Advertisement

MUVA: A MUltimodal Visceral Design Ambient Device

  • Robert Kivac
  • Sune Øllgaard Klem
  • Sophus Béneé Olsen
  • Amalie Bækgaard Solander
  • Simon Dyrberg von Spreckelsen
  • Evangelia Triantafyllou
  • Georgios A. Triantafyllidis
Conference paper
Part of the Lecture Notes in Computer Science book series (LNCS, volume 9748)

Abstract

This paper presents MUVA (MUltimodal Visceral design Ambient device), a prototype for a storytelling light- and sound-based ambient device. The aim of this device is to encourage social interaction and expand the emotional closeness in families with children where at least one parent has an irregular work schedule. MUVA differs from the other ambient devices, because it is targeted to children, and it adopts a visceral design approach in order to be appealing to its users. It is a raindrop-shaped lamp, which features audio playing, while its light color is affected by the audio playing. MUVA can be used by parents to store pre-recorded audio of themselves telling stories, which their children can listen to when they are away. In order to investigate if MUVA is appealing to its users and if it creates feelings of closeness between parents and children when the first are absent, we conducted interviews and observations of children and an online survey study with parents. Our preliminary evaluation failed to provide solid evidence on the development of feelings of closeness. However, the majority of children participating in our test found the record function of the product enjoyable, while the majority of parents thought MUVA would be a fun communication method. Finally, our evaluation indicated that both parents and children would prefer another shape and design.

Keywords

Ambient device Storytelling Children Visceral design Ambient light 

References

  1. 1.
    Aiex, N.: Storytelling By children (1988). http://www.vtaide.com/png/ERIC/Storytelling.htm. Accessed on 20 Oct 2015
  2. 2.
    Amato, P.R., Booth, A.: Consequences of parental divorce for adult well-being. Soc. Forces 69, 895–914 (1991)CrossRefGoogle Scholar
  3. 3.
    Angelini, L., Caon, M., Lalanne, D., Abou khaled, O., Mugellini, E.: Towards an anthropomorphic lamp for affective interaction. In: Proceedings of the Ninth International Conference on Tangible, Embedded, and Embodied Interaction, Stanford, California, USA, pp. 661–666 (2015)Google Scholar
  4. 4.
    Astingston, J., Edward, M.: The development of theory of mind in early childhood, pp. 1–7 (2010)Google Scholar
  5. 5.
    Christoffersen, M.N., Mørck, Y., Sørensen, K.M.: Ungdomssociologi. Forlaget Columbus, Copenhagen (2001). ISBN: 87-7970-023-3Google Scholar
  6. 6.
    Bak, L., Epinion, Leadership, P.: Danskernes kulturvaner 2012. Kulturministeriet (2012)Google Scholar
  7. 7.
    Bjørner, T.: Qualitative Methods for Consumer Research. Hans Reitzel, København (2015). ISBN: 978-87-412-5853-9Google Scholar
  8. 8.
    Bjørnstrup, V., Matthiesen, T., Skov, O.: Identitet og senmodernitet – Med stress som case (2013). ISBN: 978–87-616-6190-6Google Scholar
  9. 9.
    Cherry, K.: Color Psychology (2015). http://psychology.about.com/od/sensationandperception/a/colorpsych.htm. Accessed on 16 Dec 2015
  10. 10.
    Creswell, J.W.: Research Design: Qualitative, Quantitative and Mixed Methods Approaches, 4th edn. Sage Publications, Thousand Oaks (2014)Google Scholar
  11. 11.
    Deding, M., Lausten, M., Andersen, A.: Børnefamiliernes Balance Mellem Familie- og Arbejdsliv, pp. 1–140 (2006). ISBN: 87-7487-837-9Google Scholar
  12. 12.
    Dencik, L.: Growing up in the post-modern age: on the child’s situation in the modern family, and on the position of the family in the modern welfare state. Acta Sociol. 32(2), 155–180 (1989). doi: 10.1177/000169938903200203 CrossRefGoogle Scholar
  13. 13.
    Garzotto, F., Paolini, P., Sabiescu, A.: Interactive storytelling for children. In: Proceedings of the 9th International Conference on Interaction Design and Children, pp. 356–359 (2010)Google Scholar
  14. 14.
    Gillham, B.: Developing a Questionnaire, 2nd edn. Continuum International Publishing Group, London (2000)Google Scholar
  15. 15.
    Gonas, L.: Balancing family and work to create a new social order. Econ. Ind. Democracy 23(1), 59–66 (2002)CrossRefGoogle Scholar
  16. 16.
    Koninklijke Philips Electronics N.V.: Philips Hue. United States of America (2012)Google Scholar
  17. 17.
    Kowalski, R., Loehmann, S., Hausen, D.: Cubble: A multi-device hybrid approach supporting communication in long-distance relationships, pp. 201–204 (2013)Google Scholar
  18. 18.
    Leibowitz, A.: Home investments in children. Marriage, family, human capital, and fertility. J. Polit. Econ. 82(2), 111–135 (1974)MathSciNetCrossRefGoogle Scholar
  19. 19.
    Markopoulos, P., Ruyter, B., Mackay, W.: Awareness systems advances in theory. Methodol. Des. 1, 27–29 (2009)Google Scholar
  20. 20.
    Moore, A., Steiner, C., Conlan, O.: Design and development of an empirical smiley-based affective instrument, pp. 1–12 (2013)Google Scholar
  21. 21.
    Norman, D. (ed.): Emotional Design: Why we Love (or Hate) Everyday things, 1st edn., pp. 20–70. Basic Books, New York (2004)Google Scholar
  22. 22.
    Reas, C., Fry, B.: Processing (Version 3.0.1) Fathom Information Design, UCLA Arts Software Studio, NYU’s ITP, Boston, Los Angeles, New York (2001)Google Scholar
  23. 23.
    Sénéchal, M., LeFevre, J.A., Hudson, E., Lawson, E.P.: Knowledge of storybooks as a predictor of young children’s vocabulary. J. Educ. Psychol. 88(3), 520 (1996)CrossRefGoogle Scholar
  24. 24.
    Wisneski, C., Ishii, H., Dahley, A., Gorbet, M., Brave, S., Ullmer, B., Yarin, P.: Ambient displays: turning architectural space into an interface between people and digital information. In: Yuan, F., Konomi, S., Burkhardt, H.-J. (eds.) CoBuild 1998. LNCS, vol. 1370, pp. 22–32. Springer, Heidelberg (1998)CrossRefGoogle Scholar
  25. 25.
    Wright, A.: Storytelling with Children. Oxford University Press, Oxford (1995)Google Scholar
  26. 26.
    Zhou, Z., Cheok, A., Pan, J., Li, Y.: Magic story cube. In: Proceedings of the 2004 ACM SIGCHI International Conference on Advances in Computer Entertainment Technology, ACE 2004, pp. 364–365 (2004)Google Scholar

Copyright information

© Springer International Publishing Switzerland 2016

Authors and Affiliations

  • Robert Kivac
    • 1
  • Sune Øllgaard Klem
    • 1
  • Sophus Béneé Olsen
    • 1
  • Amalie Bækgaard Solander
    • 1
  • Simon Dyrberg von Spreckelsen
    • 1
  • Evangelia Triantafyllou
    • 1
  • Georgios A. Triantafyllidis
    • 1
  1. 1.Department of Architecture Design and Media TechnologyAalborg University CopenhagenCopenhagen,Denmark

Personalised recommendations