Master's thesis

Master's thesis

Emotional Triggers

Emotional Triggers

This master's thesis highlighted the importance of prototyping and user testing through Research through Design. We developed a concept grounded in existing theory and our own research, using prototyping and design. Emotional Triggers explores the design of emotions in interactive installations.

Interaction design

Rtd

Installation

Tangible interaction

Interaction designer

Research, user testing, prototyping, concept development, soldering, coding.

Supervisor

Suhas Govind Joshi

Duration/Date

Autumn 2023 - Spring 2024

Methodology

Methodology

Research through Design

Research through Design

Designing is used as a way to explore and understand issues. It generates knowledge through the creation and reflection on design processes and artifacts.

How can we define qualities for interactive installations as triggers for specific emotional reactions?

How can we define qualities for interactive installations as triggers for specific emotional reactions?

Proposition

Proposition

Concept development through The Rage Game, an interactive installation designed to provoke anger.

Scope

Scope

How did we work with our master's thesis?

How did we work with our master's thesis?

The research followed a Research through Design (RtD) approach, combining theoretical exploration, iterative prototyping, and user testing to develop and refine a conceptual framework for emotional triggers in interactive installations,

Process included:

Process included:

Design and prototype

Design and prototype

Test and evaluate

Test and evaluate

Analyze and reflect

Analyze and reflect

Repeat and refine design

Repeat and refine design

Theoretical research

Theoretical research

  1. Developing the initial concept from existing theory and installations

  1. Developing the initial concept from existing theory and installations

The theoretical exploration combined principles from Human-Computer Interaction (HCI), Tangible Interaction, and Emotional Design. Key insights from existing theories and installations helped shape an initial conceptual framework for designing interactive experiences that evoke specific emotional responses. Our concept focused on the qualities of being self-reflective, exploratory, and audiovisual. These design qualities guided our prototyping, testing, and the final development of our interactive installation, The Rage Game.

Prototyping and testing

Prototyping and testing

  1. Exploring interfaces

  1. Exploring interfaces

In this phase, we conducted iterative prototyping by initially exploring various interfaces and emotions. This process was guided by frequent testing, with each prototype evolving into a more refined design, The Rage Game.

Challenge

Challenge

One interface alone was not sufficient to evoke an emotion.

One interface alone was not sufficient to evoke an emotion.

One interface alone only confused the users and was not efficient enough. Through prototyping and theory, we discovered that we needed to combine them to create an environment capable of triggering an emotion. No single quality was sufficient on its own.

We iteratively tested prototypes with users to refine designs before showcasing the final installation in a Showroom.

We iteratively tested prototypes with users to refine designs before showcasing the final installation in a Showroom.

By rapidly exploring different aspects through iterative user testing of prototypes, we ensured continuous improvement in the overall design of the interactive installation.

Design

Design

  1. Making The Rage Game

The purpose of the interactive installation was to explore how design can trigger specific emotions in the user, using anger as an example. By utilizing earlier prototypes, user tests and theoretical frameworks, we aimed to deepen our understanding of the initial concept and further refine it to address our research question. We came to understand that the combination of prototypes and interfaces played an important role in identifying the qualities that trigger emotional responses.

First iteration

First iteration

In this design iteration, we combined our prototypes into a cohesive experience. The installation included three stations, each contributing to an interactive environment designed to provoke and represent anger. We found that a single interface was insufficient, and an immersive environment was key for users to fully experience and recognise the emotion.

Second iteration

Second iteration

At this stage, we refined the successful prototypes from testing into a higher-fidelity design. The installation includes a button game that fails intentionally, provoking the user with a negative voice, a punching bag for physical release and a microphone that controls LED lights. The mirror adds a self-reflection element, allowing users to confront their image while experiencing the emotion.

Final design

Final design

The Rage Game

The Rage Game

Insights from 34 participants on the final design

4

Pilot tests

30

Participantc were observed and interviewed

Evaluation

Evaluation

  1. Assessing how the installation performs in the real world.

  1. Assessing how the installation performs in the real world.

By combining theory, our own research, and data from participant evaluations, our goal was to understand which qualities within our interactive installation could trigger anger, based on our initial concept. Anger was used as a representation of emotional responses more broadly.

Observation + interviews

Observation + interviews

Participants interacting with The Rage Game

Participants interacting with The Rage Game

By combining theory, our own research, and data from participant evaluations, our goal was to understand which qualities within our interactive installation could trigger anger, based on our initial concept. Anger was used as a representation of emotional responses more broadly.

Thematic analysis

Thematic analysis

Identifying recurring patterns with our installation

Identifying recurring patterns with our installation

Findings

Findings

  1. From initial concept to revised concept

  1. From initial concept to revised concept

Initially, we presented a preliminary concept consisting of the qualities of self-reflective, exploratory, and audiovisual. Through practice and evaluations, we have revised the qualities and our understanding of our research.

Enhancing the understanding of how to evoke specific emotions in interactive installations.

Enhancing the understanding of how to evoke specific emotions in interactive installations.

This study began with theory and, through prototyping, developed an understanding that led to the final concept of Emotional Triggers. By designing The Rage Game, we explored design qualities by using anger as an example. The findings contribute to HCI research by enhancing the understanding of how to evoke specific emotions in interactive installations.