UCD15 Talk - Enrico Furfaro - Sonification of Virtual and Real Surface Tapping: Evaluation of Behaviour Changes, Surface Perception and Emotional Indices
When interacting with physical objects, we receive sensory feedback about the characteristics of these objects. Specifically, the sounds resulting from touching a surface provide information about the material of the surface and about one's own touching behaviour. Current developments in interactive systems are opening up new avenues in the use and design of both physical and virtual objects. These developments have the potential to change people’s behaviours, perceptions and emotions – elements of user experience that can be measured.
This talk presents the results of a study on auditory feedback as example of how research methods from cognitive psychology and human computer interaction can be used to evaluate these potential changes. This research may inform the design of physical and virtual objects and help enhance everyday user experiences.
What can Game Transfer Phenomena tell us about the impact of highly immersive...Karel Van Isacker
What can Game Transfer Phenomena tell us about the impact of highly immersive gaming technologies? (Angelica B. Ortiz De Gortari)
Interactive Technologies and Games (ITAG) Conference 2015
Health, Disability and EducationDates: Thursday 22 October 2015 - Friday 23 October 2015 Location: The Council House, NG1 2DT
Teaching Using Simulations In Virtual EnvironmentsCynthia Calongne
Workshop session 2 of 2, held at UMBC on January 21, 2010 on teaching and learning using virtual environments by Colorado Technical University professor Cynthia Calongne, known as Lyr Lobo in Second Life.
CIID Design for connected devices - simplytalkenricofurfaro
Final presentation of the prototype of 'simplytalk' - designed during the 5 days Design for Connected Devices workshop at the Copenhagen Institute of Interaction Design summer school.
Created by Enrico and Maria.
Modulating Fine Roughness Perception of Virtual Textured Surfaces using Pseud...Yusuke Ujitoko
Modulating Fine Roughness Perception of Virtual Textured Surfaces using Pseudo-haptic Effect @ IEEE VR 2019
-Y. Ujitoko (Hitachi, Ltd.)
-Y. Ban (The University of Tokyo)
-K. Hirota (The University of Electro-Communications)
What can Game Transfer Phenomena tell us about the impact of highly immersive...Karel Van Isacker
What can Game Transfer Phenomena tell us about the impact of highly immersive gaming technologies? (Angelica B. Ortiz De Gortari)
Interactive Technologies and Games (ITAG) Conference 2015
Health, Disability and EducationDates: Thursday 22 October 2015 - Friday 23 October 2015 Location: The Council House, NG1 2DT
Teaching Using Simulations In Virtual EnvironmentsCynthia Calongne
Workshop session 2 of 2, held at UMBC on January 21, 2010 on teaching and learning using virtual environments by Colorado Technical University professor Cynthia Calongne, known as Lyr Lobo in Second Life.
CIID Design for connected devices - simplytalkenricofurfaro
Final presentation of the prototype of 'simplytalk' - designed during the 5 days Design for Connected Devices workshop at the Copenhagen Institute of Interaction Design summer school.
Created by Enrico and Maria.
Modulating Fine Roughness Perception of Virtual Textured Surfaces using Pseud...Yusuke Ujitoko
Modulating Fine Roughness Perception of Virtual Textured Surfaces using Pseudo-haptic Effect @ IEEE VR 2019
-Y. Ujitoko (Hitachi, Ltd.)
-Y. Ban (The University of Tokyo)
-K. Hirota (The University of Electro-Communications)
Motorway Jive: A game for investigating the implications of unimodal output in the design of immersive accessible experiences by Dimitrios Darzentas, Dr. Michael Brown and Dr. Noirin Curran
Identification and Authentication Using Claviclessugiuralab
Identification and Authentication Using Clavicles
Yohei Kawasaki, Yuta Sugiura
2023 62nd Annual Conference of the Society of Instrument and Control Engineers (SICE), Mie, Japan, 2023
This project was done by the Professors group of Al Shaimaa Independent Secondary School for Girls. The students undergo workshops on the module smart sensors where they gain knowledge about smart sensors and the PVDF films through activities, experiments and projects which depend on smart sensors. At the end students do a design project that challenges them to build a coin-countering device or to invent a new smart sensors of their own.
