Characterizing the emotional impacts of haptic-emotional impacts of haptic-enhanced mobile mediaAmaya Becvar Weddle, Ph.D. | UX Research Managery , | gImmersion Corporation, San Jose, CA
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UXPA 201312 JULY
What is ‘haptics?’at s apt cs?The study of how people sense
their environment through touch
Feeling a Feeling a real bump on a
Feeling a haptic simulation of a bump
Vs.
on a surface
of a bump on a surface
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Haptic interfaces simulate real-world tactile interactionsOVERVIEW | EMOTION| USER STUDY| RESULTS| TAKEAWAYS
Immersion Haptic TechnologyImmersion Haptic Technology
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A UX Value of Haptics = RealismpMultimodal experiences feel
more realistic and immersivemore realistic and immersive
Haptics can reinforce the illusion of tangible reality
Interactions feel natural and Interactions feel natural and intuitive
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Realism
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Haptic Video Enhancement Feature
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Haptic effects generated from audio signal in real-time
Audio signal sourceud o s g a sou ce
Low frequency,
Haptic outputi
high amplitude
Haptic outputImmersion’s “Reverb” feature
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Mobile video consumption is consumption is on the rise
The overall time spent The overall time spent watching video on mobile devices (tablets & smartphones) grew by 19% in Q1 2013*
© 2013 Immersion Corporation - Confidential *Ooyala Global Video Index Report, June 2013
How does haptic-How does haptic-enhancement impact enhancement impact the video viewing the video viewing experience?p
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HypothesisHypothesis
Mobile video enhanced by haptics is y pmore realistic, immersive, and emotionally involvingemotionally involving.
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ApproachApproachCompare emotional response to haptic enhanced videos versus haptic-enhanced videos versus control videos with no haptics.
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What do we mean by What do we mean by emotional response?e ot o a espo se?
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Arrousal
Valence
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Why is emotion important in UX?
In some contexts, usability is less relevant.Sometimes, two experiences are comparable usability-
i b i ll *wise, but not emotionally*.Emotion is always part of human experience.*Agarwal, Anshu, and Andrew Meyer. "Beyond usability: evaluating emotional response as an
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g , , y y y g pintegral part of the user experience." CHI'09 Extended Abstracts on Human Factors in Computing Systems. ACM, 2009.
How can we measure i l emotional response
i UX t di ?in UX studies?
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Two methods:Two methods:1. Self-report. Se epo t2. Physiological y gmeasurements
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Two methods:Two methods:1. Self-report. Se epo t2. Physiological y gmeasurements
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Self-ReportSe epo tAffect Grid
Product Reaction Cards
Emo-cards
Wells R ScaleWells R Scale
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Self-ReportSe epo tAffect Grid
Product Reaction Cards
Emo-cards
Wells R ScaleWells R ScaleRussell James A Anna Weiss and Gerald A Mendelsohn "Affect grid: a single-item scale of pleasure and Russell, James A., Anna Weiss, and Gerald A. Mendelsohn. Affect grid: a single item scale of pleasure and arousal." Journal of Personality and Social psychology 57.3 (1989): 493.Benedek, J., & Miner, T. (2002). Measuring desirability: New methods for evaluating desirability in a usability lab setting. Proceedings of UPA 2002 Conference, Orlando, FL, July 8-12, 2002. Desmet, Pieter, Kees Overbeeke, and Stefan Tax. "Designing Products with Added Emotional Value: Development and Appllcation of an Approach for Research Through Design." The design journal 4.1 (2001): 32-47.
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Wells, W. D. (1986). Three useful ideas. In R. J. Lutz (Ed.), Advances in ConsumerResearch (Vol. 13, pp. 9–12). Provo, UT: Association for ConsumerResearch.
OVERVIEW | EMOTION| USER STUDY| RESULTS| TAKEAWAYS
Self-ReportSe epo tAffect Grid
Product Reaction Cards
Emo-cards
Wells R ScaleWells R ScaleRussell James A Anna Weiss and Gerald A Mendelsohn "Affect grid: a single-item scale of pleasure and Russell, James A., Anna Weiss, and Gerald A. Mendelsohn. Affect grid: a single item scale of pleasure and arousal." Journal of Personality and Social psychology 57.3 (1989): 493.Benedek, J., & Miner, T. (2002). Measuring desirability: New methods for evaluating desirability in a usability lab setting. Proceedings of UPA 2002 Conference, Orlando, FL, July 8-12, 2002. Desmet, Pieter, Kees Overbeeke, and Stefan Tax. "Designing Products with Added Emotional Value: Development and Appllcation of an Approach for Research Through Design." The design journal 4.1 (2001): 32-47.
