Interactivity, Game Creation, Design, Learning, and Innovation. 7th EAI International Conference, ArtsIT 2018, and 3rd EAI International Conference, DLI 2018, ICTCC 2018, Braga, Portugal, October 24–26, 2018, Proceedings

Research Article

Art-Based User Research: Combining Art-Based Research and User Research to Inform the Design of a Technology to Improve Emotional Wellbeing

Download
151 downloads
  • @INPROCEEDINGS{10.1007/978-3-030-06134-0_9,
        author={Carla Nave and Teresa Rom\"{a}o and Nuno Correia},
        title={Art-Based User Research: Combining Art-Based Research and User Research to Inform the Design of a Technology to Improve Emotional Wellbeing},
        proceedings={Interactivity, Game Creation, Design, Learning, and Innovation. 7th EAI International Conference, ArtsIT 2018, and 3rd EAI International Conference, DLI 2018, ICTCC 2018, Braga, Portugal, October 24--26, 2018, Proceedings},
        proceedings_a={ARTSIT \& DLI},
        year={2019},
        month={1},
        keywords={Art-based research Design Emotions Human-Computer Interaction Technology User research Wellbeing},
        doi={10.1007/978-3-030-06134-0_9}
    }
    
  • Carla Nave
    Teresa Romão
    Nuno Correia
    Year: 2019
    Art-Based User Research: Combining Art-Based Research and User Research to Inform the Design of a Technology to Improve Emotional Wellbeing
    ARTSIT & DLI
    Springer
    DOI: 10.1007/978-3-030-06134-0_9
Carla Nave1,*, Teresa Romão1,*, Nuno Correia1,*
  • 1: Universidade Nova de Lisboa
*Contact email: cd.saraiva@campus.fct.unl.pt, tir@fct.unl.pt, nmc@fct.unl.pt

Abstract

This paper presents research output from an experiment that combines ideas from User Research and Art-based Research. Artistic processes inspired the study, in which we asked participants to assess and then “paint” their emotions over emotion-eliciting images using an array of materials, such as watercolors and colored pencils. We used a mixed methods approach that included questionnaires, psychometric data from validated scales and informal conversations. Our primary goals were to inform the design of a mobile application meant to improve emotional wellbeing and assess whether creative self-expression can help to engage users when evaluating and exploring their affective states. We conclude by summarizing the results, which we believe to be positive.