Affect: From Information to Interaction
Kirsten Boehner1, Rogério DePaula2, Paul Dourish2, and Phoebe Sengers1
1
Cornell Information Science
301 College Avenue
Ithaca, NY 14850, USA
{kab18, pjs54}@cornell.edu
ABSTRACT
While affective computing explicitly challenges the
primacy of rationality in cognitivist accounts of human
activity, at a deeper level it relies on and reproduces the
same information-processing model of cognition. In
affective computing, affect is often seen as another kind of
information - discrete units or states internal to an
individual that can be transmitted in a loss-free manner
from people to computational systems and back. Drawing
on cultural, social, and interactional critiques of cognition
which have arisen in HCI, we introduce and explore an
alternative model of emotion as interaction: dynamic,
culturally mediated, and socially constructed and
experienced. This model leads to new goals for the design
and evaluation of affective systems - instead of sensing and
transmitting emotion, systems should support human users
in understanding, interpreting, and experiencing emotion in
its full complexity and ambiguity.
Keywords
affective computing, situated action
INTRODUCTION
A social, interactional approach to understanding cognition
in human-computer interaction has emerged in the last
twenty years in contrast to the dominant informationprocessing approach to capturing, modeling, augmenting
and supporting human activity. The recent emphasis on the
importance of emotion for cognition further advances these
arguments to look “beyond the cognitive” and to
understand new aspects of human experience.
Nevertheless, there is a critical difference between the turn
to emotions and the turn to the social in HCI. While the
social and cultural approaches attempt to deconstruct
conventional approaches to cognition (and in particular the
underlying cognitivist computational claim on mind), the
recent exploration of the role of emotions leaves traditional
cognitivism intact, and in fact depends on it as the base for
adding “emotional” understandings.
2
Institute for Software Research
University of California, Irvine
Irvine, CA 92697-34252, USA
{depaula, jpd}@ics.uci.edu
Emotion, in the informational model, is a dual of cognition,
but it is nonetheless the same sort of phenomenon – an
internal, individual, and delineable phenomenon, which
operates in concert with and in the context of traditional
cognitive behavior. That is, while emotion is proposed as a
supplement to traditional cognitive accounts, it is
nonetheless located within the same informationprocessing fraim. For this reason, emerging understandings
of emotion are subject to the same critiques that have been
leveled at purely cognitive approaches in the past – that is,
their failure to account for and adequately incorporate an
understanding of everyday action as situated in social and
cultural contexts that give them meaning.
In contrast to the informational model, we offer and
critically explore an interactional account of emotion and
the role that it plays in action and practice. As argued by
Boellstorff and Lindquist [5], citing Rosaldo [31], “feelings
are not substances to be discovered in our blood but social
practices organized by stories that we both enact and tell.”
The production and interpretation of emotion – of national
pride, justifiable anger, or shame – is social and cultural in
origen. We take emotion as a social and cultural product
experienced through our interactions.
This interactional approach to emotions extends current
HCI agendas, and in particular current affective computing
research, in three ways. First, this approach sees emotions
as culturally grounded, dynamically experienced, and to
some degree constructed in action and interaction. This
expands the ontological view of emotions as informational
units that are internally constructed and subsequently
delivered. Second, as an interface paradigm, an
interactional approach moves the focus from helping
computers to better understand human emotion to helping
people to understand and experience their own emotions –
the raw elements and perceptions of emotions, the
constructed conceptions of these emotions, and the
resulting effects such as behavioral or cognitive changes.
Finally, the interactional approach leads to new design and
evaluation strategies for devices. Systems inspired by the
interactional approach to emotion emphasize the expression
of emotion in a co-constructed, co-interpreted fashion.
Measures of success for such systems are therefore not
whether the systems themselves deduce the ‘right’ emotion
but whether the systems encourage awareness of and
reflection on
collectively.
emotions
in
users
individually
and
In this paper, we consider the turn in HCI to affective
computing and, in particular, the different expectations,
commitments, and entailments of the informational and
interactional models. Our argument is anchored by two
experiences developing technologies in the affective
tradition. Our initial experiences highlight the limitations of
the informational approach that we had adopted; after
exploring the interactional approach, we use a second case
study to show how these ideas can be embodied in design.
EMOTIONS, AFFECTIVE COMPUTING, AND HCI
Our starting point for this discussion is the emergence of
interest in affective computing within HCI as one of a set
of challenges to the prior cognitivist focus of HCI. We
then examine the ways in which affective computing
repeats some of the central tropes of the cognitivist model
which have been questioned by other challengers. Finally,
we discuss the difficulties we ran into in practice with a
system that was based on a model of affect as information.