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Wells, W. D. (1986). Three useful ideas. In R. J. Lutz (Ed.), Advances in ConsumerResearch (Vol. 13, pp. 9–12). Provo, UT: Association for ConsumerResearch.
OVERVIEW | EMOTION| USER STUDY| RESULTS| TAKEAWAYS
Self-ReportSe epo tAffect Grid
Product Reaction Cards
Emo-cards
Wells R ScaleWells R ScaleRussell James A Anna Weiss and Gerald A Mendelsohn "Affect grid: a single-item scale of pleasure and Russell, James A., Anna Weiss, and Gerald A. Mendelsohn. Affect grid: a single item scale of pleasure and arousal." Journal of Personality and Social psychology 57.3 (1989): 493.Benedek, J., & Miner, T. (2002). Measuring desirability: New methods for evaluating desirability in a usability lab setting. Proceedings of UPA 2002 Conference, Orlando, FL, July 8-12, 2002. Desmet, Pieter, Kees Overbeeke, and Stefan Tax. "Designing Products with Added Emotional Value: Development and Appllcation of an Approach for Research Through Design." The design journal 4.1 (2001): 32-47.
© 2013 Immersion Corporation - Confidential
Wells, W. D. (1986). Three useful ideas. In R. J. Lutz (Ed.), Advances in ConsumerResearch (Vol. 13, pp. 9–12). Provo, UT: Association for ConsumerResearch.
OVERVIEW | EMOTION| USER STUDY| RESULTS| TAKEAWAYS
Self Report – Affect Gridp
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Self Report – Affect Gridp
x
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Self Report – Affect Gridp
Participants seem to learn
x
pto use Affect Grid quickly & intuitively
Possible to derive Possible to derive quantitative measures of two dimensions of emotion, allowing for statistical comparisons
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Self Report – Wells R ScalepEmotional Involvement & “Being There”
“I felt like I was right there in the video, experiencing the situation.”f g , p g“I really got involved in the emotions provoked by the video.”
Typically used to assess audience involvement in
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yp yadvertising messages
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Two methods:Two methods:1. Self-report. Se epo t2. Physiological y gmeasurements
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Physiological Measurementsy g
Electrodermal Response
H t R t
Facial Expression
Heart Rate
TemperatureTemperature
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Physiological Measurementsy g
Electrodermal Response
H t R t
Facial Expression
Heart Rate
TemperatureTemperature
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Physiological Measurementsy gElectrodermal Response• Measure of physiological arousal
Q SensorAffectiva, Inc.• Measure of physiological arousal
• # of “peaks” increase in heightened arousal state
ff ,
videos viewed on HD phoneSCR
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St d DesignStudy Design
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Study Participantsy p
23 ti i t23 participantsGender balancedOwn Android or iOS device 2 years old or lessAll watch media on smartphone or tablet regularly (2 3 times/week)
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All watch media on smartphone or tablet regularly (2-3 times/week)
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Test ContentTest Content
8 videos40 – 90s in lengthDownloaded from YouTube
Music VideosCommercials
Downloaded from YouTube
Movie Trailers User Created
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Test Content
Played on Nexus S smartphonesy pReverb feature enabled/disabled in
counterbalanced presentation
Genre /# ContentM i T il 1 “M l’ Th A ”Movie Trailer 1 “Marvel’s The Avengers”Movie Trailer 2 “House at the End of the Street”Commercial 1 BudweiserCommercial 2 Mercedes C63 AMG Black SeriesMusic Video 1 “Put Your Graffiti on Me” – Kat GrahamMusic Video 2 “The Veldt” - Deadmau5User-Created 1 SkydivingUser Created 2 Motocross race
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User-Created 2 Motocross race
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Laboratory Set-Upy pHeadphones
GSR SensorPaper survey Smartphone
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Video App
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Research methodsExperimental Design
Training/BaselineTraining/Baseline
Session 1. Session 1.
Watch 8 videos; do Watch 8 videos; do Watch 8 videos; do ratings
•Haptic Condition
Watch 8 videos; do ratings
•Haptic Condition p•Control
p•Control
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Feature AssessmentsFeature Assessments
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Research methodsExperimental Design
Training/BaselineTraining/Baseline
Session 1. Session 1.
Watch 8 videos; do Watch 8 videos; do
Watch video
Complete questionsWatch 8 videos; do
ratings
•Haptic Condition
Watch 8 videos; do ratings
•Haptic Condition
Rest period
X 8p
•Controlp
•Control
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Feature AssessmentsFeature Assessments
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Research methodsExperimental Design~7 days
Training/BaselineTraining/Baseline
Session 1. Session 1.
Warm-UpWarm-Up
Session 2. Session 2.
