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Methods
For understanding people ’s emotions
with mobile applications

Isomursu , M., Tahti, M., Vainamo, S. & Kuutti, K. (2007).
Experimental evaluation of five methods for collecting emotions
in field settings with mobile applications. International journal
of Human-Computer Studies, 65 (2007), pg. 404-418.

                                     Presented by: Debaleena Chattopadhyay
                                                                  Fall, 2012
“There’s an app for that.”




Reference: http://www.wired.com/gadgetlab/2010/10/app-for-that/
Evaluation of five methods for collecting emotions in
            field settings with mobile applications
Five self-report methods:

1.     Self-assessment manikin (SAM )
          (Lang, 1980)

2.     Emocards
          (Desmet et al., 2001)

3.     Expressing Experiences and Emotions (3E)
          (Tahti and Arhippainen, 2004)

4.     Mobile Feedback Application
          (Arhippainen at al., 2004)

5.     Experience Clip
          (Isomursu et al.,2004)
Evaluation of five methods for collecting emotions in
         field settings with mobile applications
Human emotions
• Affect (emotional or cognitive impact) is
  an essential component of user
  experience.
• Affect is an experiential property.
• Information about the affect aroused by
  applications makes a basis for design
  decisions or formal properties.
• Understanding the difference: Emotions
  as responses to design products Vs.
  Emotions as part of interaction.

 Hence the need to understand the user and the context in a
 broad sense.
Evaluation of five methods for collecting emotions in
           field settings with mobile applications
Naturalistic Field Settings

•   Location– Oulu, Finland
•   Time frame – 2001-2005
•   Number of field experiments – Nine.
•   Mobile applications used in field tests (4):
      – CAPNET: Context sensitive office application. (Users  Technical and non-
        technical professionals)
      – SmartRotuarri (or Rotuarri): Context sensitive information services within a
        city setting. (Users  Locals and Tourists on city center streets)
      – Adamos Menu: Location sensitive service menu for smartphones. (Users 
        IT professionals)
      – SmartLibrary: Map-based book location service in a library setting. (Users
         Students visiting the library)
Why capturing emotions is not trivial?
• Settings need to be realistic to allow
  users to experience emotions.

• Experiences are subjective and hard
  to record. Even difficult to verbalize.

• User experience is dynamic and need
  to be captured long-term.

• Finally, emotions need to be
  correctly interpreted.
The Analysis Framework
                (For mobile applications)

To capture emotions which users would experience
in normal use, we ideally need:
 ‘Real’ users      Real-life usage
                   scenarios
No add-on physical
instrument for the
       user         Un-restricted
                   physical context

       Absence of the
         researcher
The Analysis Rubric for Methods




User’s viewpoint      Designer’s viewpoint
•   Fit               • Input for design
•   Usability
•   User experience   • Interpretation
•   Disturbance       • Validity
1. Self-assessment manikin (SAM)
                          Pleasure -
                          displeasure
• Series of pictures or
  puppets
                          Degree of arousal

• paper-and-pencil

                          Dominance-
• Captures emotions       submissiveness

  in more than one
  dimension
Self-assessment manikin (SAM)
               (contd..)

        Positive                     Negative
• Easy to use                 • Scales sometimes difficult to
• Simple equipment              interpret for subjects
  requirements                • Requires additional data
• Results in numerical form     collection if explanations
• Easy to analyze               are sought
• Information from            • Difficult to perform during
  pleasure, arousal and         use.
  dominance
2. Emocards
• 16 cartoon faces        female
                                   Excited Neutral
                                                      male


• Recognizable facial
  expressions

• paper-and-pencil

• Static facial cues to                              Calm pleasant
  express emotions                        female             male
Emocards (contd..)

           Positive                         Negative
•   Easy to use                     • No dynamic experience captured
•   Simple equipment requirements   • Difficult to interpret for subjects
•   Results in numerical form       • Requires additional data
•   Easy to analyze                   collection if explanations are
                                      sought
                                    • Difficult to perform during use.
                                    • Requires the user to summarize
                                      his/her emotions into one
                                      selection
3. Expressing Experiences and Emotions
                    (3E)
• Structured and
  unstructured language for
  expressing emotions.