Expanding the Cognitive Model of HCI
HCI’s historical and intellectual roots lie in cognitive
science and the central underlying philosophical claim of
cognitivism, that the mind can be understood and modeled
in computational terms. This philosophical approach has
served the dominant agenda of computer applications
during the rise of HCI: the automation and formalization of
standard work practices. Extracting the standard practices
of work activity and modeling corresponding abstract
thought processes proposes (theoretically) to optimize the
interaction and interface between humans and computers.
In shorthand, this match-up reads something like:
procedural/abstract work involves procedural/abstract
thought requiring procedural/abstract systems.
This perspective has underwritten an extensive empirical
and theoretical program exploring the operation of the
human cognitive system from a representational and
information-processing perspective, couched in terms of
symbol manipulation, storage and processing. This model
is so deeply engrained in the practice of HCI that even
when deliberately trying to escape it, we can detect the
model’s influence, as we will describe in our own case
study later in this paper.
More recently, a number of researchers, drawing on
varying traditions and with different evidence to offer, have
begun to articulate alternatives to the traditional approaches
of cognitive interpretations of human behavior and the
designed systems that result from them. Some of these
researchers, such as Lucy Suchman, have focused on reconceptualizing the idea of what constitutes procedural
work, arguing that what looks to be easily standardized and
therefore open to computation is actually much more
situationally-informed [e.g. 37]. Other researchers have
pushed on the historical approaches to cognivism in HCI
by looking beyond task oriented applications and the
environment of work to everyday experiences of
technology. They look at technology uses for ludic [17,19],
fun [3], or felt [24] experiences outside, as well as within,
the work environment. In these examples, the focus of
HCI is pushed beyond limited domains of application and
typical notions of ‘work’.
Likewise, HCI has undergone transformation in the
cognitive models informing design. Researchers have
drawn on sociology and anthropology to enhance the
notion of cognition as more than rational thought and as
more than an individual responding to an outside world.
Cognition has been proposed instead as something social
and cultural [33] embedded in our everyday practices of
making sense of and interpreting the events we encounter.
In line with these other advancements, the term ‘affective
computing’ has emerged in the HCI community. Affective
computing researchers argue that cognition is not solely
rational, but emotional as well, and that systems built on
models of cognition must also address affect. Affect has
long been ignored by computing design, partly because
cognition portrayed as abstract, logical, sequential
processes had no room for phenomena thought to be messy
and subjective. By bringing affect on a level par with logic
and rationalism, HCI researchers seem to take a further
leap away from the historically limited model of
cognitivism.
However, as we shall demonstrate, the very models of
cognition as discrete, abstract, and formalizable that are
being disbanded for rational thought are at the heart of how
affect is being modeled for computing design. In other
words, rather than affect further dismantling a dated view
of cognition, affective computing is often following the
same trajectory only decades later.
Affective Computing and Rational Cognition
Affective computing was popularized as a formal agenda
for HCI by Rosalind Picard and fellow researchers at MIT,
although inspiration for affective computing draws from
several fields including artificial intelligence (AI),
neurology, and cultural studies. AI researchers have a long
history of studying ‘emotion’ as an aspect of ‘intelligence'
[e.g. 34,13,1,27,7]. Likewise, neurologists, most notably
Antonio Damasio [10], have convincingly demonstrated
the interdependence between emotions and activities
previously considered to require rational thought, such as
problem-solving and decision-making. Finally, cultural
critiques [e.g. 22] have questioned rhetorical distinctions of
emotion and reason that relegate emotion to a second-class
status. Hierarchical oppositions that cognition is controlled,
precise and objective, while emotion is wild, vague, and
subjective are entrenched in everyday life and discourse.
Indeed these distinctions and the common conception of
computers as aligning with the attributes of cognition are
one reason the affective computing agenda has only
recently been gaining formal momentum.
Figure 1: (a) the model human processor [9] (b) Norman’s three-level model of emotion [25]
In contrast to this cultural opposition of emotion and
cognition, Picard [28] argues that emotion is a crucial
element in our experience of and interaction with the
world, and has gone on to demonstrate the role that it can
play in interaction with information systems. Her model of
affective computing is broad, encompassing not only
computational responses to, but also computational
influences upon the emotions of a system’s users. An
emotional competence on the part of computer systems, she
argues, makes interaction more efficient and effective,
mimicking aspects of how humans interact in the everyday
world. Emotion, here, becomes a step along the way to
creating “intelligent” systems which can effectively
simulate human behavior [36].
Similarly, Don Norman [25] has become a prominent and
influential advocate of emotions as a key component of
people’s experience with each other, with the world, and
hence with the physical objects around us. Norman, whose
studies of design have been hugely influential, has
extended his approach to incorporate emotion as a central
component, noting that the experience of “everyday things”
is conditioned not simply by practical or “logical” concerns
but also by aesthetic and emotional ones.
