Chapter twelve of the interaction-design.org resource is now available in preview. It deals with what HCI specialists call â€˜affective computingâ€™ and was written by Kristina HÃ¶Ã¶k, professor in Human-Machine Interaction at Stockholm University.
As Human-Computer Interaction (HCI) and Interaction Design moved from designing and evaluating work-oriented applications towards dealing with leisure-oriented applications, such as games, social computing, art, and tools for creativity, we have had to consider e.g. what constitutes an experience, how to deal with usersâ€™ emotions, and understanding aesthetic practices and experiences.
The author describes three strands of affective computing: 1. Affective computing (based on cognition, and the most widely known); 2. Affective interaction (coming from a more culture-based angle); and 3. Technology as experience (arguably more art-based).
The different angles show projects that range from helping people with autism to creating text messages with emotion-related colours.
She finishes with a caution that with affective computing â€œwe may easily cross the thin line from persuasion to coercion, creating for technological control of our behavior and bodies.â€ Her example is a parody fitness app â€Iâ€™m sorry, Dave, you shouldnâ€™t eat that. Dave, you know I donâ€™t like it when you eat donutsâ€ just as you are about to grab a donut.â€, but she could be talking about the XKCD take on Facebook suggestions as well.
(via Johnny Holland)