• Direct representation of
  emotional status of the
  user.

• Paper format diary to       What the     What the
  collect data.               user wants   user is
                              to say?      thinking?
Expressing Experiences and Emotions
               (contd..)

          Positive                         Negative
• Easy to use                      • Analyzing is challenging
• Simple equipment requirements    • Does not address the dynamic
• Free formatted pictures give       side of the experience
  freedom of expression to users   • Difficult to perform during
• Combines written and visual        use, more suitable for capturing
  expression                         emotions before and after use
• Reveals emotions and their       • Some people do not like to draw
  explanations
4. Mobile Feedback Application
• Context-aware experience
  sampling tool.

• Captures experiences
  invoked by dynamic
  interactions.

• No time lapse between
  experienced emotion and
  data collection.
Mobile Feedback Application (contd..)


           Positive                          Negative
• Easy to use                        • Requires a feedback application
• Data collection is integrated to     which preferably runs on the
  same device as the application       same platform as the evaluated
  under evaluation                     application
• Results are in numerical form      • Questions need to be carefully
• Easy to analyze                      planned beforehand
                                     • Questions need to be brief
                                     • Clarifications for the answers
                                       cannot be asked
Experience Clip
• Two pairs of volunteers shooting
  each other’s interactions.

• Provides data about dynamic
  interactions.

• Emphasizes sharing experiences
  and related emotions.

• Captures co-experience.
Experience Clip (contd..)


            Positive                                Negative
•   Easy to use                            • Requires special equipment (video
•   Emotion expressions can be collected     capable mobile phone)
    during use                             • Not suitable for long testing periods
•   Provides expressions of emotions in    • Interpreting emotions is challenging
    verbal form as well as with physical   • Users may choose not to record all
    cues                                     kinds of usage situations
•   Provides information about context     • External environmental conditions may
•   Users were eager and comfortable to      have big impact on the quality of
    use                                      video.
                                           • Requires small groups of users (at least
                                             two)
Method Selection Framework
Type of data sought   Resources   Test Situation Users
Conclusion
• There is still controversy on how human emotions can be
  presented or described.

• However, we can still use the incomplete and controversial
  information in choosing the best-suited methods to inform
  designers about experiential properties.

• While there is always a trade-off between how much data
  to collect and how difficult it is interpret, while collecting
  emotions with mobile users, several variations can be used.

• Often , use of more than one method proves to be a better
  data collection strategy.
Thank you
Questions?

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Experimental evaluation of five methods for collecting emotions in field settings with mobile applications