The product idea illustrates the usage of smart sensors to identify the no. of vacant seats in the stadium.
The second lecture for the course COMP 4010. This lecture was about the concept of Presence in Virtual Reality and was taught by Bruce Thomas on August 2nd 2016.
If you were to tell some people that one of the most frustrating aspects of the development of a drug delivery device would be the little clicks that it makes as part of its operation, they would probably think you had lost your sense of priority.
Device developers know this - whether human factors experts or industrial designers, mechanical engineers, or risk analysis teams - yet this aspect of device design, like many others, is frequently not given the attention it deserves. So why is a click so important?
Lecture 2 in the COMP 4010 AR/VR class taught at the University of South Australia. This lecture is about VR Presence and Human Perception. Taught by Mark Billinghurst on August 6th 2019.
UCD15 Talk - Katherine Benjamin - "Can't someone else do it? When are we empo...UCD UK Ltd
Digital health services are meant to empower users to manage their own health, and lead to better informed, more engaged patients. To this end, user centred design has incredible potential to support people towards healthier lives, and alleviate pressure on health systems. However, to what extent has the rhetoric of empowerment in the context of technology been diluted to the point that when we speak of "empowering users", what we really mean is "let's get the service user to do our job for us" .
While it is easy to become disillusioned with erosion of the empowerment agenda's activist roots, user centred design, by its very nature, allows for a fundamental change in power dynamics between service users and service providers. This presentation will apply a social psychological lens to academic theory, industry best practice, and real-world stories outlining the intersection between empowerment and digital design.
UCD15 Talk - Scott D. McArthur - The Carrot and the Heuristic – the Big Probl...UCD UK Ltd
I believe that there is a problem with technology and data that we really have to take more time to consider – the fact that both create an abstract context that can lead people to do the most ridiculous things (including killing people – yes it’s that serious). Paying attention to the psychology of the abstract, perception and cultural memes will make our ideas and technologies more effective and efficient and much more appealing to the public and our customers.
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Motorway Jive: A game for investigating the implications of unimodal output in the design of immersive accessible experiences by Dimitrios Darzentas, Dr. Michael Brown and Dr. Noirin Curran
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2023 62nd Annual Conference of the Society of Instrument and Control Engineers (SICE), Mie, Japan, 2023
This project was done by the Professors group of Al Shaimaa Independent Secondary School for Girls. The students undergo workshops on the module smart sensors where they gain knowledge about smart sensors and the PVDF films through activities, experiments and projects which depend on smart sensors. At the end students do a design project that challenges them to build a coin-countering device or to invent a new smart sensors of their own.
The product idea illustrates the usage of smart sensors to identify the no. of vacant seats in the stadium.
The second lecture for the course COMP 4010. This lecture was about the concept of Presence in Virtual Reality and was taught by Bruce Thomas on August 2nd 2016.
If you were to tell some people that one of the most frustrating aspects of the development of a drug delivery device would be the little clicks that it makes as part of its operation, they would probably think you had lost your sense of priority.
Device developers know this - whether human factors experts or industrial designers, mechanical engineers, or risk analysis teams - yet this aspect of device design, like many others, is frequently not given the attention it deserves. So why is a click so important?
Lecture 2 in the COMP 4010 AR/VR class taught at the University of South Australia. This lecture is about VR Presence and Human Perception. Taught by Mark Billinghurst on August 6th 2019.
Similar to UCD15 Talk - Enrico Furfaro - Sonification of Virtual and Real Surface Tapping: Evaluation of Behaviour Changes, Surface Perception and Emotional Indices (20)
UCD15 Talk - Katherine Benjamin - "Can't someone else do it? When are we empo...UCD UK Ltd
Digital health services are meant to empower users to manage their own health, and lead to better informed, more engaged patients. To this end, user centred design has incredible potential to support people towards healthier lives, and alleviate pressure on health systems. However, to what extent has the rhetoric of empowerment in the context of technology been diluted to the point that when we speak of "empowering users", what we really mean is "let's get the service user to do our job for us" .
While it is easy to become disillusioned with erosion of the empowerment agenda's activist roots, user centred design, by its very nature, allows for a fundamental change in power dynamics between service users and service providers. This presentation will apply a social psychological lens to academic theory, industry best practice, and real-world stories outlining the intersection between empowerment and digital design.