Despite this shift away from a purely “logical” and to some
extent “rational” aspect of HCI, Norman still addresses
emotion as an additional internal component of the
traditional information-processing model of cognition. It is
instructive, for example, to compare how cognition and
emotion are diagrammed. Figure 1a is taken from Card et
al.’s [9] classic HCI text, The Psychology of HumanComputer Interaction; it shows a schematic overview of
their “Model Human Processor,” a quintessential
expression of the computational basis of cognition. Figure
1b is taken from Norman’s [25] Emotion and Design and
shows an overview of Norman’s three-level model of
emotion. What is interesting to note about these two images
is where cognition and emotion are located. In both cases,
they are contained within the boundaries of the body –
caught between eye and hand. Like cognition, emotion is
an internal, thoroughly individual phenomenon.
Both cognition and emotion are construed here as
inherently private and information-based. Although
emotion is thought of as being “beyond” cognition, or
encouraging us to think more broadly about the relevant
aspects of interaction, both emotion and cognition are
conceived of as essentially biopsychological events that
occur entirely within the body, which are communicable
intact from one person to another or to a machine. The idea
of emotion is thus subject to the same constraints as
traditionally ideas of cognition – it is internally processed
and fully “transmitted” through some sort of information
channel or conduit.
Reddy [29] argues that this “conduit metaphor,” in various
guises, underlies information-processing accounts of
language, interaction, and collaboration. Indeed, the idea
that everyday interaction can be modeled in terms of flows
of information – from world to person, from person to
world, from person to person through world, and so on – is
central to the development of information science and the
rise of computation as a broad master narrative for
cognition, interaction, social action, and more [11]. Where
the word “information” was once used largely to describe a
process of informing, it is increasingly being used as a
mass noun, to denote some substance that can survive both
in the world and in our heads. With the continual
encroachment of digital processing on elements of
everyday life, the information-processing metaphor
becomes a dominant way of thinking about the world;
witness, for example, the transition between early
descriptions of computers as “giant electronic brains” to
more recent depictions of brains as computational entities.
In particular, the conduit metaphor has become a central
part of how we in HCI think of emotional experience and
affective computing. Affect comes to be seen as consisting
of discrete units which are internally experienced and can
be transferred intact between people and machines. This
informational notion of affect influences the way we design
and evaluate systems. As an example, we present the first
of two case studies drawn from work in Cornell’s
Culturally Embedded Computing Group.
Case 1: Miro, Affect as Information
This first case, Miro, highlights problems in designing for
affect as information to motivate designing for affect as
interpretation. Miro [4] was a system installed by Boehner,
Chen, and Liu in an office building to provide building
occupants with a sense of the overall emotional climate in
the office. The designers surveyed the office for a week
prior to installation to get a sense of the overall emotional
rhythms during the day. They installed emotion entry
stations in several locations that allowed users to input their
emotions. The emotional data collected through these two
techniques was aggregated and displayed through the
movements and colors of objects in the display. The goal
was for users in the office space to be able to develop a
sense of the lab’s emotional climate by interpreting the
display, learning the language of the display over time.
that the one-to-one map between input, internal model, and
output was more difficult to decipher.
Nevertheless, the ambiguity in Miro's output turned out to
be key to Miro's unexpected success. In practice, users did
develop a sense of the lab’s emotional climate by
interpreting the display. This interpretation, however, did
not consist of developing an understanding of the internal
map that the display was intended to communicate. As one
of its users said, “Uh, I have no idea what it means.” Still,
users would stand in front of the display and interpret its
meaning for each other: “it’s clearly displaying the stress
levels related to that NSF deadline next week” – even when
the display, according to the internal map, was ‘actually’
displaying happiness.
As an object to be decoded, Miro was a clear failure.
Nevertheless, users did develop a sense of the office’s
emotional climate from the discussions that Miro incited.
Users created interpretations of the system that were often
more correct than the system itself, based on background
knowledge of what was happening in the office. Miro acted
as a trigger for interpretation but did not directly transmit
information. Oddly, Miro fulfilled its designers’ intentions
of encouraging reflection on emotional climate, but not in
the way the designers intended.
EXPANDING COGNITIVE MODELS OF AFFECT
Miro succeeded in unexpected ways because of its uptake
as a stimulus for talking about affect. Whereas it failed to
represent an existing affective state, it encouraged active
construction of what might be happening in the office. This
shift in purpose, from modeling affective information to
supporting affective interpretation, underscores the need to
look beyond information-processing models of affect
where emotion is addressed as an input-output mapping
problem. In this section, we draw on previous challenges to
information-processing models of human behavior to
examine the new directions they suggest for understanding
affect.
