DESAIN EMOTICON DALAM KOMUNIKASI INTERAKTIF
Published in Wimba, Journal of Visual Communication, vol. 03 no.01/2011 page. 25-49
Internet is become part of worldwide daily urban activities. Communication among people is intensified through various... more
Internet is become part of worldwide daily urban activities. Communication among people is intensified through various interfaces and media because of information technology convergence and the application of visual icons which represents emotion.The icons that represent emotions, expressions and feelings are titled emoticons. Emoticons are highly used in IT based communication gadgets such as portable PCs or cellulars. This paper develops and depicts the creation process, perception and cultural aspetcs that influenced the development of emoticon through visual communication design study theoretical and historical review.
Keywords: communication, icon, emoticon, perception, interface design
The use of affective interaction design in car user interfaces
Recent developments in the car industry have put Human Machine Interfaces under the spotlight. Developing grati- fying... more Recent developments in the car industry have put Human Machine Interfaces under the spotlight. Developing grati- fying human-car interactions has become one of the more prominent areas that car manufacturers want to invest in. However, concepts like emotional design remain foreign to the industry. In this study 12 experts on the field of automobile HMI design were interviewed in order to investigate their needs and opinions of emotional design. Results show that emotional design has yet to be introduced for this context of use. Designers need a tool customized for the intricacies of the car HMI field that can provide them with support and guidance so that they can create emotionally attractive experiences for drivers and passengers alike.
Emotional matters. Delineating the industry professional's view on emotion in video games.
A master's thesis, for the degree of Master of Science.
For the past 10 years, lack of emotion in video games has been a staple topic of discussion among game developers,... more
For the past 10 years, lack of emotion in video games has been a staple topic of discussion among game developers, despite the fact that numerous studies have shown that video games are capable of awakening a vast array of emotions in their players. The purpose of this study is to see what exactly is discussed when the topic is brought up and to delineate how this discussion is connected to the potential of the video game medium.
I will be using a method called affinity diagram to analyse two sets of data: interview data on future trends industry professionals are following, and a selection of articles gathered from Gamasutra.com. The interview data is used for placing the emotion discussion on the map of contemporary industry trends, whereas the data gathered from Gamasutra gives us a more in-depth look into the topics and themes that industry professionals bring up when talking about emotion.
The data shows that not only is emotion considered an important element in all games, but the discussion is moving away from the very high-level ”there should be more emotion” -type to the more solution-focused ”how to bring in more emotion” -type. It also shows that games are believed to have notable potential, and that emotion is seen as being closely tied to reaching this potential.
The Influence of Context on Product Judgement – Presenting Assistive Products as Consumer Goods
Correia de Barros, A., Duarte, C., Cruz, J. B. (2011). The influence of context on product judgement – Presenting assistive products as consumer goods. International Journal of Design, 5(3), 99-112.
It is said that the reluctance of people to use assistive products can be attributed to two factors: the first is a... more
It is said that the reluctance of people to use assistive products can be attributed to two factors: the first is a concern about aesthetics, and the second is the stigma associated with their use. This paper reports the results of an experiment to test whether people’s responses to assistive products are affected by alterations in the way in which assistive products are portrayed. Two different catalogues depicting the same assistive products were presented to two different groups of respondents. One of the catalogues simulated an ordinary kitchen catalogue and the other simulated a common assistive products catalogue. Although the main attribute mentioned for preferring one object over another was common to both groups, motivations behind its use differed between groups, and the context of presentation influenced
the groups’ opinions about the objects which were presented. The experiment suggests that by designing and presenting assistive products as general consumer goods it may be possible to reduce stigmatic elements from being associated with them.
Measuring emotions in customer experiences in retail store environments. Testing the applicability of three emotion measurement instruments.
Paper presented at the IASDR 2009 Conference, Seoul, South-Korea
Since economy and marketing are shifting from a goods to a service dominant logic, creating and directing memorable... more
Since economy and marketing are shifting from a goods to a service dominant logic, creating and directing memorable customer experiences in retail store environments has become a valuable differentiation strategy. While customer experiences continually receive more attention in literature, knowledge about how to induce these experiences often lacks definitions of central concepts and empirical support. Given that different authors have acknowledged an environment’s
ability to change consumer emotions and thereby affecting consumer responses, different attempts have been made to capture the mediating role of emotions on consumer responses in the retail store. The purpose of this paper is to contribute to this literature by investigating the applicability
of two verbal and one visual self-report emotion measurement instrument for measuring emotions in customer experiences in retail stores.
A cor associada ao conteúdo: uma abordagem baseada na experiência do usuário.
Marcos Souza Filho, Marcos Buccini
Design, cor, design experiencial.