UCD15 Talk - Scott D. McArthur - The Carrot and the Heuristic – the Big Probl...UCD UK Ltd
I believe that there is a problem with technology and data that we really have to take more time to consider – the fact that both create an abstract context that can lead people to do the most ridiculous things (including killing people – yes it’s that serious). Paying attention to the psychology of the abstract, perception and cultural memes will make our ideas and technologies more effective and efficient and much more appealing to the public and our customers.
UCD15 Talk - Mark Potter - Using Situational Awareness to Improve Information...UCD UK Ltd
The psychological phenomenon known as Situational Awareness is probably more readily associated with designing real-time, safety-critical systems such as cockpits or nuclear control rooms. However, consigning the learning and insight that research into Situational Awareness has given us to this narrow band of applications could represent a huge missed opportunity.
I will explore what good Situational Awareness looks like on an individual and team basis, how it can unlock the potential of data rich user experiences across all digital product development types and how we can use different techniques during user research, experience design and assessment to ensure that we can make the most of the information that the ‘internet of things’ and ‘big data’ will provide.
UCD15 Talk - Lucy Blackwell - How Experiences Sell ProductsUCD UK Ltd
Providing a great experience is now a standard requirement for any successful digital product. Listening to the users, gathering data and analysing every interaction is the foundation of solid UX, but is there more to the story...? This talk will explore how brands have evolved to understand not only what people say they want, but more importantly what makes them feel good, what they actually remember, what they really value, and what makes them share this experience with the world. Using a variety of examples from old and new brands, current research and recent ideas we've explored at FutureLearn, I'll tell the story of why savvy brands no longer sell a product, but now sell an experience.
UCD15 Talk - Kevin Richardson - Making Data Useful: Design, UX and InnovationUCD UK Ltd
There is a lot of data out there. There is also a lot of discussion about how large data sets hold the promise of business growth, large scale innovation, and, perhaps most importantly, insight. Herein lies the problem: People neither act on, nor infer insight from, data directly. In fact, unless you’re a machine, data on its own is useless. Someone needs to translate the data into information.
Businesses tend to focus on converting data, rather than translating it, into charts and graphs. While these sorts of dashboards look nicer than spreadsheets they are still only visual representations of data. The user is left with the unenviable task of trying to translate it into a form that is both meaningful and actionable.
My presentation will demonstrate how applying the design process to the problem of large data sets can bridge the gap between the technical challenge of data collection and the human challenge of data interpretation.
UCD15 Talk - Julie Kennedy & Lucy Scott - Designing for Our Future SelvesUCD UK Ltd
How do we design for the older generation? This group is often ignored in the development of new products, despite many over 55s having ample money and time to invest in the latest technologies
Learn what you need to consider in your research and design process to create usable products for older users. We will look at some of the cognitive and physical changes associated with aging and consider how these impact on use of products and technologies.
Technology can also be a huge enabler for older users – we will also look at some products in market or development which are helping elders stay independent and healthy for longer.
We’ll demonstrate all this with some real life examples from user research and end on a great video.
UCD15 Talk - Daniel Whiston - The relationship between comics and digital con...UCD UK Ltd
How has digital technology and media influenced the creation of comics? Do the benefits of new models – production, distribution and design – compensate for any pollution of the form?
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UCD14 Talk - Anna Dahlstrom - Device Agnostic Design: How to get your content...UCD UK Ltd
Anna Dahlstrom - Device Agnostic Design: How to get your content to go anywhere
There was a time when we did glossy page designs and when those designs were pretty much what we saw in our desktop browsers. With the introduction and rise of smartphones, tablets, phablets there isn't one view of our designs anymore.
Instead, what we create needs to be able to adapt in a way that is suitable for the device as well as where and how it’s being used.
With responsive design we've learnt the basics of how to adapt content, interactions and layouts so that it works across devices. But with further developments in technology and screens, our content is going to go anywhere. As a result we need to move away from designing for specific devices to solutions that are device agnostic. For us as UX designers this means means letting content rather than devices guide layouts, and also increasingly moving away from designing and wireframing pages to focusing on the modules that those views are made up of. But there are other aspects to consider in device agnostic design.