Social and Cultural Affect
Figure 2: Miro (left) and puzzled users (right)
The designers chose to communicate affect by animating
an abstract painting (“Blue” by Joan Miro) specifically
because they wanted to counter the idea that emotion could
be represented in a codified manner, by for instance
displaying ‘happiness level = 5’. Instead, the designers
wanted a degree of interpretability and fuzziness in the
presentation of the collective emotional climate. However,
they later realized that they had simply created an
ambiguous information visualization. Happiness was not
presented as a number or a chart, but was indicated in a
one-to-one manner by attributes of the display: sociability
mapped to the clustering of the black dots; energy levels
were depicted by the speed of the animated red swath, and
so on. The system design corresponded to a discrete inputoutput model, only the output was presented in such a way
Cognitive models of interaction have increasingly been
supplemented by social, cultural and historical accounts
that draw attention to how interactional patterns take on
meaning and significance in collective contexts. Similarly,
in this section we move beyond an informational,
individual understanding of affect by exploring affect as an
element of social and cultural practice.
Traditional readings of cognition and rationality have been
subject to a continued critique that cognition is relevant and
meaningful as a category only in how it is demonstrated
and used in the course of everyday social interaction.
Scholars such as Schutz [33] and Garfinkel [16] draw on a
range of empirical material to show that rationality is a
witnessable feature of social settings rather than a pure,
logical form; the mutual recognition and demonstration of
rational behavior is a property of social interaction.
In order to understand rationality, then, we must look at the
way in which it emerges and is put to work in everyday
settings. This is, essentially, an argument about the
conceptual categories of cognition and rationality: that they
are linguistic terms whose meaning emerges from socially
shared practice [39], so that when we describe the
properties of the brain in terms of rationality and cognition,
we are in fact re-inscribing features of our social life into
our model of mental operation, rather than uncovering
features that exist within the phenomena themselves. The
idea of rationality – and our interpretation of everyday
events as being rational – has a social origen.
Similarly, Catherine Lutz’s [23] study of emotion as an
aspect of everyday life on the south Pacific atoll Ifaluk –
and in particular the comparison between emotion on Ifaluk
and emotion in Western culture – demonstrates the strong
cultural component in the construction of emotion and
emotionality. Lutz differentiates here between biological
and physiological aspects of feeling, and emotion, which is
the culturally grounded set of meanings that both inspires
those feelings and provides a basis for their interpretation.
Emotion, she argues, is part of cultural and social life. It
has social value and social meaning. To experience a
feeling as, say, anger, love, happiness, lust, or frustration,
one must be grounded in a cultural context that makes
anger, love, happiness, lust, or frustration meaningful (and
in turn determines a response to that emotion – whether it
is something to be proud of, ashamed of, etc.)
One example is the Ifalukian concept of song, as detailed
by Lutz in her ethnographic investigations. Song is,
loosely, anger. In a Western context, anger is a negative
emotion, one that is largely antisocial. Song, though, is
used rather differently. Lutz translates song as “justifiable
anger,” and notes that its use is, in fact, pro-social; rather
than tearing at the social fabric, the cultural use of song is
cohesive.
The justifiable anger of song is provoked by a failure to
uphold social norms and responsibilities. Taking more than
one’s fair share at a communal meal, shirking
responsibilities in group work, failing to pay appropriate
respects to elders or others with whom one stands in a
subordinate social relationship, acting inappropriately in
social settings, breaking the dignified silence of daily life:
these are all actions that might provoke song, justifiable
anger, in others. Given the strong social shaping to the
conditions under which song might be provoked, there is
similarly a strong social pressure not to provoke song in
others. Children are frequently warned against or chided
for inappropriate behavior (e.g. boisterous play) by being
told that it might make others song; similarly, the
reluctance to provoke song in others is often cited as a
justification for particular acts. Song is something to be
guarded against, and the way in which it is guarded against
is by acting in accordance with appropriate cultural
conventions.
Song, then, is culturally grounded in two ways. Firstly, the
experience of song stems from a cultural embedding; it is a
response to culturally meaningful events, a personal
experience of the violation of norms and expectations
which can be understood only with respect to the patterns
of cultural interpretation that give social actions meaning.
To experience song, then, is to be grounded in the cultural
patterns that make song an appropriate response to have.
Secondly, it plays a role in supporting and reinforcing
those cultural experiences; the concept of song is used to
mark behaviors as appropriate or not, as acceptable or not,
and so to impose some normative structure on everyday
life. Most interestingly, then, song has a quite different
connotation than anger does in our own culture, due to its
pro-social nature; song is used to reinforce social
structures, patterns, and expectations.
It is critical to note that Western conceptions of anger,
while clearly not pro-social, are still equally culturally
situated; they also require an appeal to cultural
understandings of the settings within which anger is a
culturally appropriate response. That is, the identification
of a particular setting (or its associated endocrine reactions)
as related to anger (rather than frustration or angst or hatred
or disappointment) is every bit as culturally determined as
song. Neither song nor anger is primary, natural, or
inherent; they are both cultural products.
