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DESIGN SKETCH
Petra Fagerberg ÆAnna Sta
˚hl ÆKristina Ho
¨o
¨k
eMoto: emotionally engaging interaction
Received: 30 October 2003 / Accepted: 27 April 2004 / Published online: 5 August 2004
ÓSpringer-Verlag London Limited 2004
Through the eMoto design, we intend to emotionally
engage users both cognitively and physically using a
tangible interface, allowing for affective gestures that are
mirrored in the expressions produced by the system. A
questionnaire sent to 66 potential users showed a need
for richer emotional expressiveness in text messaging in
mobile phones than what is available today. Emotions
are expressed not only through what is said, but also
through body gestures and tone of voice—mediums not
available in this context.
eMoto is an emotional text messaging service built on
top of a SonyEricsson P900 mobile terminal. The goal of
this service is to provide users with means to emotionally
enhance their SMS messages. The user first writes the
textual content of the message and then adjusts the
affective background to fit the emotional expression she
wants to achieve. The adjustments are done through
affective gestures (Fig. 1) that will render an animated
background acting as an emotional expression to the
user’s text message (Figs. 2, 3, 4, 5 and 6). The P900
terminal is used with a stylus pen. We have equipped this
pen with two sensors that will recognize the affective
gestures: an accelerometer and a pressure sensor. In a
first prototype, the extended stylus is connected to the
serial port of a stationary PC, which in turn communi-
cates with the P900 terminal—in the final prototype, this
will be a direct wireless communication channel between
the stylus and P900 terminal.
In this specific design, our aim is to let users con-
sciously express their emotions. This should not entail a
simple one-to-one mapping of emotions to specific
expressions. Instead, we build the interaction on the fact
that emotions should not be seen as singular, discrete
states, but instead as processes that blend into one an-
other. Through creating the interaction model based on
Russell’s circumplex model of affect [3] (Fig. 7), we
could create a system that allows users to choose emo-
tional expressions that best suit their messages. Without
explicitly naming each emotion in the interaction, we
maintain open interpretations of emotional expressions.
In Russell’s model, emotions are seen as a combination
of arousal and valence. By combining two basic move-
ments that together can render an infinite amount of
affective gestures (Fig. 8), the user will move around in
this circumplex plane. Technically, we have made the
plane 100 times larger than the screen of the mobile
phone (Fig. 9). This, in combination with the affective
gestures, will have the user experience a kaleidoscopic
effect when choosing between the vast amounts of
emotional expressions. We call this the affective gestural
plane model. The two basic movements for construction
of affective gestures are natural but designed expressions,
extracted from an analysis of body movements [1]. The
arousal of emotions is communicated through move-
ment, where intense shaking of the stylus will increase
arousal and a more swinging movement will imply lower
arousal (Fig. 8). To navigate to emotions with negative
valence, the user has to increase the pressure on the
stylus, while less pressure will transfer the user to emo-
tions with positive valence (Fig. 8).
The affective gestures are closely connected to the
affective feedback that the user receives as visual output.
The characteristics of emotional expressions found in
the analysis of body movements are represented through
colours, shapes and animations in the design of the
affective feedback. Colours are used to express arousal,
where red represents emotions with high arousal and
blue is calm and peaceful [2]. The shapes of the animated
objects in the areas containing high arousal are small
and can, therefore, render animations and patterns that
are energetic, quick and spreading. Moving around the
circle towards less energy and calmer expression, the
shapes get bigger and more connected, rendering slower
and more billowing animations. Shapes placed on the
positive side of the circle are softer and more round,
while shapes placed on the negative side are more
P. Fagerberg ÆA. Sta
˚hl (&)ÆK. Ho
¨o
¨k
Stockholm University/KTH, DSV,
Forum 100, 164 40 Kista, Sweden
E-mail: annas@dsv.su.se
Pers Ubiquit Comput (2004) 8: 377–381
DOI 10.1007/s00779-004-0301-z
Fig. 1 The tangible interface; interacting through affective gestures
using the stylus
Fig. 2 One way of expressing quite relaxed, through a green/yellow
colour and animated objects that are quite big and connected in
their shapes
Fig. 3 One way of expressing more relaxed than in Fig. 2, through
deeper green colours that are closer to one another and larger
animated shapes
Fig. 4 One way of expressing a little excited, through a red/orange
background and a few, small, round objects with fast movements in
the background
Fig. 5 One way of expressing more excited than in Fig. 4, through
a deeper red colour in the background and with even larger and
more animated objects
Fig. 6 One way of expressing tired/bored through dark blue
colours, big, connected shapes and slow animations
378
angular and sharp. The emotional expressions are
stronger along the outer border of the circle while
weaker towards the middle; this is represented through
less depth in colours and fewer animated elements
(Fig. 10).
A user study of the affective output has just been
completed. A few expressions need to be redesigned, for
example, negative emotions with high arousal were
rendered in too bright colours and some of the shapes
were too depictive and thereby hindered users from
reading their own interpretation into them. The big
picture, however, showed a great interest in this new way
of communicating emotions and that users perceived
most expressions as intended.
Fig. 7 Russell’s circumplex model of affect [3]
Fig. 8 The affective gestural
plane model
379
Fig. 9 The kaleidoscopic effect
of the interactive feedback
when navigating the affective
background circle
Fig. 10 The affective
background circle, showing
how the colours, shapes and
sizes of objects vary together
with Russell’s circumplex model
of affect
380
References
1. Fagerberg P, Sta
˚hl A, Ho
¨o
¨k K (2003) Designing gestures for
affective input: an analysis of shape, effort and valence. In:
Proceedings of the 2nd international conference on mobile
ubiquitous multimedia (MUM 2003), Norrko
¨ping, Sweden,
December 2003
2. Itten J (1971) Kunst der Farbe. Otto Maier Verlag, Ravensburg,
Germany
3. Russell JA (1980) A circumplex model of affect. J Pers Soc
Psychol 39(6):1161–1178
381