Tangible bits: towards seamless interfaces between people, bits and atoms
Proceedings of the ACM SIGCHI Conference on Human factors in computing systems
Affective computing
Where the action is: the foundations of embodied interaction
Where the action is: the foundations of embodied interaction
The Inmates Are Running the Asylum
The Inmates Are Running the Asylum
Ambiguity as a resource for design
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Sense and sensibility: evaluation and interactive art
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
SenToy: an affective sympathetic interface
International Journal of Human-Computer Studies - Application of affective computing in humanComputer interaction
eMoto: affectively involving both body and mind
CHI '05 Extended Abstracts on Human Factors in Computing Systems
User-centred design and evaluation of affective interfaces
From brows to trust
Dynamic Game Balancing by Recognizing Affect
Proceedings of the 2nd International Conference on Fun and Games
Creating an Emotionally Adaptive Game
ICEC '08 Proceedings of the 7th International Conference on Entertainment Computing
Making mundane pleasures visible: mediating daily likings with lightweight technology
Personal and Ubiquitous Computing
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We have built eMoto, a mobile service for sending and receiving affective messages, with the explicit aim of addressing the inner experience of emotions. eMoto is a designed artifact that carries emotional experiences only achieved through interaction. Following on the theories of embodiment, we argue emotional experiences can not be design in only design for. eMoto is the result of a user-centered design approach, realized through a set of initial brainstorming methods, a persona, a Laban-analysis of body language and a two-tiered evaluation method. eMoto is not a system that could have been designed from theory only, but require an iterative engagement with end-users, however, in combination with theoretical work. More specifically, we will show how we have managed to design an ambiguous and open system that allows for users’ emotional engagement.