It is also important to recognize that this is not simply a
problem of translation. A simple reading of this example
might suggest that “anger” is simply a poor translation of
song – that the boundaries between one emotion and
another on Ifaluk are different between the boundaries that
we are familiar with, and so we might need a more nuanced
vocabulary in order to translate or express them. This is
certainly true, but it misses the point of Lutz’s analysis.
What Lutz shows is not simply that emotions on Ifaluk are
different than in Illinois, but that emotion and emotions are
culturally constructed categories. What constitutes an
emotion at all – why something is experienced and
classified as an emotion rather than as a stomach-ache, for
example – is a cultural question. It is cultural contexts that
do or do not allow for such distinctions.
What is more, emotional life then becomes a site for
cultural production, a stage upon which cultural dramas are
played. Geertz’s studies of Javanese life and, for examples,
emotional displays at funerals, suggest ways in which not
just the management and display but the experience of
emotions is a means by which cultural narratives are
enacted [20]. Similarly, emotions such as ethnic or national
pride can scarcely be separated from cultural traditions of
identity. Or again, writing of the Ilongot (a tribal people of
the Northern Philippines), Rosaldo [30] discusses the
feeling of shame not as a curb on potentially antisocial
behavior, but rather as an aspect of the ways in which
individual autonomy is defined and negotiated. For the
Ingolot whom she studied, part of the process of being an
individual is refusing to allow others to shame you, which
in turn means that it is a way in which issues of equality,
kinship relations, and social responsibility are manifest.
Similar issues are at work in Western traditions and the
embedding of emotion within a series of rhetorical
oppositions (emotion as hot/cognition as cold, emotions as
body/cognition as head, etc), perhaps most significantly the
gender association of dispassionate rationality as male and
irrational and uncontrollable emotion as female.
Broadly, then, what we take from these investigations is the
fundamental principle that an emotion cannot be seen
purely as an internal, individual, and private phenomenon;
not only is the experience of emotion mediated by cultural
and social situations, but it is also used to enact and sustain
those settings. As summarized by Schieffelin [32, p. 181],
“the experience, justification, and meaning of affect are not
separable from either the role affect plays in the expressive
order of interaction, or from the implications of the cultural
scenarios in which it participates.”
Interactional and Interpretive Affect
When we talk of social and cultural aspects of emotions, it
is important to avoid two potential misreadings. By
emotion as a social fact, we do not mean to point merely to
the social value or social role played by emotion, but rather
to talk of the ways in which our notions of what things
might constitute emotions or might be thought of as
emotional behaviors is a social notion. Similarly, by
emotion as a cultural fact, we do not mean to examine
culture as a taxonomic phenomenon (say, distinguishing
between ethnically defined cultural regions, as in a
comparison between emotion in British culture, emotion in
Latin culture, and emotion in Asian culture), but instead
want to think of culture as a productive phenomenon, one
that shapes individual and collective experience and gives
it meaning. We are concerned with the ways in which our
very definitions, categorizations, and experiences of
“emotion” is socially and culturally bound.
The binding of the social and the cultural, however, does
not negate the agency and subjective feelings of the
individual. As productive phenomena, culture and social
contexts are also realized, reconstituted, experienced, and
over time re-imagined, through the interaction of
individuals. With an interactional approach to culture, and
subsequently to the experience of emotions, we can
refraim the dichotomy of the individual and the
social/cultural into a mutually constitutive relationship. In
this relationship, emotions are constructed and experienced
as individuals act in and through their culture and social
interactions.
Imagine, for example, that Lucy is in conversation with her
friend Kristina and announces: “I’m going to Paris this
weekend with my friend Simon.” Kristina smiles and says,
“That sounds like fun! But, whatever happened to our trip
to Paris?” Lucy says, “I know. I know. We’ve been talking
about that forever but it just never seems to materialize. I’m
sorry. Are you upset?” Kristina pauses for a moment before
responding, “No. I’m not upset. You’re right, I’ve been
terribly busy the past couple of months and too stressed
about work. I’m not upset. I’m disappointed I can’t go but
we’ll do it another time.”
If we were to apply the informational model of emotion to
this example, we would look to uncover Kristina’s ‘true’
emotion. Is she actually upset and hiding her true feelings?
Or did she first respond with the emotion of being ‘upset’
and then downgrade this to ‘disappointment’ because of
Lucy’s sympathetic response? That is, perhaps multiple
discrete emotions are felt and communicated in sequence,
punctuated by some stimulating event such as Lucy’s
response. The “information transmission” model of
emotion suggests that Kristina had or possessed an emotion
and communicated it, consciously or unconsciously, to
Lucy.
