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Does bouncy equal happy? Comparing user's interpretations of emotions conveyed by one designed moving object based on the soma-semiotic framework

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Abstract

When designing objects, designers attempt to communicate the purpose and meaning of that object to users using various factors such as visual appearance (aesthetic), practical interaction elements (product semantics) and meanings beyond the practical product interaction (semiotics). This study sought to confirm the previous deductively-developed soma-semiotic framework, whose purpose was to understand and ultimately predict the emotional impact of different design elements on users, using one specifically designed object, Fruit Bowl (FB). The purpose of the study reported in this paper was to compare the theoretically derived emotional responses to FB from the soma-semiotic framework with empirically derived data from users in order to improve the framework. Sixty participants evaluated the meaning and emotion conveyed by FB as well as self-reported their own experienced emotions under two scenarios. The framework predicted that FB would convey joy in a first scenario, and amusement in a second scenario based on different movements. Using a weighted vector analysis based on Russell's two-dimensional Circumplex of emotions, users identified that the overall emotion of the first scenario to be similar to the predicted emotion. This was attributed mostly to the bouncy movement of the bowl and its visual aesthetic. However, in the second scenario the overall rating was calm/impressed; rather than humour. The abstract design did not favour users making the same associations as the designer. We recommend that the soma-semiotic framework be revised to include aesthetic, in addition to semiotic and semantic, elements as determinants of user interpretations and reactions to designed objects.

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... Russell's (1980) circumplex model is a useful tool to measure people's emotions (Russell 1980;Scherer 2005;Desmet et al. 2008), and has been applied to measure emotions evoked by products (e.g. Samuel et al. 2019;Lee 2020;Fels et al. 2021). In this two-dimensional model, the vertical axis represents arousal from sleepy (down) to aroused (up) while the horizontal axis represents valence from negative (left) to positive (right). ...
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Emerging technologies offer exciting new ways of using entertainment technology to create fantastic play experiences and foster interactions between players. Evaluating entertainment technology is challenging because success isn't defined in terms of productivity and performance, but in terms of enjoyment and interaction. Current subjective methods of evaluating entertainment technology aren't sufficiently robust. This paper describes two experiments designed to test the efficacy of physiological measures as evaluators of user experience with entertainment technologies. We found evidence that there is a different physiological response in the body when playing against a computer versus playing against a friend. These physiological results are mirrored in the subjective reports provided by the participants. In addition, we provide guidelines for collecting physiological data for user experience analysis, which were informed by our empirical investigations. This research provides an initial step towards using physiological responses to objectively evaluate a user's experience with entertainment technology.
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This paper illustrates our recent work on analysis and classification of expressive gesture in human full-body movement and in particular in dance performances. An experiment is presented which is the result of a joint work carried out at the DIST–InfoMus Lab, University of Genova, Italy, and at the Department of Psychology of the University of Uppsala, Sweden, in the framework of the EU-IST project MEGA (Multisensory Expressive Gesture Applications, www.megaproject.org). The experiment aims at (i) individuating which motion cues are mostly involved in conveying the dancer's expressive intentions to the audience during a dance performance, (ii) measuring and analyzing them in order to classify dance gestures in term of basic emotions, (iii) testing a collection of developed models and algorithms for analysis of such expressive content by comparing their performances with spectators’ ratings of the same dance fragments. The paper discusses the experiment in detail with reference to related conceptual issues, developed techniques, and obtained results.
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Emotions are viewed as having evolved through their adaptive value in dealing with fundamental life-tasks. Each emotion has unique features: signal, physiology, and antecedent events. Each emotion also has characteristics in common with other emotions: rapid onset, short duration, unbidden occurrence, automatic appraisal, and coherence among responses. These shared and unique characteristics are the product of our evolution, and distinguish emotions from other affective phenomena.
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Lack of user acceptance has long been an impediment to the success of new information systems. The present research addresses why users accept or reject information systems and how user acceptance is affected by system design features. The technology acceptance model (TAM) specifies the causal relationships between system design features, perceived usefulness, perceived ease of use, attitude toward using, and actual usage behavior. Attitude theory from psychology provides the rationale for hypothesized model relationships, and validated measures were used to operationalize model variables. A field study of 112 users regarding two end-user systems was conducted to test the hypothesized model. TAM fully mediated the effects of system characteristics on usage behavior, accounting for 36% of the variance in usage. Perhaps the most striking finding was that perceived usefulness was 50% more influential than ease of use in determining usage, underscoring the importance of incorporating the appropriate functional capabilities in new systems. Overall, TAM provides an informative representation of the mechanisms by which design choices influence user acceptance, and should therefore be helpful in applied contexts for forecasting and evaluating user acceptance of information technology. Implications for future research and practice are discussed. Peer Reviewed http://deepblue.lib.umich.edu/bitstream/2027.42/30954/1/0000626.pdf
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This paper presents a general statistical methodology for the analysis of multivariate categorical data arising from observer reliability studies. The procedure essentially involves the construction of functions of the observed proportions which are directed at the extent to which the observers agree among themselves and the construction of test statistics for hypotheses involving these functions. Tests for interobserver bias are presented in terms of first-order marginal homogeneity and measures of interobserver agreement are developed as generalized kappa-type statistics. These procedures are illustrated with a clinical diagnosis example from the epidemiological literature.
Design and technology in the second copernican revolution
  • Buchanan