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UCD14 Talk - Alberta Soranzo - You Keep Saying Mobile (but I don’t think it m...UCD UK Ltd
Alberta Soranzo - You Keep Saying Mobile (but I don’t think it means what you think it means)
The way we’re accessing the internet has changed and there’s no going back. Mobile has become the platform of choice and for millions of people worldwide it is the only option available. The bottom line is that if people want to do something on the web, it’s guaranteed that that they are going to want to do it on mobile — be it to perform a task or find information.
However it is embarrassingly evident that the vast majority of mobile products are task-driven and little-to-no attention is paid to information retrieval and content.
In this session we will take a look at how real people use the internet, be it directly or through a connected device and how task performance and engagement levels are directly connected to the quality of the information made available. We will explore ways to personalize content delivery and increase utilization and relevance of services provided, and how to engage and support users in their journey through an experience, while attending to the specific details of a business or service proposition.
We will also take a look under the hood and show how to structure content to make it adaptive, how to organize it to make it findable, what the specific challenges and opportunities of the mobile space are and how to create outstanding experiences that integrate seamlessly in a true cross-channel strategy.
UCD14 Talk - Ben Wynn - Your Mobile Product Design Lies in the BalanceUCD UK Ltd
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Creating a compelling mobile product requires more than just good design and elegant engineering.
Exploring a range of influences Ben talks through examples of where strong product leadership has fostered a harmonious balance between art and engineering, helping to create amplified experiences and enduring products.
As we push further towards a world of contextually aware applications and devices that become ‘what we wear’ not just ‘what we hold’, striving for the perfect balance in product design is more relevant than ever before.
UCD14 Workshop - Darci Dutcher - Designing a Design TeamUCD UK Ltd
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One of the biggest design challenges we face is how to design and build our own teams. This can be even harder when working in agile/lean companies.
User Experience Design is a broad term that encompasses so many different skillsets that it can be difficult to bring together a design team that has the right mix of skills, knowledge and interests. This talk will cover a few approaches for identifying and creating the right balance of skills (both hard skills and soft skills) within a design team to help promote happy, healthy and successful design teams.
UCD14 Talk - Karl Smith - Enterprise User Experience UCD UK Ltd
Karl Smith - Exploring the challenges and opportunities of globalisation and commoditisation in Enterprise User Experience EUX
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In this brief session I will cover some of the key aspects of consideration and focus on the clash between notional standardised services and skill based consultancy. I will be describing a hybrid business process model that allows an agency experience with consultancy scale and factory delivery. I will also reveal some of the other models being attempted by global consultancies.
UCD14 Talk - Kevin Fitzsimons - Aggressive Inclusivity: A Truly Team Approach...UCD UK Ltd
Kevin Fitzsimons - Aggressive Inclusivity: A Truly Team Approach to Empathetic Design
Reaping the full benefits of user-centred design requires deep involvement from the entire team, including technical people, stakeholders, and users. Revolving around a couple of notable case studies, this talk describes how a truly integrated team – one where stakeholders are team members, not adversaries, and customers are partners in design, not anthropological specimens – can drive product success through not just understanding the user, but by building empathetic relationships and feedback loops.
UCD14 Talk - John Waterworth - Making it Work for EveryoneUCD UK Ltd
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Most government services are aimed at specific groups or types of people. But some of the services we are creating at the Government Digital Service really are aimed at everyone.
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In my time designing and managing commercial products and services, I could choose whether or not to serve the needs of these edge case groups. Would a small group provide enough revenue to make serving them worthwhile? Would meeting their needs make the product or service harder for the majority of customers to buy and use?
With government services we rarely have that choice. We can’t decide that some people won’t be able to register to vote, apply for a passport, or record the birth of a child, for example.
We also know that more than 25% of UK adults are either not online, or lack basic online skills. How can we design digital services that work well for the majority of users, without excluding people who lack easy access to the Internet, or have lower skills and confidence using digital services.