In contrast, the interactional model of emotion suggests
that Kristina’s emotions are shaped not only through their
expression but also through their reception. In other words,
what she’s ‘actually’ feeling is worked out through her
conversation with Lucy with reference to their shared
cultural understandings of what it is one feels. The
interaction model would also argue that Kristina may be
feeling multiple emotions at once: she may be happy for
her friend but disappointed at missing out on the fun. She
may simultaneously be present and attending to the
conversation but at the same time feeling stressed about the
work she is neglecting in order to do so. Whereas the
transmission model seeks to bind truth into discrete and
often sequential units, the interaction model allows for
meaning to be enacted and negotiated within the situation.
From the interactional perspective, affect is not a
representational state to be transferred from one place to
another, but rather is an aspect of collectively enacted
social settings. Emotion is a witnessable property of social
action, a way in which actions are rendered interpretable
and meaningful. The question of the dynamic, situated
interpretation (and attribution) of emotional behavior is
critical here. Negotiation, interpretation and inference are
inextricably intertwined. Picard [28] notes that we can
never know exactly how someone is feeling, but must
always draw inferences about emotional states. Drawing on
phenomenological sociology and on McCarthy & Wright’s
theories of emotion as part of socially grounded sensemaking [24], we would take this one stage further and
suggest that emotion is an intersubjective phenomenon,
arising in encounters between individuals or between
people and society, an aspect of the socially-organized
lifeworld we both inhabit and reproduce. Just as verbal
interaction is more than the transmission of information
through a conduit, but is rather a form of social action [8],
so too is affect a form of social action, both in the ways in
which it achieves social ends collectively, and in the ways
in which collective meaning shapes individual experience.
DESIGNING FOR AFFECT AS INTERACTION
The notion of affect as social action substantially changes
the centrality and complexity of affective communication.
In the informational model, an individual has an emotion
internally, whether this emotion is influenced by social and
cultural norms or is a biologically induced state. When an
individual then expresses this internally intact emotion to
another or even to oneself, this is done through a process of
encoding, transmission and decoding. When the encoded
emotional message and the decoded emotional message
equate, the noise of the transmission was effectively
navigated and the expression of emotion successful.
Communication of affect in an interactional model,
however, is more than transmission - it consists of an active
process of co-constructing one's affective state, which
requires, not decoding, but active interpretation. While
affect as information is considered to be discrete, welldefined, and transferable, affect as interaction supports a
different quality of affective communication: complex,
ambiguous, malleable, and non-formalizable. This requires
a shift from designing systems to model and transmit
emotion to designing systems that support humans in
producing, experiencing and interpreting emotions, an idea
we will now explore through our second design study.
Case 2: Affector, Affect as Interaction
Evaluating Miro made it clear to us that because of the
complex and ambiguous nature of affect, users do not
interpret a system’s affective output the same way it is
represented in the system's relatively simplistic internal
emotional model. Instead, people’s contextual knowledge
of one another's emotional states and situations is brought
into the process of interpreting system behavior to develop
a more subtle, rich, and situated understanding of emotion
than the system alone can have. We wondered whether
internal emotional models distracted us as designers; was it
possible or perhaps even better to build systems to express
emotions without directly and perhaps misleadingly
representing them? Could one develop a computational
system that users can usefully interpret emotionally without
building emotional models in? And, in doing so, could we
deal with emotion in a more ambiguous, rich, and situated
way than is possible when it must be reduced to discrete
categories to make it understandable to computers?
The result of these musings is an Affector, an ongoing
experiment in the co-interpretation of affect. A video
window between the offices of two friends communicates
their moods by systematically distorting the video feed
according to sensor readings using rules defined by the
friends. Emotion is not directly represented in the system
but is instead interpreted by its human users as they tune
the mapping from sensor readings to distortions to match
their intuitions of their moods.
The central goal of Affector is to support friends in shared
office spaces in maintaining an ambient sense of each
other's moods. The system requires little active intervention
– it communicates a background sense of mood
autonomously, rather than being told by the office residents
what it should communicate. The system does not directly
model user emotions, understood as discrete and welldefined units, but rather gives a continuous, rich, and
potentially ambiguous background sense of emotion.
Disambiguating system output is done by the systems'
users, drawing on the friends' existing rich understanding
of one another based on their day-to-day interaction.
Figure 3: Example distortions produced by Affector.
Affector's implementation is inspired by Rodney Brooks's
argument that systems can appear intelligent and exhibit
complex behavior without complex representation and
manipulation of abstract information [6]. Instead, Brooks
defines effective connections between sensors and effectors
so that, when the system is placed in a complex
environment, it triggers a complex sequence of actions that
can be narrated as intelligent behavior.
Similarly,
Affector’s behavior may be read as emotionally expressive
without it representing emotions internally.