  • 1. Methods For understanding people ’s emotions with mobile applications Isomursu , M., Tahti, M., Vainamo, S. & Kuutti, K. (2007). Experimental evaluation of five methods for collecting emotions in field settings with mobile applications. International journal of Human-Computer Studies, 65 (2007), pg. 404-418. Presented by: Debaleena Chattopadhyay Fall, 2012
  • 2.
  • 3.
  • 4. “There’s an app for that.” Reference: http://www.wired.com/gadgetlab/2010/10/app-for-that/
  • 5. Evaluation of five methods for collecting emotions in field settings with mobile applications Five self-report methods: 1. Self-assessment manikin (SAM ) (Lang, 1980) 2. Emocards (Desmet et al., 2001) 3. Expressing Experiences and Emotions (3E) (Tahti and Arhippainen, 2004) 4. Mobile Feedback Application (Arhippainen at al., 2004) 5. Experience Clip (Isomursu et al.,2004)
  • 6. Evaluation of five methods for collecting emotions in field settings with mobile applications Human emotions • Affect (emotional or cognitive impact) is an essential component of user experience. • Affect is an experiential property. • Information about the affect aroused by applications makes a basis for design decisions or formal properties. • Understanding the difference: Emotions as responses to design products Vs. Emotions as part of interaction. Hence the need to understand the user and the context in a broad sense.
  • 7. Evaluation of five methods for collecting emotions in field settings with mobile applications Naturalistic Field Settings • Location– Oulu, Finland • Time frame – 2001-2005 • Number of field experiments – Nine. • Mobile applications used in field tests (4): – CAPNET: Context sensitive office application. (Users  Technical and non- technical professionals) – SmartRotuarri (or Rotuarri): Context sensitive information services within a city setting. (Users  Locals and Tourists on city center streets) – Adamos Menu: Location sensitive service menu for smartphones. (Users  IT professionals) – SmartLibrary: Map-based book location service in a library setting. (Users  Students visiting the library)
  • 8. Why capturing emotions is not trivial? • Settings need to be realistic to allow users to experience emotions. • Experiences are subjective and hard to record. Even difficult to verbalize. • User experience is dynamic and need to be captured long-term. • Finally, emotions need to be correctly interpreted.
  • 9. The Analysis Framework (For mobile applications) To capture emotions which users would experience in normal use, we ideally need: ‘Real’ users Real-life usage scenarios No add-on physical instrument for the user Un-restricted physical context Absence of the researcher
  • 10. The Analysis Rubric for Methods User’s viewpoint Designer’s viewpoint • Fit • Input for design • Usability • User experience • Interpretation • Disturbance • Validity
  • 11. 1. Self-assessment manikin (SAM) Pleasure - displeasure • Series of pictures or puppets Degree of arousal • paper-and-pencil Dominance- • Captures emotions submissiveness in more than one dimension
  • 12. Self-assessment manikin (SAM) (contd..) Positive Negative • Easy to use • Scales sometimes difficult to • Simple equipment interpret for subjects requirements • Requires additional data • Results in numerical form collection if explanations • Easy to analyze are sought • Information from • Difficult to perform during pleasure, arousal and use. dominance
  • 13. 2. Emocards • 16 cartoon faces female Excited Neutral male • Recognizable facial expressions • paper-and-pencil • Static facial cues to Calm pleasant express emotions female male
  • 14. Emocards (contd..) Positive Negative • Easy to use • No dynamic experience captured • Simple equipment requirements • Difficult to interpret for subjects • Results in numerical form • Requires additional data • Easy to analyze collection if explanations are sought • Difficult to perform during use. • Requires the user to summarize his/her emotions into one selection
  • 15. 3. Expressing Experiences and Emotions (3E) • Structured and unstructured language for expressing emotions. • Direct representation of emotional status of the user. • Paper format diary to What the What the collect data. user wants user is to say? thinking?
  • 16. Expressing Experiences and Emotions (contd..) Positive Negative • Easy to use • Analyzing is challenging • Simple equipment requirements • Does not address the dynamic • Free formatted pictures give side of the experience freedom of expression to users • Difficult to perform during • Combines written and visual use, more suitable for capturing expression emotions before and after use • Reveals emotions and their • Some people do not like to draw explanations
  • 17. 4. Mobile Feedback Application • Context-aware experience sampling tool. • Captures experiences invoked by dynamic interactions. • No time lapse between experienced emotion and data collection.
  • 18. Mobile Feedback Application (contd..) Positive Negative • Easy to use • Requires a feedback application • Data collection is integrated to which preferably runs on the same device as the application same platform as the evaluated under evaluation application • Results are in numerical form • Questions need to be carefully • Easy to analyze planned beforehand • Questions need to be brief • Clarifications for the answers cannot be asked
  • 19. Experience Clip • Two pairs of volunteers shooting each other’s interactions. • Provides data about dynamic interactions. • Emphasizes sharing experiences and related emotions. • Captures co-experience.
  • 20. Experience Clip (contd..) Positive Negative • Easy to use • Requires special equipment (video • Emotion expressions can be collected capable mobile phone) during use • Not suitable for long testing periods • Provides expressions of emotions in • Interpreting emotions is challenging verbal form as well as with physical • Users may choose not to record all cues kinds of usage situations • Provides information about context • External environmental conditions may • Users were eager and comfortable to have big impact on the quality of use video. • Requires small groups of users (at least two)
  • 21. Method Selection Framework Type of data sought Resources Test Situation Users
  • 22. Conclusion • There is still controversy on how human emotions can be presented or described. • However, we can still use the incomplete and controversial information in choosing the best-suited methods to inform designers about experiential properties. • While there is always a trade-off between how much data to collect and how difficult it is interpret, while collecting emotions with mobile users, several variations can be used. • Often , use of more than one method proves to be a better data collection strategy.