Utilizando como mote a classificação cromática do conteúdo informacional... more
Design, cor, design experiencial.
Utilizando como mote a classificação cromática do conteúdo informacional de web sites, baseando-se nos estudos do design experiencial e na psicologia aplicada à cor, esse trabalho procura observar se as cores utilizadas nos portais mais populares que utilizam esse recurso emitem o significado do conteúdo que procuram representar naqueles sistemas. Esse artigo estuda, com base na aplicação de questionários, a relação do usuário final com a cor, bem como questiona sua eficácia quando utilizada para a classificação de conteúdo informacional em portais de internet.
Design, color, experience design.
Using a chromatic classification of informational contents in websites, based on the experience design and on psychology theories, this paper discusses if the colors that are used in most popular portals really express the meaning of the content that they represent. Based in applied questionnaires, this paper studies the relation between end-users and colors as well it questions the efficacy of color when used to sort information in content portals.
Classificação cromática da informação em portais de conteúdo: uma abordagem baseada na experiência do usuário.
Marcos Souza Filho, Marcos Buccini
Esse trabalho observa a eficácia da utilização de cores como diferenciação de conteúdo em portais de internet... more
Esse trabalho observa a eficácia da utilização de cores como diferenciação de conteúdo em portais de internet brasileiros, utilizando como base para a análise a teoria do design experiencial e da psicodinâmica das cores. A pesquisa realizada junto a usuários procurou entender a relação entre psicologia e a percepção do usuário final com determinadas cores e a eficácia delas como instrumento de categorização da informação nos portais de conteúdo.
Design, hipermídia, design experiencial.
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Seen by:Xings; in search of playful artefacts for the accessibility of a shared moment
Master thesis Interaction design (pictures deleted to ensure anonymity)
A practical and theoretical study of how a design space –conceptualised as a creative construct of distinctions– for a... more
A practical and theoretical study of how a design space –conceptualised as a creative construct of distinctions– for a complex context of social interplay, families, child development and disabilities can be explored through design experiments. The design framing addresses the interplay and being-togetherness around tangible artefacts in families with children that has profound and multiple disabilities and is informed by social theory as well practical knowledge from the field of Multi-Sensory Environments. Design experiments is constructed on basis of distinctions emerging from the design framing and explored as means to let users affect the design process at an earlier stage than prototypes and more aimed than with technology probes. Tangible participation is suggested as a feasible way for the child without language or abstract thoughts to take part in the design process. For this rather sturdy yet crude design artefacts –labelled Rou-Phi Probes– is used for probing in a family. These artefacts can be seen as polarised materialisations of design space distinctions, that the user through actions can respond to as if they were open questions. The outcome of this thesis is not a design concept, but primarily methodological reflections with a basis in the 'research through design' activities of intervening with tangible digital technology, as well as reflections on interactive aesthetics.
Terms
Design experiments, design methodology, design space, ideals of interaction, (re)habilitation, research artefacts, research through design, social interaction, tangible computing, technology probes.
Designing Technologies That Encourage the Sharing of Positive Emotions
Kanis, M., and Brinkman, W.-P., "Designing technologies that encourage the sharing of positive emotions", Emotion in HCI: Joint Proceedings of the 2005, 2006, and 2007 International Workshops, ISBN 978-3-8167-7540-9, pp. 196-197, Fraunhofer IRB Verlag Stuttgart, 2008.
Following in the positive psychology tradition, this research provides insights into the design and development of... more Following in the positive psychology tradition, this research provides insights into the design and development of technologies that aim to encourage the sharing of positive emotions.
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Seen by:Facilitating Socio-Pleasure As Mediated by Ubiquitous Technology
Kanis, M. and Brinkman, W.-P., "Facilitating social-pleasure as mediated by ubiquitous technology", Proceedings of ECCE-13, pp. 117-118, 2006.
This paper aims to increase understanding of how ubiquitous interactive systems could facilitate Socio-Pleasure: the... more This paper aims to increase understanding of how ubiquitous interactive systems could facilitate Socio-Pleasure: the enjoyment derived from relationships with others. A framework, termed THE Medium model, is presented; it describes the factors that could affect socio-pleasure and it is used to classify and design technologies.
What Do People Like?: the Design of a Mobile Tool to Harness and Share Positive Thoughts
Kanis, M. and Brinkman, W.-P., "What do people like? The design of a mobile tool to harness and share positive thoughts", Proceedings of ECCE2007, pp. 191-198, 2007.
Motivation – To increase understanding of technologymediated sharing of positive thoughts.
Research... more
Motivation – To increase understanding of technologymediated sharing of positive thoughts.
