Abstract
In this paper, the development process and validation of a self-assessment emotion tool (SAET) is described, which establishes an emotion-assessment method to improve pictorial expression design. The tool is based on an emotion set of emotional-cognition-derived rules obtained from an OCC model proposed by Ortony, Clore, and Collins, and the emotion set and expression design are validated by numerical computation of the dimensional space pleasure–arousal–dominance (PAD) and the cognitive assessment of emotion words. The SAET consists of twenty images that display a cartoon figure expressing ten positive and ten negative emotions. The instrument can be used during interactions with visual interfaces such as websites, posters, cell phones, and vehicles, and allows participants to select interface elements that elicit specific emotions. Experimental results show the validity of this type of tool in terms of both semantic discrimination of emotions and quantitative numerical validation.
Highlights
Car Interaction Design Lab, College of Arts and Media, Tongji University, Shanghai 201804, China; College of Design and Innovation, Tongji University, Shanghai 200092, China
The deterministic design found through the pilot study differs somewhat from the results generally perceived by the public, and the analysis from the perspective of the PAD values provides designers with a very clear baseline
The results of the first round of the validation study showed that not every emotion had the smallest Euclidean distance, with the exception of resentment and shame, these emotion groups were significantly correlated to their text (Figure 4), so it is possible that the PAD values for the expression designs were less distant from the other significantly correlated texts
Summary
Car Interaction Design Lab, College of Arts and Media, Tongji University, Shanghai 201804, China; College of Design and Innovation, Tongji University, Shanghai 200092, China. With respect to product interaction and visual design, etc., users have different emotional experience processes regarding man-made objects carefully constructed by designers. In the field of user experience research, its main focus is on the emotional response to the human–computer interaction [3,4]. The methods used for such investigations are usually validated emotion-measurement instruments from the field of experimental psychology (for example [3,6,7]). The disadvantage of these methods is that they are not always well-suited to the highly interactive nature of digital media. Most methods are applied after the experiment, providing a measure of the overall experience [8]
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