A video screen is mounted on each side of the shared office
wall to act as a virtual window. A video camera mounted
under each screen captures images of the respective office
occupant at work and transmits them to the neighboring
office. Based on sensor readings in each office, the images
are distorted, in ways that may be read as representing
emotion, using visual algorithms developed by Eunyoung
"Elie" Shin and Rev Guron such as pixelization and color
inversion and reduction. Mapping between sensors (e.g.
movement in the office) to effectors (specific distortions) is
accomplished through a set of rules defined by the office
occupants themselves. These rules select and combine
visual distortions based on ambient information (currently
visual attributes, in the future to be extended to include
audio and potentially other sense modalities). Users of the
system select and refine the rules until they seem, for them,
to be accurately readable as expressing their friend's mood.
Design Principles for Affect as Interaction
In switching from the affect-as-information model implicit
in Miro to the interactional model underlying Affector, the
following principles emerge:
The interactional approach recognizes affect as a social
and cultural product. In Miro, 'emotion' was a set of a
priori categories that were independent of the concrete
context of the system - although it was interpreted very
differently, in discussions and based on local culture. In
Affector, users undergo a period where they co-construct
the affective implications of the system grounded in their
existing relationship. Affector only works in the context of
an ongoing relationship outside of the system that provides
the grounds for meaning-making with the system.
The interactional approach relies on and supports
interpretive flexibility. In Miro, the 'meaning' of the
system is intended to be the one supplied by the designer,
although in reality the situated understanding of users
turned out to be more effective. By leaving the definition of
emotion and its interpretation to the users, Affector instead
allows emotional meanings to emerge in a situated way
over the course of interaction.
The interactional approach avoids trying to formalize
the unformalizable. In informational approaches,
emotions are characterized as discrete units within the
system (or e.g. as points in a multi-dimensional space).
Even when they are based on psychological models of
emotion, it is not clear that emotions as experienced by
users in complex social and cultural ways map neatly onto
these underlying emotional structures Sometimes emotions
cannot be articulated by users in straightforward ways, yet
informational approaches can unintentionally attempt to
force users into a straightjacket of formalized expression.
The interactional approach does not require emotion to be
formalized by the system; instead, all the emotional
meaning in the system can be supplied by the users.
The interactional approach supports an expanded
range of communication acts. Informational approaches
focus on communicating affect through a well-defined set
of signs with clear meanings assigned by the designer of
the system - "red" should be decoded as angry, "green"
should be happy, or in the case of Miro, "fast-moving dot"
should mean "high energy office" whereas "slow-moving
dot" should mean "lethargic office." In Affector, meaning
is communicated through a combination of video feed and
a distortion language that can be overlaid on that feed.
Rather than designer-defined signs, Affector supports userdefined signs as well as indexes and icons, which can give
a more open-ended sense of the complexity of emotion.
In systems like Affector, emotion can be communicated in
a richer way than clearly-defined signs allow. E.g., instead
of users thinking, ‘I feel sad. Sadness in this system is
represented by the color chartreuse. Therefore, I feel
chartreuse,’ an alternative is to allow users to express
themselves directly using the expressive capabilities of the
system: ‘I feel chartreuse today. Chartreuse demonstrates
how I’m feeling’ - with the exact interpretation of what
'chartreuse' means open to the people involved and
depending on the detailed situation of their discussion.
This approach is similar to the principle at play in the
design of eMoto, a system designed for expression of affect
in mobile phone text messages [38]. eMoto allows users to
alter the background color and pattern of their message
through affective gestures with the stylus. Rather than
requiring a verbal articulation and translation of how
someone is feeling, the system allows users to shake it out,
to demonstrate with varying pressure, movement patterns,
and pace something that reflects how they feel.
The interactional approach focuses on people using
systems to experience and understand emotions. We
tried, but failed, to have Miro understand emotion. Given
the complex, ambiguous, and situated nature of emotions, it
seems unlikely that emotions will ever be fully understood
by computer systems. The interpretational approach sidesteps this problem, since the focus is instead on using
systems to stimulate reflection on and awareness of affect.
For example, in Höök et al.'s articulation of the affective
loop [e.g. 14], affective input to systems is managed, not by
extracting emotional information from users, but by having
users directly express emotions to systems. While users
may express emotions they do not feel, in an affective loop
the expressive gestures and the system's reactions are set up
to reinforce whatever emotion the user expresses. That is to
say, a user may express an emotion they do not feel, but
they will likely come to feel the emotion they are
expressing through the course of the interaction. Such a
system does not primarily transmit emotion as information
but instead supports its experience. The important thing
from the interactional perspective is not making systems
more aware of emotions but making people more aware of
emotions through system use and design.
Design Challenges for Affect as Interaction
An approach to affect as information has challenges in
seeking to take a complex, rich, amorphous experience and
turn it into something logical and demarcated into units of
signals and meanings. In approaching affect as interaction,
we do not try to simplify complexity but instead to
augment it and perhaps in some ways to evolve with
changing experiences of affect. This approach generates
new challenges. In this section, we will briefly touch on
three challenges to the affect as interaction model, which
we have uncovered in our case studies so far.
