Emotional biosensing is rising in daily life: Data and categories claim to know how people feel and suggest what they should do about it, while CSCW explores new biosensing possibilities. Prevalent approaches to emotional biosensing are too limited, focusing on the individual, optimization, and normative categorization. Conceptual shifts can help explore alternatives: toward materiality, from representation toward performativity, inter-action to intra-action, shifting biopolitics, and shifting affect/desire. We contribute (1) synthesizing wide-ranging conceptual lenses, providing analysis connecting them to emotional biosensing design, (2) analyzing selected design exemplars to apply these lenses to design research, and (3) offering our own recommendations for designers and design researchers. In particular we suggest humility in knowledge claims with emotional biosensing, prioritizing care and affirmation over self-improvement, and exploring alternative desires. We call for critically questioning and generatively re-imagining the role of data in configuring sensing, feeling, 'the good life,' and everyday experience.
Visual tracking of multiple objects in a complex scene is a critical survival skill. When we attempt to safely cross a busy street, follow a ball's position during a sporting event, or monitor children in a busy playground, we rely on our brain's capacity to selectively attend to and track the position of specific objects in a dynamic scene. This ability to visually track simultaneously moving objects in a continuously changing and multisensory environment is a critical component of nearly all forms of visual-motor coordination. While methods for assessing Multiple Object Tracking (MOT) in adults are well established, due to challenges associated with designing a MOT task suitable for young children, we have little understanding of MOT abilities under the age of 5 years. To better understand how and when young children learn to track multiple objects, we designed, implemented and evaluated TrackFX, the first game-based MOT task running on a touch tablet designed for children as young as 30 months old. We present findings from an empirical study of 31 children between the age of 30 and 58 months and implications for game-based learning.
We fuse science and design thinking to create a novel, IoT interactive urban lights system focused on increasing positive affect among pedestrians. Our contributions are three-fold. First, the design, construction, and evaluation of an efficient interactive lighting system focused on wellbeing, as opposed to systems focused on utility or landscaping. Second, we used scientific methods to discover basic design parameters for affective outcomes. Third, we optimized user experiences for low energy profiles, positive affect, and interactivity. Tested interactions show positive and some unexpected negative responses. Optimal interactive designs cut energy consumption by 75% while maintaining positive affect. Furthermore, card sorting design exercises revealed an inverse relationship between perceived pleasant feelings and interactivity. We conclude by discussing the implications of our research for the design of coherent, attractive, and efficient urban lighting.
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