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Affect and Human-Computer Interaction

Affect and Human-Computer Interaction. IS 588 Spring 2008 Dr. Dania Bilal. What is Affect?. The type and degree of emotion a person displays The experienced, subjective, and conscious aspect of feeling or emotion Positive Negative Neutral. Affect Theory.

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Affect and Human-Computer Interaction

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  1. Affect and Human-Computer Interaction IS 588 Spring 2008 Dr. Dania Bilal

  2. What is Affect? • The type and degree of emotion a person displays • The experienced, subjective, and conscious aspect of feeling or emotion • Positive • Negative • Neutral

  3. Affect Theory • Developed by Silvan S. Tomkins in 1962 • Tomkins book Affect Imagery (3 vols.) • Believed that the affect system is the motivating force in human life. • Organized affect into 3 main categories: • Positive, negative, and neutral • Each has a low/high intensity label

  4. Tomkins nine affects • Positive: • Enjoyment/Joy - smiling, lips wide and out • Interest/Excitement - eyebrows down, eyes tracking, eyes looking, closer listening • Neutral: • Surprise/Startle - eyebrows up, eyes blinking • Negative: • Anger/Rage - frowning, a clenched jaw, a red face • Disgust - the lower lip raised and protruded, head forward and down • Dissmell (reaction to bad smell) - upper lip raised, head pulled back • Distress/Anguish - crying, rhythmic sobbing, arched eyebrows, mouth lowered • Fear/Terror - a frozen stare, a pale face, coldness, sweat, erect hair • Shame/Humiliation - eyes lowered, the head down and averted, blushing

  5. Computer Interaction • Today’s use of computers has become the norm • Most interface design is not user-centered • No matter how hard researchers perfect computers and interface design, frustration can happen during the interaction (Picard, 1999).

  6. Causes for User Frustration • Caused due to poor design • Can make people feel stupid, insulted or threatened • See Text p. 189 - Why people get angry? • See also pp. 191-194 (why users get frustrated?)

  7. Affective Computing • Coined by Rosalind Picard • Founder and director of the Affective Computing Research Group at the MIT Media Lab. • Her book, Affective Computing (1997) lays the groundwork for giving machines the skills of emotional intelligence.

  8. Picard’s Research • Develop “new technologies and theories that advance basic understanding of affect and its role in human experience.” • “Aim to restore a proper balance between emotion and cognition in the design of technologies for addressing human needs” (http://affect.media.mit.edu/index.php).

  9. Affective Computing Projects • Agents • Robots • http://www.bartneck.de/link/affective_portal.html#library • Wearable devices, toys, mirrors, etc. • http://affect.media.mit.edu/projects.php

  10. Coping Skills • Balance of cognition and emotion • Ability to know what you’re feeling (e.g., frustrated, worried), to rise above it and handle the situation productively. • Need meta-affective skills • Project: MITFostering Affect Awareness and Regulation in Learninghttp://affect.media.mit.edu/projects.php?id=1875

  11. Emotional Intelligence (EI) • IQ is not the only indicator of intelligence (Emotional Intelligence book by Daniel Goleman, 1995) • EI: Awareness and ability to manage one’s emotions in a healthy manner. • EI: Ability to sense, perceive, understand, and assess own and other people’s emotions

  12. Applications • Neuroscience • Cognitive science • Computer science • Education (affective education) • Information science • HCI

  13. Emotional Design • D. Norman (Emotional Design, 2004) • Model with three levels • Visceral (lowest level) • Behavioral (middle level) • Reflective (top level) See Text, p. 208.

  14. Pleasure Model • Lionel Tiger’s four types of pleasure • Physio-pleasure: connected with sensory experiences • Socio pleasure: enjoyment in being with others • Psycho-pleasure: emotional and cognitive reaction • Ideo-pleasure: personal values people attribute to a product

  15. User Holistic Experience • User-centered research in information science • Triad of information seeking • Thoughts, feelings, actions • Based on constructivist learning theories: • John Dewey: Theory of Reflective Thinking (1933) • George Kelly: Five Phases of Construction (1963) • Jerome Bruner: Interpretive Task (1986)

  16. User Holistic Experience • Carol Kuhlthau: Information Search Process model • Diane Nahl: Affective Load Theory • Brenda Dervin: Sense-making theory

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