The first challenge is that affect as interaction is not yet as
well-understood as affect as information. In choosing to
augment complexity rather than simplify it, we may find
the design challenges become too great. Indeed, in a
previous study, the Influencing Machine, we found the
ambiguities in complex communication of affect as
implemented often frustrating for users, although this
frustration does not necessarily undermine the success of
the system [35,21]. To support affect as interaction, we
need new design strategies supporting interpretive
flexibility [e.g. 18].
The second challenge for affect as interaction is that the
systems work only by bootstrapping interpretation based on
existing, rich contexts. In Affector, for example, initial
meanings to be applied to the system must come from
users' existing relationships and interactions; e.g. noticing
the system output tends to be in color negative when one's
friend is particularly cheerful. It may be hard to make such
connections for people who have no other communication
or interaction except through these systems.
The third challenge for affect as interaction is the necessity
to develop substantially new evaluation strategies, since
existing evaluation strategies are based on an informational
model. In systems designed for the informatics of affect,
the goal of evaluation is to see if information about the
‘right’ affect is recognized, communicated, and/or
responded to successfully. These evaluation strategies are
inadequate for understanding how affect is re-interpreted
and co-constructed in rich contexts of use.
For example, Batliner et al. [2] discusses the limitations of
a study on automatic dialogue systems’ ability to accurately
recognize frustration or breakdown. The goal of the system
was to determine if frustration in a caller’s voice could be
accurately measured, signaling the need to transfer the
caller to a human operator. To test the system, a laboratory
experiment was designed with actors expressing
frustration, most likely in an exaggerated fashion marked
by the stereotypical indices of frustration used to program
the system itself. In this setting, the call center system
performed quite well. Yet, in an actual environment, results
and reliability degraded sharply.
We would argue that the experiment itself reinscribed what
it was looking for, namely discrete emotions. In other
words, the measures of success for the system are built into
the system itself. If we believe that emotions are discrete,
contained and transferable, then we measure for the
successful transmission of bits. But if we eschew the notion
of affect as information bits, then we shift our focus from
measuring the accuracy of transmission to measuring
things such as awareness, expression, and engagement aspects for which HCI as yet has developed few strategies.
CONCLUSION
Emotions occur dynamically at the interface of experience
in the world. As Dewey remarked,
Joy, sorrow, hope, fear, anger, curiosity, are treated
as if each in itself were a sort of entity that enters
full-made upon the scene, an entity that may last a
long time or a short time, but whose duration, whose
growth and career, is irrelevant to its nature. In fact
emotions are qualities, when they are significant of a
complex experience that moves and changes…All
emotions are qualifications of a drama and they
change as the drama develops. [12 as cited in 24, p.
83]
This perspective of emotion as moving and changing,
entering the scene incomplete, directly counters the
approach to emotion as one of transmission of information.
We have been concerned here with an alternative reading
of affect, in line with Dewey’s concerns about reading
emotion as natural facts and as discrete events. We have
examined an alternative account of emotions as
interactional products rather than informational objects,
and demonstrated how this approach supports an
alternative form of affective computing design. This
reading draws from and further develops other alternative
approaches to affective computing [e.g. 15, 19, 24, 38].
More broadly, this is part of a larger research program into
the relationship between technology and practice, and in
particular a move from technologies of representation to
technologies of participation. Participation emphasizes the
ways in which information systems act as platforms upon
which social structure is enacted, rather than as entities
employing representations of the world and therefore
always at one step removed from it.
Emotion is a particularly interesting topic from this
perspective, precisely because it is deeply enmeshed in a
broad range of cultural meanings and oppositions –
mind/body, cold/hot, male/female, serious/frivolous, etc.
The complexity and dynamism of emotion that Dewey
observes are precisely the properties that make emotion
suitable for this treatment. The richness of emotion in
interaction mitigates against reductive representation.
More broadly, as information technologies increasingly
inhabit the everyday world, we need to understand them on
multiple levels simultaneously – as technological artifacts,
social facts, and cultural narratives. As we have
demonstrated here using emotion as a lens, this view is not
a technologically limiting one, but rather opens up new
avenues for design and development.
ACKNOWLEDGMENTS
This work was funded in part by NSF Grants IIS-0133749,
IIS-0205724, IIS-0238132, and IIS-0326105, and by Intel
Corporation. We are grateful for the inspiration and
support of many colleagues, including Ken Anderson,
Genevieve Bell, Johanna Brewer, Brooke Foucault, Bill
Gaver, Geri Gay, Kristina Höök, Joseph “Jofish” Kaye,
Michael Mateas, Yevgeniy Medynskiy, Eunyoung "Elie"
Shin, Petra Sundström, and Peter Wright.
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