Using examples from recent Government Digital Service projects, this talk will show:
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UCD14 Talk - Pete Trainor - Is There a Neurological Recipe for Success? #NeuroCXUCD UK Ltd
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How can we design experiences that are intrinsically baked with success? Experiences that force users to learn new tricks and as a by-product modify behaviour and in some cases become new habits.
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The brain is genetically wired to react to positivity, releasing the neurotransmitter dopamine into an area of the brain called The Reward Center when a positive experience is encountered… which in turn teaches the body the difference between what is good & what is bad.
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UCD14 Keynote - Julian Hirst - Improvisation & Innovation: More Music Lessons...UCD UK Ltd
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Business is beginning to see the real value in design, and in differentiation through innovation. Designers are invited to the table early to solve complex problems, uncover opportunities, conceptualise strategy, help achieve financial goals, make shareholders rich.
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UCD14 Workshop - Neil Turner - How to Ditch Meetings and Start Playing GamesUCD UK Ltd
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UCD14 Talk - Monica Ferraro - Usability Testing with Young ChildrenUCD UK Ltd
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UCD15 Talk - Enrico Furfaro - Sonification of Virtual and Real Surface Tapping: Evaluation of Behaviour Changes, Surface Perception and Emotional Indices
1. Sonification of virtual and real surface tapping:
evaluation of behaviour changes, surface perception
and emotional indices
Enrico Furfaro
UX Architect @ We Love Digital
24th October 2015
Ana Tajadura-Jiménez, Research Fellow, UCL
Nadia Berthouze, Professor in Affective Computing, UCL
Frédéric Bevilacqua, Head Researcher, IRCAM
UCD 2015 - Humanity in digital landscapes: Mind, Cognition and Psychology
2. 24/10/2015 Enrico Furfaro, We Love Digital | Sonification of surface tapping | UCD 2015 2
Dr. Nadia Berthouze,
Professor in Affective
Computing, UCL
Frédéric Bevilacqua,
Head Researcher, IRCAM
Enrico Furfaro
UX Architect
Dr. A. Tajadura-Jiménez,
Research Fellow and
Principal Investigator
3. 24/10/2015 Enrico Furfaro, We Love Digital | Sonification of surface tapping | UCD 2015 3
Dr. A. Tajadura-Jiménez,
Research Fellow and
Principal Investigator
Dr. Nadia Berthouze,
Professor in Affective
Computing, UCL
Frédéric Bevilacqua,
Head Researcher, IRCAM
Enrico Furfaro
UX Architect
4. What does Sonification mean?
24/10/2015 Enrico Furfaro, We Love Digital | Sonification of surface tapping | UCD 2015 4
5. Three aspects
Auditory displays
• Systems that systematically transform data into
sounds that can be manipulated by human users
through an interface.
Sonification
• Sonification is this transformation: data into sounds
to convey information.
Sonic interaction design
• It is the study and exploitation of sound as one of
the principal channels conveying information.
24/10/2015 Enrico Furfaro, We Love Digital | Sonification of surface tapping | UCD 2015 5
6. Why is it important?
24/10/2015 Enrico Furfaro, We Love Digital | Sonification of surface tapping | UCD 2015 6
7. Why is it important?
• Interaction with objects is increasingly mediated
through their digital representation.
• Interaction with object is multisensory.
• Touch, vision and hearing contributing and
interacting with each other
To what extent do we make use of the information
conveyed by auditory feedback? How do we measure it?
24/10/2015 Enrico Furfaro, We Love Digital | Sonification of surface tapping | UCD 2015 7
Google’s Project Soli
9. Our aim
To explore how the sounds resulting from tapping on a
surface inform :
1. The applied strength when tapping.
2. The user’s ability to tap & changes in emotional
states.
3. The physical features of the surface material
(hardness).
And to test a multidimensional measurement approach
to evaluate user experience related to these three
dimensions.
24/10/2015 Enrico Furfaro, We Love Digital | Sonification of surface tapping | UCD 2015 9
Me tapping on a table
10. 1. Tapping behaviour
Changes might occur because of the auditory action loop.
• The effect for which users try to adjust their actions
based on the auditory feedback they receive.
Example: the audio feedback in real time helped elite
rowers to adjust their strokes and improved their
performance. (Schaffert et al.’10).