Research approach – Following in the positive
psychology tradition, two studies involving over 50 participants, using paper-based questioning techniques and social-online tools were conducted that captured
over 150 contributions on what thoughts people like to share. The contributions were analysed and motivated the design of a positive expressive prototype.
Findings/Design – The studies conducted showed the potential for a prefix-based elicitation of positive emotions and suggest that various messages of a predominantly positive nature can be harnessed. The contributions revealed the importance of immediacy in expression. This drove the development of a mobile tool called PosiPost Me (Mobile Edition) that allows users to create and share positive thoughts anytime and anywhere.
Research limitations/Implications – Early findings suggest that PosiPost Me has the potential to study and catalyze beneficial effects such as increasing social awareness. Additional studies will have to further explore and verify these benefits.
Originality/Value – This research provides the design of a mobile tool that aims to encourage positive communication through technology. It is also an exemplar of how on-line social tools and positive psychology can be beneficial for theories and studies of human computer interaction.
Take away message – Technologies such as PosiPost Me can offer promising outcomes for communicating positive thoughts. However, their success depends on understanding and incorporating appropriate strategies for interactive system design and development.
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Seen by:Minimal Connectedness: Exploring the Effects of Positive Messaging Using Mobile Technology
Kanis, M., Perry, M., and Brinkman, W.-P., "Minimal connectedness: exploring the effects of positive messaging using mobile technology", CHI '08: CHI '08 extended abstracts on Human factors in computing systems, pp. 2513-2522, ACM, New York, NY, USA, 2008.
This paper describes a lightweight mobile technology designed to investigate the potential of positive messaging. We... more This paper describes a lightweight mobile technology designed to investigate the potential of positive messaging. We introduce the concept of minimal connectedness and examine how this form of connectivity supports and gives rise to user’s positive affect. To explore this idea, a mobile application called PosiPost Me was developed, allowing users to randomly share positive messages. We present a study of the ways in which it was used and understood. As well as encouraging positive thoughts, analysis shows how the form of minimal social connectedness afforded by the application is marked by its minimal social obligation, curiosity and ambiguity.
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Seen by:Designing for Positive Disclosure: What Do You Like Today?
Kanis, M., Perry, M., and Brinkman, W.-P. (2009). "Designing for positive disclosure: What do you like today?", International Journal of Industrial Ergonomics, 3, no. 39, pp. 564-572.
This paper's premise is that technology has the potential to support the elicitation, expression and communication of... more This paper's premise is that technology has the potential to support the elicitation, expression and communication of positive thoughts. However, its success depends on understanding and incorporating appropriate strategies for interactive system design and development. Following in the positive psychology tradition, this paper presents two co-design studies investigating how positive thoughts can be mediated and shared. These studies involved approximately 50 participants, using paper-based questioning techniques and social–online tools that captured 151 contributions on what thoughts people like to share. The collected data demonstrated the potential for designing systems based on a prefix-based elicitation of positive emotions. Analysis of participants' contributions suggests that various messages of a predominantly positive nature can be harnessed, emphasising the importance of immediacy and situatedness in expression. Moreover, the analysis resulted in a set of design considerations for the design and development of positive expressive technologies. These considerations were used to develop a mobile application called PosiPost Me (Mobile Internet Edition) that allows users to create and share positive thoughts at any time and place. In this way, this research sets an exemplar of a design process for positive communicative systems while building on research in positive psychology, human–computer interaction and cognitive ergonomics.
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Seen by:Making Mundane Pleasures Visible: Mediating Daily Likings With Lightweight Technology
Kanis, M., and Brinkman, W.-P.(2010) "Making mundane pleasures visible: mediating daily likings with lightweight technology", Personal and Ubiquitous Computing, vol. 14, no. 3, pp. 261-269.
This article discusses the sharing of daily pleasures with lightweight technology. Two mobile applications called... more This article discusses the sharing of daily pleasures with lightweight technology. Two mobile applications called PosiPost Me (Mobile internet edition) and PosiPost Be (Bluetooth edition) were developed to understand the potential of remote and proximity-based sharing of positive messages. These implementations are compared through an empirical study of 15 participants in England and The Netherlands who used both applications for a week each. Drawing from interviews and a corpus of 379 shared messages, the study presents an exploration of the types of pleasures people expressed in everyday use. The study addresses the influence of the two applications on the nature of the messages shared. It further points to the importance of the mundaneness of the postings and discusses the role lightweight mobile technology can play in making mundane pleasures visible.
Do moods affect programmers' debug performance?
Khan, I.A., Brinkman, W.-P., Hierons, R.M., (2010). Do moods affect programmers’ debug performance?, Cognition Technology & Work.
