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In situ informants exploring an emotional mobile messaging system in their everyday practice
KTH, School of Information and Communication Technology (ICT), Computer and Systems Sciences, DSV. SICS.
KTH, School of Information and Communication Technology (ICT), Computer and Systems Sciences, DSV. SICS.ORCID iD: 0000-0002-0002-4825
2007 (English)In: International journal of human-computer studies, ISSN 1071-5819, E-ISSN 1095-9300, Vol. 65, no 4, 388-403 p.Article in journal (Refereed) Published
Abstract [en]

We have designed and built a mobile emotional messaging system named eMoto. With it, users can compose messages through using emotion-related gestures as input, rendering a message background of colours, shapes and animations expressing the emotional content. The design intent behind eMoto was that it should be engaging physically, intellectually and socially, and allow users to express themselves emotionally in all those dimensions, involving them in an affective loop experience. In here, we describe the user-centred design process that lead to the eMoto system, but focus mainly on the final study where we let five friends use eMoto for two weeks. The study method, which we name in situ informants, helped us enter and explore the subjective and distributed experiences of use, as well as how emotional communication unfolds in everyday practice when channelled through a system like eMoto. The in situ informants are on the one hand users of eMoto, but also spectators, that is close friends who observe and document user behaviour. Design conclusions include the need to support the sometimes fragile communication rhythm that friendships require – expressing memories of the past, sharing the present and planning for the future. We saw that emotions are not singular state that exist within one person alone, but permeates the total situation, changing and drifting as a process between the two friends communicating. We also gained insights into the under-estimated but still important physical, sensual aspects of emotional communication. Experiences of the in situ informants method include the need to involve participants in the interpretation of the data obtained, as well as establishing a closer connection with the spectators.

Place, publisher, year, edition, pages
Academic Press, 2007. Vol. 65, no 4, 388-403 p.
Keyword [en]
Affective interaction, Evaluation method, User study, Mobile application
National Category
Human Computer Interaction
URN: urn:nbn:se:kth:diva-157921DOI: 10.1016/j.ijhcs.2006.11.013ISI: 000244805300010ScopusID: 2-s2.0-33846833909OAI: diva2:772882

QC 20141222

Available from: 2014-12-17 Created: 2014-12-17 Last updated: 2015-06-16Bibliographically approved
In thesis
1. Designing for Interactional Empowerment
Open this publication in new window or tab >>Designing for Interactional Empowerment
2014 (English)Doctoral thesis, comprehensive summary (Other academic)
Abstract [en]

This thesis further defines how to reach Interactional Empowerment through design for users. Interactional Empowerment is an interaction design program within the general area of affective interaction, focusing on the users’ abil­ity to reflect, express themselves and engage in profound meaning-making.

This has been explored through design of three systems eMoto, Affective Di­ary and Affective Health, which all mirror users’ emotions or bodily reactions in interaction in some way. From these design processes and users’ encoun­ters with the system I have extracted one experiential quality, Evocative Bal­ance, and several embryos to experiential qualities. Evocative Balance refers to interaction experiences in which familiarity and resonance with lived expe­rience are balanced with suggestiveness and openness to interpretation. The development of the concept of evocative balance is reported over the course of the three significant design projects, each exploring aspects of Interaction­al Empowerment in terms of representing bodily experiences in reflective and communicative settings. By providing accounts of evocative balance in play in the three projects, analyzing a number of other relevant interaction design experiments, and discussing evocative balance in relation to existing con­cepts within affective interaction, we offer a multi-grounded construct that can be appropriated by other interaction design researchers and designers.

This thesis aims to mirror a designerly way of working, which is recognized by its multigroundedness, focus on the knowledge that resides in the design pro­cess, a slightly different approach to the view of knowledge, its extension and its rigour. It provides a background to the state-of-the-art in the design communi­ty and exemplifies these theoretical standpoints in the design processes of the three design cases. This practical example of how to extend a designer’s knowledge can work as an example for design researchers working in a similar way.

Place, publisher, year, edition, pages
Stockholm: KTH Royal Institute of Technology, 2014. x, 134 p.
TRITA-CSC-A, ISSN 1653-5723 ; 2014:20
National Category
Research subject
Human-computer Interaction
urn:nbn:se:kth:diva-158016 (URN)978-91-7595-409-7 (ISBN)
Public defence
2015-03-20, D2, Lindstedtsvägen 5, KTH, Stockholm, 10:15 (English)

QC 20150202

Available from: 2015-02-02 Created: 2014-12-18 Last updated: 2015-03-06Bibliographically approved

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