Skip to main content

An Emotional Tactile Interaction Design Process

  • Conference paper
  • First Online:
Human-Computer Interaction. Theory, Methods and Tools (HCII 2021)

Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 12762))

Included in the following conference series:

Abstract

This research explores whether it is possible to maintain the existing, most natural, and emotional touch relationship between “human” and “human” or “human” and “object” in interactive designs by observing the user’s behavioral experience without relying on the operation of technology products while at the same time allowing users to enjoy the innovative experience brought by digital technology. “Interactive behavior is natural, but emotional experience is novel” is the core idea of this research behind exploring interactive design. This research conceals technology inside familiar everyday objects and activates them giving them sensitive sensing capabilities. Detection and provision of timely interactive feedback are used in the emotional interactive touch mode that exists between “human” and “object”, allowing users to experience an emotional interactive experience. The research analyzes and summarizes the design process and steps through four interactive design projects executed by the author (inter-generational interactive design for older adults and interactive space design) [8,9,10,11], and finally integrates familiar artifacts (everyday object) as a device and provides a process and framework for emotional, physical touch, interactive experience designs.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 84.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 109.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

References

  1. Field, T.: Touch for socioemotional and physical well-being: a review. Dev. Rev. 30, 367–383 (2010). https://doi.org/10.1016/j.dr.2011.01.001

    Article  Google Scholar 

  2. Morrison, I., Löken, L., Olausson, H.: The skin as a social organ. Exp. Brain Res. 204, 305–314 (2010). https://doi.org/10.1007/s00221-009-2007-y

    Article  Google Scholar 

  3. App, B., McIntosh, D.N., Reed, C.L., Hertenstein, M.J.: Nonverbal channel use in communication of emotion: how may depend on why. Emotion 11, 603–617 (2011). https://doi.org/10.1037/a0023164

    Article  Google Scholar 

  4. van Erp, J.B.F., Toet, A.: Social touch in human-computer interaction. Front. Digit. Hum. 2, 1–14 (2015). https://doi.org/10.3389/fdigh.2015.00002

    Article  Google Scholar 

  5. Burleson, M.H., Trevathan, W.R., Todd, M.: In the mood for love, or vice versa? Understanding the relations among physical affection, sexual activity, mood, and stress in the daily lives of mid-aged women. Arch. Sex. Behav. 36, 357–368 (2007)

    Article  Google Scholar 

  6. Guthier, B., Dörner, R., Martinez, H.P.: Affective computing in games. In: Dörner, R., Göbel, S., Kickmeier-Rust, M., Masuch, M., Zweig, K. (eds.) Entertainment Computing and Serious Games. LNCS, vol. 9970, pp. 402–441. Springer, Cham (2016). https://doi.org/10.1007/978-3-319-46152-6_16

    Chapter  Google Scholar 

  7. Kang, N., Suto, H.: How to observe, share and apply in design process? In: Marcus, A. (ed.) DUXU 2013. LNCS, vol. 8012, pp. 498–505. Springer, Heidelberg (2013). https://doi.org/10.1007/978-3-642-39229-0_53

    Chapter  Google Scholar 

  8. Chang, Y.L., Lim, C.K., Chou, C.M., Huang, H., Sun, T.L., Liu, I.C.: Using facial emotion recognition to observe the emotional changes of the elderly playing the pillow type device. In: The 20th Asia Pacific Industrial Engineering and Management Systems (APIEMS 2019). Kanazawa City, Japan (December 2019)

    Google Scholar 

  9. Huang, H., Lim, C.K., Sun, T.L., Chou, C.M., Liu, I.C.: Evaluation of elderly gaming devices using openpose. In: The 4th International Conference on Ambient Intelligence & Ergonomics in Asia (AmI&E 2019). Taoyuan, Taiwan (October 2019)

    Google Scholar 

  10. Lim, C.K.: Pillow Fight: application of conductive fabric technology in activities for dementia. In: Physical Ergonomics and Human Factor, the 10th International Conference on Applied Human Factors and Ergonomics (AHFE 2019) Washington D.C. USA (July 2019)

    Google Scholar 

  11. Lim, C.K.: “Pillow Fight” board game design. In: 21 st International Conference on Human-Computer Interaction. Orlando, Florida, USA (July 2019)

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Chor-Kheng Lim .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2021 Springer Nature Switzerland AG

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Lim, CK. (2021). An Emotional Tactile Interaction Design Process. In: Kurosu, M. (eds) Human-Computer Interaction. Theory, Methods and Tools. HCII 2021. Lecture Notes in Computer Science(), vol 12762. Springer, Cham. https://doi.org/10.1007/978-3-030-78462-1_30

Download citation

  • DOI: https://doi.org/10.1007/978-3-030-78462-1_30

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-030-78461-4

  • Online ISBN: 978-3-030-78462-1

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics