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The topic of the workshop is the exploration and discussion of physical objects that can be used for qualitative (or even quantitative) user self-reports of emotional experiences during evaluations of interactive systems. Set up as playful self-reports, these instruments have the potential to capture the users experiences in a holistic and unobtrusive way. Interferences with the users experiences are meant to be kept low, compared to classical methods (e.g. questionnaires, physiological measures), where the immersion of the user in the task is constantly disrupted. The workshop is inspirited by the approach of the Sensual Evaluation Instrument (SEI) (Isbister, Hk, Sharp, & Laaksolahti, 2006); (Isbister, Hk, Laaksolahti, & Sharp, 2007); (Laaksolahti, Isbister, & Hk, 2009) with the goal to enhance existing (often solely verbal and visual) classical methods of emotion assessment in HCI using haptic materials. These materials are suitable to be presented to a broad range of users such as blind, illiterates or children (UX-evaluation-4-all). Classical methods of UX evaluation often exclude users that are handicapped: Blind or illiterate users are not able to read questionnaire items and younger users or those with limited cognitive abilities might find it hard to understand the meaning of some (complicated) questionnaire items. Furthermore, the haptic objects are hypothesized to be culture fair, as one kit of evaluation instruments can be used for users speaking different languages.

The objects can represent dimensions of emotion (e.g. valence) and they can consist of various materials and substances. Objects are supposed to be chosen by users in emotional experience evaluation (during interaction) according to their current, situational mood in a self-reported way. A user could play a video game (for example) that (is supposed) to evoke strong emotions, fear and negative valence (e.g. a horror-survival-game). The researcher provides the user a set of materials/objects during the game. When the user is confronted with shocking and disturbing game interaction sequences, he/she can self-report this through touching (for example) very cold, uncomfortable, and spiky or even sticky materials, instead of the warm, comfortable and soft materials. This should represent his negative valence towards the game sequence and confirms the intended effect of the game, which is to evoke a negative valence towards the game. Overall, objects could vary in temperature (warm vs. cold), composition of materials (soft vs. hard), surface properties (sticky vs. not sticky) or texture (fine-grained sand vs. coarse-grained pebble). But also other variations are possible.

The goal of this workshop is a collection of ideas which materials/objects could be used to assess several facets of user experience and also how these materials/objects could be validated. The workshop should establish a network of researchers and practitioners in the field of UX evaluation that are interested in enhancing their knowledge in innovative, haptic evaluation methods. Furthermore, another goal of the workshop is a discussion of possibilities and limitations of haptic evaluation materials that serve as a basis for a future development of prototypes.


Isbister, K., Hk, K., Laaksolahti, J., & Sharp, M. (2007). The sensual evaluation instrument: Developing a trans-cultural self-report measure of affect. International Journal of Human-Computer Studies, 65(4), 315328. doi:10.1016/j.ijhcs.2006.11.017

Isbister, K., Hk, K., Sharp, M., & Laaksolahti, J. (2006). The sensual evaluation instrument. CHI (p. 1163). New York, New York, USA: ACM Press. doi:10.1145/1124772.1124946

Laaksolahti, J., Isbister, K., & Hk, K. (2009). Using the Sensual Evaluation Instrument. Digital Creativity, 20(3), 165175. doi:10.1080/14626260903083603