Watch 8 videos; do Watch 8 videos; do Watch 8 videos; do Watch 8 videos; do
Watch video
Complete questionsWatch 8 videos; do
ratings
•Haptic Condition
Watch 8 videos; do ratings
•Haptic Condition
Watch 8 videos; do ratings
•Control
Watch 8 videos; do ratings
•Control
Rest period
X 8p
•Controlp
•Control •Haptic Condition•Haptic Condition
ll
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Feature AssessmentsFeature Assessments Final AssessmentsFinal Assessments
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Research Methods - Data Haptic Enhancement No Enhancement
• Physiological measure – arousal (GSR)• Self-Reportsp
• Affect Grid – valence & arousal• Wells R Scale - involvement with content• Quality of Experience (QoE)Quality of Experience (QoE)• Descriptive, qualitative feedback
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Res ltsResults
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Physiological DataPhysiological DataEDR
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Physiological DataPhysiological DataPhysiological data reflect y ghigher arousal levels in response to videos with Reverb appliedReverb applied.
Heightened psychological aro sal has been linked to arousal has been linked to ad effectiveness and persuasion*
Reverb Control
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p = 0.006*(Sanbonmatsu and Kardes, 1988)
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Affect Grid DataAffect Grid Data
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Affect Grid DataAffect Grid Data
Avg. Valence = 6.3 Avg. Valence = 5.8A A l 5 1
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Avg. Arousal = 6.1 Avg. Arousal = 5.1
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Affect Grid DataAffect Grid Data
Avg. Valence = 6.3 Avg. Valence = 5.8A A l 5 1
p < 0.05
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Avg. Arousal = 6.1 Avg. Arousal = 5.1
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Affect Grid DataAffect Grid Data
Avg. Valence = 6.3 Avg. Valence = 5.8A A l 5 1
p < 0.05
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Avg. Arousal = 6.1 Avg. Arousal = 5.1p < 0.004
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Emotional Involvement Data“I felt like I was right there in the video, experiencing the situation.”“I really got involved in the emotions provoked by the video.”
Users reported feeling more immersed and more emotionally involved with
- Reverb- Control
emotionally involved with video content enhanced by haptic effects.
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p < 0.003 p < 0.008
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QoE DataQoE DataQuality of Experience
R b
QoE ratings on average 15% higher for
- Reverb- Control
higher for Reverb videos vs. controls.
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Qualitative Data“It’s like the difference of
ki t t
“It was like supplementingor helped me recall true
experience It brought me
Qualitative Datamaking you want to
dance and not dance.”experience. It brought me
back to the memory of something, like driving a
cool car or skydiving.”
“It totally enhances the experience. It kicks it up a
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p pnotch. I feel like I’m in a movie
theater.”
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SummaryH ti E h d
SummaryHaptic Enhanced Mobile Video
More positive and enthusiastic response to video content Higher level of emotional involvement Higher quality of experience ratings
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Higher quality of experience ratings
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ImpactHaptic Content Strategic Initiative
F d
ImpactFor end-users:Haptics as a value-added feature to mobile experiences
For content producers:Haptics as a new medium for creative expression
For advertisers:Haptics as a novel mechanism to engage customers
For Immersion:A new business unit!
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Measuring Emotion gin User Experiences
T E l Di d Ad t ( ) Di d t ( )Type Examples Discussed Advantages (+) Disadvantages (-)
Physiological Measures
Electrodermal Activity
Powerful & persuasive data, “objective” measure
Requires rigorous experimental design, very sensitive to objective measure very sensitive to exposure, expensive equipment & software, takes significant time & effort to analyze data; effort to analyze data; arousal, not valence
Self-Report Affect Grid, Involvement (Wells R
Easy to trainparticipants to use
Ultimately, a subjective measure; effect size can Involvement (Wells R
Scale)participants to use, arousal & valence, relatively easy to analyze, quantitative analysis possible
measure; effect size can be hard for subjects to estimate
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analysis possible.
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Thank [email protected]
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DiscussionDiscussionInteractive Exercise – Using Emotion Measures in UX
Imagine using emotion measures in your own UX work. What would represent an ideal outcome? (Your island paradise)
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What would represent an ideal outcome? (Your island paradise). What is holding you back from achieving that goal? (Your anchors).
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Self Report – Emocardsp
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Image from Agarwal and Meyer, 2009, p. 2923
Self Report – EmocardspParticipants have a hard
time understanding time understanding cartoon faces without textual labels
Comparisons are qualitative
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QoE Timeline Data
64.6
LFE
71.9
Authored
54.8
No Haptics
54.8
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Mean opinion scores of all participants (including “outliers”) is plotted as a bold, colored line.Grey shading represents the 95% confidence interval for each rating point. (Rating data was gathered at a rate of one rating/s).Overall grand mean of all ratings is represented as a dotted line.