24/10/2015 Enrico Furfaro, We Love Digital | Sonification of surface tapping | UCD 2015 10
Listening to the sound of the boat motion increases boat velocity
(Schaffert et al.’10)
Audio
Feedback
Motor Behaviour
11. 2. User’s ability to tap
Users’ ability to tap might be affected because of the
sense of body can be altered by sound feedback .
• Sense of body = the mental representation of body.
• Crucial for our interaction with our environment.
• Obtained and continuously updated through sensing
and acting.
Example - the perceived length of participants' arm can
be altered by presenting real-time sound feedback
suggesting an altered distance. (Tajadura-Jiménez et
al.’12).
24/10/2015 Enrico Furfaro, We Love Digital | Sonification of surface tapping | UCD 2015 11
Tajadura-Jiménez et al.’12
12. 2. User’s emotional states
Body movement is a medium to express and to regulate
one’s own emotions.
• We expected changes in behaviour and emotions.
For example, the strokes in ‘Fruit Ninja’ were
successfully used to detect players’ emotional states
(frustrated, excited, relaxed, bored) during the
gameplay.
24/10/2015 Enrico Furfaro, We Love Digital | Sonification of surface tapping | UCD 2015 12
Gao et al.’12
13. 3. Physical features of the material
Changing audio feedback can result in changes in an
object perceived material properties.
• Both in case of natural surfaces and virtual haptic
surfaces.
Example:
• Reduced high frequencies led to biased perception
of sand paper’s texture (smoother). (Guest, et al.
2002)
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Sandpaper
14. 3. Physical features of the material
Changing audio feedback can result in changes in an
object perceived material properties.
• Both in case of natural surfaces and virtual haptic
surfaces.
Examples:
• Attenuating high frequencies led to biased
perception of sand paper (smoother). (Guest, et al.
2002)
• higher frequencies or louder sound while biting
crisps led to biased perception of crispness and
freshness (Zampini & Spence, 2003)
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Kermit the frog eating crisps
16. tapping on “real” surface
tapping on “virtual” surface
The tapping action triggers, in real-time, the presentation of pre-recorded tapping
sounds
Surfaces & Components
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Two modes: “real” and “virtual”.
18. 24/10/2015 Enrico Furfaro, We Love Digital | Sonification of surface tapping | UCD 2015 18
Design & procedure
Virtual
Real
Six conditions for
each participant
“Strong” sound
feedback
“Medium” sound
feedback
“Weak” sound
feedback
Design
2 surface type x 3 sound level strength
Timeline for each condition
0 s 10 s
baseline1
70 s 80 s
baseline2Audio-feedback phase
time
Questionnaire
x
19. 1. Measuring tapping behaviour
The accelerometer was used to measure the tapping
behaviour.
• Acceleration = tap’s strength
• Interval between taps = frequency of taps
24/10/2015 Enrico Furfaro, We Love Digital | Sonification of surface tapping | UCD 2015 19
20. Galvanic skin response (GSR)
24/10/2015 Enrico Furfaro, We Love Digital | Sonification of surface tapping | UCD 2015 20
2. Measuring emotional experience and ability to tap
Self Assessment Manikin (SAM)
Valence
Arousal
Dominance
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2. Measuring emotional experience and ability to tap
7-point Likert scales: physical strength, ability to tap,
aggressiveness.
Now please, draw an horizontal line through the vertical scale to indicate how
much mental effort you feel you had to invest to complete the tapping task.
Subjective Mental Effort Questionnaire (SMEQ)
22. To measure perceived surface hardness we used a 7-point Likert scale.
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3. Measuring surface hardness
24. 24/10/2015 Enrico Furfaro, We Love Digital | Sonification of surface tapping | UCD 2015 24
Results
Real vs. Virtual surface
• Harder surface, larger perceived strength and ability to tap, less stressed & more in control.
Surface hardness
• Virtual surface perceived softer when ‘weak’ feedback.
Emotions & ability to tap
• Audio motor incongruences led to unpleasant arousing experiences.
• Real surface. More negative valence when weak sound feedback and less able to tap.
• Virtual surface. Weak sound led to higher GSR values.
Behaviour
• Real & virtual surface. introducing the sound feedback sped up movements and decreased acceleration.
