each expressing a different
emotion?
16Subjective association between colour emotion?
- Can we agree on emotion - colour linkage?
- What would you say your emotional state is at the
moment? - Dont say boredom!
17Computers as Persuasive Technology
- Captology (Fogg, 2002)
- Interactive technology to persuade people to
change ideas behaviour - Computing technologies have some advantages over
human persuaders. For example, computers can - Be more persistent than humans
- Offer greater anonymity
- Manage huge volumes of data
- Go where humans cannot go or may not be welcome
- Â Computing technologies persuade in different
ways, depending on their role - Tool
- Social actor
- Medium
18Computers as Persuasive Technology
- A tool can be persuasive by
- Making target behaviour easier to do
- Leading people through a process
- Performing calculations or measurements that
motivate people - A social actor can be persuasive by
- Rewarding people by giving positive feedback
- Modelling a target behaviour or attitude
- Providing social support
- A medium can be persuasive by
- Allowing people to explore cause and effect
relationships - Providing people with various experiences that
motivate them - Helping people to rehearse a behaviour
19Persuasive Technology some difficulties
- Ethical issues
- When and how am I being persuaded? Do I know?
- Intrusive?
- Research
- How easy is it to study persuasive technology?
- If your bank is doing this, will they tell you?
- How can you find out the effect?
- Even if you can find out
- Arent people who have been persuaded likely to
be defensive?
20References
- Bullock, A. and Gambäck, B. (2003). Evaluating
affective interaction in gaming. Presented at the
8th European Conference on Computer Supported
Cooperative Work (ECSCW 03), 14th-18th September
2003, Helsinki, Finland. - Ekman, P., Friesen, W.V. and Ellsworth, P.
(1972). Emotion in the Human Face. Pergamon, NY. - Ekman, P. and Friesen, W.V. (1978). The Facial
Action Coding System. Consulting Psychologists
Press, Palo Alto, CA. - Fogg, B.J. (2002). Persuasive Technology Using
Computers to Change What We Think and Do. Morgan
Kaufmann. - Keller, I., Van der Hoog, W. and Stappers P.J.
(2004). Gust of Me Reconnecting Mother and Son.
IEEE Pervasive Comp. 3,1(2004), 22-28. - Lisetti, C., Nasoz, F., LeRouge, C., Ozyer, O.
and Alvarez, K. Developing multimodal intelligent
affective interfaces for tele-home health care.
Int. J. Human-Computer Studies 59 (2003),
245-255. - Norman, D. (2004). Emotional Design Why we love
(or hate) everyday things. Basic Books, NY. - Plutchik, R. (1980). Emotion A
Psychobioevolutionary Synthesis. Harper and Row,
NY. - Reeves, B. and Nass, C. (1996) The Media
Equation How people treat computers, television,
and new media like real people and places.
Cambridge University Press, New York. - Ståhl, A., Sundström, P., and Höök, K. (2005). A
Foundation for Emotional Expressivity. In
Designing For User Experience, DUX 2005, 3-5 Nov,
2005, Fort Mason, San Francisco, CA.