There is much research that shows people’s mood can affect their activities. This paper argues that this also applies... more There is much research that shows people’s mood can affect their activities. This paper argues that this also applies to programmers, especially their debugging. Literature-based framework is presented linking programming with various cognitive activities as well as linking cognitive activities with moods. Further, the effect of mood on debugging was tested in two experiments. In the first experiment, programmers (n = 72) saw short movie clips selected for their ability to provoke specific moods. Afterward, they completed a debugging test. Results showed the video clips had a significant effect on programmers’ debugging performance; especially, there was a significant difference after watching low- and high-arousal-evoking video clips. In the second experiment, programmers’ mood was manipulated by asking participants (n = 19) to dry run algorithms for at least 16 min. They performed some physical exercises before continuing dry running algorithms again. The results showed a significant increase in arousal and valence that coincided with an improvement in programmers’ task performance after the physical exercises. Together, this suggests that programmers’ moods influence some programming tasks such as debugging.
A Conceptual Network Analysis of User Impressions and Meanings of Product Materials in Design
Georgiev, G.V., and Nagai, Y., (2011) A Conceptual Network Analysis of User Impressions and Meanings of Product Materials in Design. Materials and Design, Vol. 32, No. 8-9, pp. 4230-4240.
This paper focuses on tactile interactions with product materials to approach the essence of users’ interaction. We... more This paper focuses on tactile interactions with product materials to approach the essence of users’ interaction. We propose a framework for analysing tactile interactions based on users’ association-based in-depth impressions and interpretation-based created meanings. The aim of the study is to determine how in-depth impressions activate created meanings in tactile interaction and how they affect users’ preferences with regard to product materials. To detect and identify in-depth impressions and created meanings, this study applies original methods that analyse concept networks. To collect users’ freely expressed impressions and preferences, we conducted an experiment that involved seven material samples. The identified in-depth impressions and created meanings are connected with preference evaluations during a tactile interaction with product materials. According to the findings, the generation of fewer yet affect and abstraction-based in-depth impressions produces high-preference evaluations and gives rise to diverse created meanings with respect to a material. These findings should contribute to designs that lead users to form emotional bonds and gain meaningful experiences with products.
A methodology to analyze in-depth impressions of design on the basis of concept networks
Nagai, Y., Georgiev, G.V., Zhou, F., (2011) A methodology to analyze in-depth impressions of design on the basis of concept networks, J. Design Research, Vol. 9, No. 1, pp. 44-64.
This study aims to develop a methodology to capture in-depth impressions, which underlie the surface impressions of... more This study aims to develop a methodology to capture in-depth impressions, which underlie the surface impressions of design, by using concept network analysis. The proposed methodology consists of association analysis of users' free descriptions, construction of concept network, and extraction of the in-depth impressions from the network. To investigate the application of the methodology, we carried out a case study. We examined the differences between three groups of hospital uniforms, comparing conventional and other colours. We found significant in-depth impressions from the concept networks of impressions. A clear difference was found among the three groups. The results confirm the effectiveness of the proposed methodology in understanding impressions of design. Finally, we proposed to implement the findings in selecting the colour for hospital uniforms.
The Role of Impressions on Users’ Tactile Interaction with Product Materials: An Analysis of Associative Concept Networks
Nagai, Y., Georgiev, G.V., (2011) The Role of Impressions on Users’ Tactile Interaction with Product Materials: An Analysis of Associative Concept Networks, Materials and Design Vol. 32, pp.291–302
Depth impressions are an inner associative layer of humans’ expressed impressions. To analyze tactile interaction, it... more Depth impressions are an inner associative layer of humans’ expressed impressions. To analyze tactile interaction, it is essential to examine what users feel and imagine and how they create depth impressions by touching and looking at different product materials. On the basis of tactile interactions, this study aims to capture and analyze users’ depth impressions of materials. This research also proposes an ‘impressionably’ new tactile material for design from the viewpoint of depth impressions. To capture depth impressions, we investigated users’ tactile interactions in an experiment. The experiment used samples of six common natural and artificial materials, along with the proposed new micro-print-based material. A concept network-based method was employed in two stages to analyze the experimentally obtained verbalized protocols and to identify any depth impressions. This method allowed us to capture and analyze the depth impressions behind the surface impressions. This research found that the feel of materials’ tactile naturalness and users’ habituation to the tested samples are related to their depth impressions and the complexity of their concept networks. The depth impressions and concept network of the proposed micro-print material are distinct and beyond those for existing natural or artificial materials. These findings will provide the basis for employing new analysis tools and facilitate the development of impressionably better tactile materials for design.