• Real surface. Weak sounds led to higher maxima acceleration
25. 24/10/2015 Enrico Furfaro, We Love Digital | Sonification of surface tapping | UCD 2015 25
Takeaways
When measuring and designing digital representation
of objects, consider that audio feedback plays a
fundamental role in complementing or substituting
haptic feedback.
1. it informs about physical properties of objects.
2. it can be used to manipulate and/or lead motor
behaviour.
3. if congruent to the action, it leads to a more
pleasant user experience.
4. it might affect the sense of body which relates to
perceived body characteristics and self-esteem
Example of measures:
• Self Assessment Manikin (SAM)
• 7-point Likert scales
• Subjective Mental Effort Questionnaire (SMEQ)
• Bandura’s self-efficacy test
• GSR
• Sensors (for example accelerometer and piezo) to
capture data and for sonification of objects.
26. Implications for design
1. To complement when interacting with digitally
represented objects.
Digital representation of objects characterized by a
limited amount of haptic & visual feedback:
• when extreme precision in applied strength is critical
e.g. touch-less surgery or dismantling bombs.
• Shopping on-line (tactile-sensory substitution)
perceived material properties & emotion responses
are important .
2. To guide motor behaviour.
Motor behaviour changes in a self-controlled way:
• Physical rehabilitation (VR/augmented reality).
• Games promoting health- or fun-movement
(rehabilitation, education, entertainment).
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Nicole Stenger wearing one of the first VR prototypes in the early 90ies
28. Sonification of Surface tapping original paper
• Tajadura-Jimenez, A; Bianchi-Berthouze, N; Furfaro, E; Bevilacqua, F; (2015) Sonification of surface tapping
changes behavior, surface perception, and emotion. IEEE Multimedia , 22 (1) 48 - 57.
• Furfaro, E., Berthouze, N., Bevilacqua, F., Tajadura-Jiménez, A. (2013) Sonification of surface tapping:
Influences on behaviour, emotion and surface perception. Interactive Sonification Workshop (ISon 2013),
Bielefeld, 9th-10th December, 2013.
Sonification and Sonic Interaction design
• T. Hermann, A. Hunt, and J.G. Neuhoff, The sonification handbook. Berlin:Logos Publishing House, 2011.
• Franinović, Karmen, and Stefania Serafin. Sonic interaction design. Mit Press, 2013.
Sonification of boat motion improves athletes’ movements
• N. Schaffert, K. Mattes, and A.O. Effenberg, “Listen to the boat motion: acoustic information for elite rowers”,
in Proc. Interaction Sonification workshop (ISon), Stockholm, Sweden, 2010
Sound feedback affects arm’s length perception
• A. Tajadura-Jiménez, A. Väljamäe, I. Toshima, T. Kimura, M. Tsakiris and N. Kitagawa, “Action sounds recalibrate
perceived tactile distance”. Current Biology, 22(13), 2012, pp. R516-R517.
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References
29. Fruit Ninja to detect players’ emotional states
• Y. Gao, N. Bianchi-Berthouze, and H. Meng, “What does touch tell us about emotions in touchscreen-based
gameplay?”, in ACM Transactions on Computer-Human Interaction 19(4), pp. 31, 2012.
Body movements and emotions
• N. Bianchi-Berthouze, “Understanding the role of body movement in player engagement”. Human Computer
Interaction 28(1), 2012, pp. 42-75.
• A. Kleinsmith, R. De Silva, and N. Berthouze, “Grounding affective dimensions into postures description”,
Lecture Notes in Computer Science, Berlin / Heidelberg: Springer, 3784, 2005, pp.263-270.
Sound and perception of objects’ characteristics
• Guest, S., Catmur, C., Lloyd, D. & Spence, C. (2002). Audiotactile interactions in roughness perception.
Experimental Brain Research, 146(2), 161-171
• D. Merrill, and H. Raffle, “The sound of touch”, in Proc. ACM Conference on Human Factors in Computing
Systems 2007, ACM Press, 2007, pp. 2807-2812.
• Zampini, M., & Spence, C. (2004). The role of auditory cues in modulating the perceived crispness and
staleness of potato chips. Journal of sensory studies,19(5), 347-363
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References