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Experiencing the Affective Diary
SICS.
KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID. SICS.ORCID iD: 0000-0002-0002-4825
SICS.
Show others and affiliations
2009 (English)In: Journal of personal and ubiquitous computing, ISSN 1617-4917, Vol. 13, no 5, 365-378 p.Article in journal (Refereed) Published
Abstract [en]

A diary is generally considered to be a book in which one keeps a regular record of events and experiences that have some personal significance. As such, it provides a useful means to privately express inner thoughts or to reflect on daily experiences, helping in either case to put them in perspective. Taking conventional diary keeping as our starting point, we have designed and built a digital diary, named Affective Diary, with which users can scribble their notes, but that also allows for bodily memorabilia to be recorded from body sensors and mobile media to be collected from users’ mobile phones. A premise that underlies the presented work is one that views our bodily experiences as integral to how we come to interpret and thus make sense of the world.

We present our investigations into this design space in three related lines of inquiry: (i) a theoretical grounding for affect and bodily experiences; (ii) a user-centred design process, arriving at the Affective Diary system; and (iii) an exploratory end-user study of the Affective Diary with 4 users during several weeks of use. Through these three inquiries, our overall aim has been to explore the potential of a system that interleaves the physical and cultural features of our embodied experiences and to further examine what media-specific qualities such a design might incorporate. Concerning the media-specific qualities, the key appears to be to find a suitable balance where a system does not dictate what should be interpreted and, at the same time, lends itself to enabling the user to participate in the interpretive act. In the exploratory end-user study users, for the most part, were able to identify with the body memorabilia and together with the mobile data, it enabled them to remember and reflect on their past. Two of our subjects went even further and found patterns in their own bodily reactions that caused them to learn something about themselves and even attempt to alter their own behaviours.

Place, publisher, year, edition, pages
Springer-Verlag New York, 2009. Vol. 13, no 5, 365-378 p.
Keyword [en]
Affective Interaction, Emotional Computing, Social Factors, Interaction Design, Contextual Information
National Category
Design
Identifiers
URN: urn:nbn:se:kth:diva-158013DOI: 10.1007/s00779-008-0202-7ISI: 000265538200004Scopus ID: 2-s2.0-67349157303OAI: oai:DiVA.org:kth-158013DiVA: diva2:773399
Note

QC 20141222

Available from: 2014-12-18 Created: 2014-12-18 Last updated: 2015-10-06Bibliographically 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.
Series
TRITA-CSC-A, ISSN 1653-5723 ; 2014:20
Series
SICS DISSERTATION SERIES, ISSN 1101-1335 ; 71
National Category
Design
Research subject
Human-computer Interaction
Identifiers
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)
Opponent
Supervisors
Note

QC 20150202

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

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Höök, Kristina

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