Affective Interaction Course Materials Kristina Höök, Hillevi Sundholm Table of Contents Course information Picard, R. W. (1997) Affective Computing, MIT Press, Cambridge, MA, USA: Chapters 1 – 2. Katz, J. (1999) How Emotions Work, Chicago: University of Chicago Press, 1999: Chapters 1, 7. Elliott, C. (2002) The role of elegance in emotion and personality: reasoning for believable agents, In Emotions in Humans and Artifacts edited by Trappl, R., Petta, P., och Payr, S. Damasio, A. R. (1994) Descartes’ Error: Emotion, Reason and the Human Brain, Grosset/Putnam, New York: Chapters 1, 3 and 11. Course information Literature The main literature to be read during the course is the material in this bundle. You are also required to read the following list of papers that can be accessed through their weblinks: Boehner, K., DePaula, R., Dourish, P., and Sengers P., 2005. Affect: From Information to Interaction. Critical computing Conference 2005, Århus, Denmark http://portal.acm.org/citation.cfm?id=1094570&coll=portal&dl=ACM&CFID=668246 27&CFTOKEN=24952427 Ståhl, A. (2006) Designing for Emotional Expressivity, Licenciate Thesis, Institute of Design, Umeå University, Umeå, Sweden. Chapter 4 (and for those extra interested, Chapter 3): http://www.sics.se/~annas/lic/Binder1.pdf Höök, K (2004) User-Centred Design and Evaluation of Affective Interfaces, In: Zs. Ruttkay, C. Pelachaud (Eds.), From Brows till Trust: Evaluating Embodied Conversational Agents, Kluwer, 2004. http://www.sics.se/~kia/papers/hook1.pdf Sundström, P. (2005) Exploring the Affective Loop, Licentiate Thesis, Stockholm University, Stockholm, Sweden, Chapter 3: http://www.sics.se/~petra/eMoto/licen.pdf The extra ambitious student will also read: Fagerberg, P., Ståhl, A., and Höök, K. (2003). Designing gestures for affective input: an analysis of shape, effort and valence. In Proceedings of Mobile Ubiquitous and Multimedia, MUM 2003, Norrköping, Sweden, ACM Press. http://www.sics.se/~petra/eMoto/PaperA.pdf Anna Ståhl, Petra Sundström, and Kristina Höök (2005) A Foundation for Emotional Expressivity, In Proceedings of DUX 2005, San Francisco, CA, USA. http://www.sics.se/~petra/eMoto/stahl_affee.pdf In order to know how to write a short paper in the ACM SIGCHI-format for you assignment, have a look at, for example: Jonathan Sykes, Simon Brown (2003) Affective Gaming: Measuring Emotion Through the Gamepad, Extended abstracts of the 2004 conference on Human factors and computing systems, ACM Press, Pages: 732 – 733 http://portal.acm.org/citation.cfm?id=765957&coll=portal&dl=ACM&CFID=6682332 8&CFTOKEN=47962575 Richard Hazlett (2003) Measurement of User Frustration: A Biologic Approach, Extended abstracts of the 2004 conference on Human factors and computing systems, ACM Press, Pages: 734 – 735 http://portal.acm.org/citation.cfm?id=765958&coll=portal&dl=ACM&CFID=6682332 8&CFTOKEN=47962575 Hugo Liu, Ted Selker, Henry Lieberman (2003) Visualizing the Affective Structure of a Text Document, Extended abstracts of the 2004 conference on Human factors and computing systems, ACM Press, Pages: 740 – 741 http://portal.acm.org/citation.cfm?id=765961&coll=portal&dl=ACM&CFID=6682332 8&CFTOKEN=47962575 There will also be hand-outs of slides from each lecture that will be placed in First Class. We have added three examples of short papers from CHI 2003 that you may use as inspiration for how to write up your assignment description (Sykes et al 2003, Hazlett 2003, Liu et al, 2003), see below. Examination The course will start with a set of lectures (some by invited guest lecturers) laying out the foundations for affective interaction. This part of the course will render 2 credits and ends with an exam where questions are asked on the literature, but also on the contents of the lectures. The assignment, see below, will render another 2 credits. Assignment The theme for the assignment is affective interaction along the road, such as e.g. the subway, in your car, on your bike. The assignment should be solved by groups of about four to five students in each. The group may choose to put more emphasis on either: A full-fledged scenario for an interaction with the envisioned system, implemented using tools such as Flash or through interactive video or similar. The focus should be on creating an interface that is thought-through in all its details even if nothing is implemented for real. A user should be able to “play” the interaction with the faked system. A user study that either leads to a particular design idea or that evaluates a design that has been partly developed. The user study should follow some given method and be described properly. The group should strive to find subjects outside the university to test the system with. An implemented prototype/artefact/mobile application where some features of an affective interactive system is fully functioning. The assignment will be judged on two occasions: on the first occasion the group will meet with the teachers to show their material/code/scenario, and on the second occasion the group will give a 10 minute presentation to all participating students and teachers. This second occasion will be organised in the style of a mini-conference. That is, after the 10 minute presentation, the audience will be allowed to ask questions. We might also hand out a bestpaper award based on the ratings of the participants in this mini-conference. The second presentation must be accompanied by a short, two-page, ACM-style formatted, paper (see example papers in this course material, Sykes et al 2003, Hazlett 2003, Liu et al, 2003), referring to relevant literature and providing a simple description of the system/idea. We expect students to search for and refer to literature in relevant databases, such as www.acm.org/dl, www.interaction-design.org/, or www.scholar.google.com. The two-page descriptions will be bundled together into a “proceedings of Affective Interaction course”. The presentation should be given in Powerpoint-format or similar. After each presentation there will be time for questions.